So I've gone back and forth on a couple archetypes (Scapeshift, Jund, and Bogles) and I've finally settled on this. In the end what I decided was that what I needed wasn't a mainboard that beats most of my meta but rather a deck that has the ability to tune its sideboard into a meta killer. So my goal decks to shut down are Twin, Bogles, Burn and Affinity. If you have suggestion for my sideboard that more effectively deal with those please let me know!
So without further ado...
INTRODUCTION:
American Control () is an archetype that has existed for quite some time, despite not seeing quite as much play in this current meta game. The basic plan is to slowly grind out the game by answering your opponent's board state while slowly killing them through Vendilion Clique, Restoration Angel, Snapcaster Mage, and Celestial Colonnade beats with the occasional burn spell to close the game.
THE COUNTER MAGIC:
Mana Leak: A fairly traditional counter spell in modern, fairly good early on but gets a little worse as the game goes on.
Remand: Similar story to leak, it only gets worse as the game goes on. though I have to point out that you can use the two in conjunction to force a 1 for 1 trade by Remanding a spell into Mana Leaking said spell if the game goes THAT late.
Spell Snare: A huge thing to be able to counter a Tarmogoyf on the draw, but VERY quickly loses power as the game goes onward, hence the one-of inclusion.
Izzet Charm: Doubles as a counter spell, removal OR if utterly needed it can dig for a better answer. I like it as a one-of inclusion to create options.
Cryptic Command: The blue Swiss army knife. It taps an army, draws a card, counters something or even bounces stuff. It does EVERYTHING this deck wants. Hell, bouncing Snapcaster Mage creates a soft lock.
THE REMOVAL:
Lightning Bolt: One of the most versatile spells in the format, kill something or goes to the opponent's face to close the game.
Path to Exile: A bit of a non-bo with Mana Leak, but much like bolt this is one of THE premier removal spells in modern and we have access to BOTH. There isn't a reason to not be running them both,
Lightning Helix: A bolt with gain 3 attached to stabalize against aggro? Sure. I GUESS we'll take it.
Electrolyze: Two damage will kill off at least a few things, helps to manage Lingering Souls, and it cantrips. I think this is a fine two-of.
THE ATTACKERS:
Vendilion Clique: Ripping cards out of a player's hand is always nice, it also allows me to know what cards I need to hold onto. Flash 3/1 flying bodies never hurt (me) either.
Snapcaster Mage: 2/1 with flash for 2 is pretty fair, the fact that it flashes a spell back is insane.
Restoration Angel: 3/4 body with flash AND flying for 4 is pretty good. Now tack on the fact that it can blink Snappy and Clique to abuse ETB triggers and its bonkers.
Celestial Colonnade: While this is technically a land, this gets a slot here seeing as it is THE premier kill condition of the deck since it passes the bolt test and lands are hard to kill. Nothing wrong with a 4/4 vigilant flyer.
THE VALUE SPELLS:
Sphinx's Revelation: This spell resolved for 3+ wins games. Card advantage creates a far more impactful state on the game in Modern than it does in Standard due to the speed of the format. The life gain also certainly doesn't hurt against aggressive match ups.
THE SIDEBOARD:
Spellskite: Typically comes in against Twin, Bogles, Infect and Storm. Keeps Twin from going combo kill, Bogles from voltroning us to death, Infect from doing too much damage early, and Storm is forced to do more math to kill us when we have several open blue mana sources.
Leyline of Sanctity: Sides in against Burn and Storm. Burn HAS to resolve Destructive Revelry against it or the deck fizzles really hard for the most part. Storm, assuming that they don't think to bring in Empty the Warrens suddenly has a lot of disruption to fight through.
Anger of the Gods: Zoo, Affinity and BW Tokens. 3 mana wrath to help stabilize against aggressive creature decks.
Hurkyl's Recall: Affinity, need I explain.
Sphinx's Revelation: Burn, Affinity, Zoo, anything aggressive minus Infect really. Drawing extra cards and resetting some of the clock is pretty big in aggressive match ups.
Stormbreath Dragon: Control and Removal centric decks. Against the control mirror having a resilient threat is always good, against decks that are removal heavy it's a really good surprise factor and leaves them unsure of the plan game 3.