Flipping
I then tried out an Esper version with
UB Control already plays a card which is a bit like Azor's Gateway:
UB Gateway Control
| Maindeck | ||
|---|---|---|
| 26Lands | 6Creatures | 28Other Spells |
| 4 | 2 | 3 |
| 4 | 4 | 1 |
| 4 | 4 | |
| 7 | 4 | |
| 1 | 4 | |
| 6 | 3 | |
| 4 | ||
| 4 | ||
| Sideboard | ||
|---|---|---|
| 1 | 1 | 3 |
| 1 | 1 | 2 |
| 4 | 2 | |
Main Deck Choices
4 Azor's Gateway/Sanctum of the Sun
Let’s get back to the Search for Azcanta vs Azor's Gateway discussion. Against aggressive decks you do not want either of those anyway, though Search for Azcanta is usually better here, because it is safer to Abrade, can ramp into Gearhulk and gives you card selection without spending mana. Nevertheless, Azcanta is still not great by any means and you sideboard it out as you do with Gateway. Overall, you get maybe a 1-2 % better matchup against Aggro with Azcanta, but that’s about it. Against Control both cards are good, but Gateway is much better. Everybody knows how boring a Control mirror is: nothing happens for a long time. In that time, you can get rid of all the dead cards like
Against Midrange it can go either way and it really depends which midrange deck is being played. I remember games where I won with Gateway after playing some removal spells and flipping the Gateway to cast
4 Torrential Gearhulk and 2 Scarab God
These choices are straightforward. Most UB decks play these numbers, so there is not a lot to say about. Usually you want to draw as many
4 Fatal Push, 4 Moment of Craving, and 4 Vraska’s Contempt
Since you need to interact early against aggressive decks, you play all playsets of the best removal spells in black. The lifegain of Moment and Contempt is very relevant. Fatal Push can be played on bigger threats, too with
4 Essence Scatter and 4 Disallow
Playing four copies of
3 Hieroglyphic Illumination
Some people are playing
1 Commit/Memory
Every UB Control deck should run at least one copy of this card. If I was able to find room for another copy, I would play two. Commit is important sometimes, since it can bounce enchantments like [Ixalan’s Binding] or artifacts like Azor's Gateway. Also, it helps you get rid of
The Mana Base
The manabase is pretty classic. 26 lands seems to be the optimal number, because you really want to hit a land drop every turn. This deck can hardly flood out with Fetid Pools, Gateway and mana sinks like The Scarab God. Four Field of Ruins are necessary since there are enough good lands right now in standard you want to destroy like Azcanta, Adanto or Arch of Orazca. You should always watch out to kill an opposing [Scavanger Grounds] once its tapped to clear the way for Gearhulk and Scarab God.
Sideboard Choices
2x Torment of Hailfire
The ideal scenario is that you play your Gate turn 2 or 3 and kill the opponent with Torment of Hailfire turn 7. That sounds super uncommon, but it actually comes up. Let’s just say the opponent has the turn 1 Duress or the turn 2 Negate for your Gateway. Even then, the game goes on. You got 4 Copies of Azor's Gateway, eventually you will get one on the battlefield, there is no hurry since you got plenty of time in control matchups to get it flipped. Also, you can actually win with Torment of Hailfire even without Temple of Aclazotz. I remember a game where my Opponent activated their Arguel’s Blood Fast pretty often and I could finish the game with a Torment of Hailfire for 5 with 2 counter backups. The main deck has no room for this strategy which is mostly only good against control decks or controlish midrange decks anways. Playing two copies looks like a good number, since, firstly, you are safer against discard spells and, secondly, it makes sure you eventually have drawn one when you got Temple of Aclazotz in play and want to finish the game.
4 Negate and 2 Duress
The full set of
3x Contraband Kingpin
Even though the decklist is pretty decent against aggressive decks already, you want to make sure to bring in cards for your Gateways, since they are too slow in these decks. I am convinced Kingpin is the best option against aggressive decks, because it makes sure you do not die to some hyper aggressive starts where the opponent swarms the board with one and two drops.
1 Doomfall, 1 Bontu's Last Reckoning, 1 Demon of Dark Schemes, and 1 Arguel’s Blood Fast
Here are some cards where you usually do not want to draw multiple copies, but still are pretty important.
Demon of Dark Schemes is good against many decks like Tokens, Aggro, and some Midrange decks. It helps you to clear the board while also pressuring the opponent. You can argue that
Arguel’s Blood Fast is fantastic against Control, since life does not matter a lot there and you got plenty of time drawing cards, which is the most important thing to do in the control mirror. If there was room for another copy, I would play 2, but your game plan in the control mirror is pretty good already and is the whole point of playing this deck over the Search for Azcanta version.
Sideboard Plans
With that being said, here are some general sideboard ideas. Please keep in mind that sideboarding really depends on the opponent’s decklist and what cards your opponent played game 1 and 2. For example it is totally possible that you go all in for the Gateway & Torment plan game 2 and cutting them for game 3. General speaking, if you are on the Gateway plan and you don't know which card you should take out, it is helpful to think about your mana curve, since you want to make sure that Gateway flips as soon as possible.
Mono R
Out:
-4
-1
In:
+1
+3
+1
Gateway is way too slow against red, even though they might sideboarding out
R/G Beats
Out:
-4
-4
In:
+1
+1
+3
+1
+2
It might look weird taking out Fatal Push, but Moment of Craving is just better most of the time, because it kills
UB Control
Out:
-2
-1
-1
-4
-2
In:
+1
+4
+2
+2
+1
UB is the most played control deck, but there are several other control decks (Tokens, Approach, Ramp etc.). You basically board in the same cards, but board out differently. The importance of game 1 actually changes between real life events and magic online due the time factor. At a tournament, it is totally possible that you will at maximum just finish two games, sometimes only one game, so winning the first game is pretty important there and that is good news because with for copies of Azor's gateway, you are in a good spot to do so. Keeping a couple of Fatal Push in is just a blind guess against
Grixis Energy Midrange
Out:
-1
-1
-1
In:
+1
+2
Sideboarding here is more like a gut feeling, because there are many different versions of Grixis Energy. Doomfall looks weak against [Whirler Virtoso] and Pia, but if you Essence Scatter these creatures or he does not have them it is a good removal spell for The Scarab God, Rekindling Phoenix or Glorybringer. Otherwise you can still play it as a discard spell. This is one of those matchups where you could maybe want the Gates depending on how many Abrades they have leave in postboard. There are so many versions of Grixis Energy that sideboarding here is tough. Negates seem to be good since most of the time they try to go control by adding counterspells and planeswalkers. You can easily bring in 4 Negates when they play a more creatureless version. Duress does not seem to be very good because they still play too many creatures and you don't want to whiff. Arguel’s Blood Fast looks too risky, because they still are pressuring you, no matter how controlish they go. The real question here is whether to go on the Azor Gateway plan or not, which depends whether they saw a gateway game 1 and which list they are playing.
G/B Constrictor
Out:
-4
In:
+1
+1
+2
This matchup is pretty good, especially game1. You just have so many ways to deal with their threats. Even though mostly they only have Thrashing Brontodon to deal with your Gateway, you don't really need the artifact in this matchup. Killing and countering everything before winning with Gearhulks and God is a fantastic gameplan against them. You still can keep 1 Gateway, because looting helps to make sure you get enough gas. Similarly to R/G beats, they bring in Bestiary and Carnage Tyrant, but also Duress and Negate when they are on the Sultai Version. Negates are mainly here to answer Planeswalkers, Bestiary, Blossom or opposing Negates, but can also decide a game when you can protect your God from Vraska’s Contempt. Overall, postboard gets better for them, but you are still favored.
Thanks for reading, I hope you enjoyed it! If you have any question, just leave a comment and I will answer your question as soon as possible. This deck needs some practice, because often enough you have a lot of game deciding decisions, but if you understood the deck, it is a lot of fun and very competitive. I am going to play this deck at GP Madrid, so hopefully I can make my teammates proud. Wish me luck!
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