Instant, Sorcery, Enchantment, Artifact (32) | |||
---|---|---|---|
$3.17€2.130.02 | |||
4
Cancel
|
$0.19€0.080.03 | ||
$2.75€2.270.02 | |||
$0.24€0.110.03 | |||
$0.20€0.070.03 | |||
$3.50€1.440.02 | |||
4
Cast Out
|
$0.24€0.150.03 | ||
$0.25€0.110.03 | |||
$0.18€0.130.03 | |||
$0.24€0.150.03 | |||
Planeswalker (2) | |||
$10.24€14.080.17 | |||
Land (26) | |||
$0.30€0.190.03 | |||
$1.10€1.160.02 | |||
$0.34€0.200.03 | |||
8
Plains
|
$0.27€0.220.03 | ||
6
Island
|
$0.30€0.210.03 | ||
$0.50€0.320.02 | |||
$0.20€0.050.03 |
$1.31€0.670.02 | |||
1
Censor
|
$0.25€0.200.03 | ||
$0.49€0.290.02 | |||
$0.44€0.270.02 | |||
$2.02€1.200.02 | |||
$4.27€4.630.06 |
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Learn more Download For WindowsUW Approach is looking to be very strong in the current meta even with missing fumigate from KLD. Had good results in quick events and are having good matchups against UB Control and Monored. Merfolk seems to might have an advantage against this deck and some other go wide strategies, need more matches to further comment that. This deck requires patience to master and you really need to know the deck and how to navigate it. So do not expect to roll over people, if you are doing small mistakes with this deck it will cost you games. Cycling is only in emergency situations, always try to play the cards for their full cost to utilize their value.
Approach of the Second sun
Cut down this from 3 to 2 pieces from my earlier iterations, games might go longer and you have to be more careful with having counterspells but all in all, cutting the extra Approach gives room for other cards that stops the other playing from taking control of the game.
Blink of an Eye
Experimenting a bit with this so far good results might get replaced by one Hieroglyphic Illumination.
Hieroglyphic Illumination
One of the main draw spells that we use when having extra mana on the end of the opponents turn, do not cycle this away just because you can and try to utilize it to its full value.The Instant speed makes me choose this over the Sorcery speed of other draw card spells. We need to be able to react to whatever the opponent is doing.
Cast out / Seal Away / Settle the wreckage
These cards really make this deck possible the combination of holding a settle and opponent playing around it only to having you play Seal Away instead of settle exiling the one creature and keeping Settle for the next turns is what makes the deck strong. Hold on to Cast out for as long as you can as this can remove anything. Seal away and settle are not that strong against UB but it helps in the long games when Scarab Nab comes out and starts attacking with his friends.
Search for Azcanta
Two of these, kinda risky to play turn two sometimes in the aggro meta but if you manage to get it out and save yourself later with Settle/Seal Away you will quickly run away with the game.
Supreme Will
Great as a counterspell, even better for digging for Approach and Settle. A must have
Cancel
Had less of this earlier but now rocking four and loving it. Feels so good to be able to counter anything instead of having Essence Scatter or Negate that is narrow. By having Seal Away and cutting down on Approach, it is easy to have a playset.
Syncopate
This was a combination of Cancel / Essence Scatter earlier. Syncopate seems a lot stronger with a lot more flexibility as it can counter everything with the right amount of mana. It is also not a completely dead card like Essence Scatter in some matchups
Teferi, Hero of Dominaria
This dude is a real Hero. There have been soo many times he alone has run away with the game even against Mono Red. Previously in the Regal Carcal spot this guy comes down drawing you a card and then untapping two lands giving you access to Seal Away, Syncopate and even all your 3 cost counters if you play him on turn 6 making him really hard to kill. He can also untap your flipped Search for Azcanta.
Lands
Out with Arch of Azcanta, getting the city's blessing without Regal Carcal is just too hard. In with Memorial to Genious, only one though as I am not comfortable with any more tapped lands. 8 Rarelands, this is an expensive cost but it helps a lot. You truly have to love these type of decks to invest your wildcards in those 8 lands. Running two ipnu Rivulet for getting to our Approach faster. We are also running one Field of Ruin in hopes of ruining our opponent's Legendary Lands
Nuts & Bolts Spike spends his energy looking within. He tries to understand his own internal flaws and works to improve them.
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"Nuts & Bolts Spike spends his energy looking within. He tries to understand his own internal flaws and works to improve them"
13 comments
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i like control...but a deck where you dont do nothing except counter spells and then a card says "you win" is just lame...
just saying
I've also combo'd it with Teferi's -3 before to get rid of a threat, but that's not necessarily the most efficient usage.