*NOTE*
I'm pretty much FTP on Arena so I'm working with what I've got.
I've made a few tweaks and this is my current updated list.
Dovin's Fate
I was having fun playing UW prison/control just before the release of Allegiance, so after the release I played around with some of the new UW cards. Beyond the shock lands I added Dovin's Acuity and Absorb. Both cards were added for a few reason however with RDW & Agro being so prevalent in the current meta the life gain really helps while you work to establish control over the board.
I was running an additional Nexus however, I really don't like drawing Omniscience or Nexus early game so I sub'ed for another Azcanta. The double Azcanta really helps increase the draw chance. Plus, I like running one flipped and the other unflipped. It really helps find the cards you need.
The goal is to play draw/life cards to stay in the game while you setup for the mid-late game. The deck runs a bunch of instants so you can start up Dovin's recycling service.
There are a bunch of ways to deal with creatures. Just remember to reserve Ixalan, Absorb and Teferi for handling planeswalkers (when necessary). The Devious Cover-Up is included for playing against other Nexus decks or for recovering milled/countered win-con cards (Dawn of Hope, Nexus, Teferi).
There are a few win-con's. One key I've found with Nexus is having Azcanta and keeping around four cards in my deck in case I need to stop my nexus loop. This allows you to mill the opponent in the even you lose the Dawn of Hope.
The deck is setup for Bo1 however, the sideboard does have a bit of thought behind it. The main plan is for shifting against RDW/Agro with more life gain/draw, as well as, more counter. And against control/nexus with more counter/exile as well as a Clear the Mind incase all your win-con's have been lost.
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Edit 1/29/2019 -
I've made several edits to the original list. After several iterations I've added some additional cheap/recastable card draw to speed through the deck (espically once you build your land base and can afford to discard additional land to jump start. I also removed one land and the Settle the Wreckage's. I found Settle to be a bad answer people expect it so they do attack with all creatures and it ramps the opponent, puttings them in a better position. Also, just holding 4 mana for a counter the opponent tends to think you are holding a Settle so they tend not to attack all, giving you a bit more time.
Added:
X1 Chemster's Insight
x1 Devious Cover-Up
X1 Dovin's Acuity
x2 Radical Idea
Removed:
x1 Island
X4 Settle the Wreckage
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Edit 2/6/2019 -
I've made additional edits after several iterations. I've replaced the jump-start draw cards with Anticipate to dig deep through the deck when I need to find a card. I also added two negates to deal with the meta shift toward control. I typically reserve it for countering counters (annoying blue-blue counter stack battles).
Added:
x4 Anticipate
x2 Negate
Removed:
x4 Chemster's Insight
x2 Radical Idea
Instant, Sorcery, Enchantment, Artifact (37) | |||
---|---|---|---|
$0.25€0.100.03 | |||
4
Absorb
|
$0.49€0.430.02 | ||
$0.15€0.020.03 | |||
$10.84€7.560.24 | |||
$2.60€2.270.02 | |||
$0.67€0.430.02 | |||
4
Opt
|
$0.25€0.120.03 | ||
$14.03€6.470.29 | |||
$0.20€0.090.03 | |||
$0.19€0.130.03 | |||
$0.50€0.310.02 | |||
2
Negate
|
$0.25€0.140.03 | ||
$0.16€0.100.04 | |||
Land (22) | |||
$8.97€9.260.17 | |||
$1.10€1.160.02 | |||
7
Island
|
$0.50€0.050.03 | ||
7
Plains
|
$0.42€0.150.04 | ||
Planeswalker (1) | |||
$10.00€14.080.17 |
$6.95€6.080.02 | |||
$1.99€1.030.02 | |||
$0.24€0.110.03 | |||
$0.18€0.130.03 | |||
$0.15€0.020.03 | |||
$0.19€0.070.03 | |||
$14.03€6.470.29 | |||
2
Negate
|
$0.25€0.140.03 | ||
$0.25€0.150.03 |
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