Since I saw The Locust God spoiled I wanted to create a deck based around it. I'm solid at piloting control decks and have put together a rough draft of what the deck 'Locust Pocus' may look like. With counter and removal for the early game along with draw spells to get me through to the late game to resolve and protect a Locust God and win with a mass of locusts.
The Win Condition
The Locust God - the main win condition, ideally play on turn 6 and then utilise unused draw spells and make an army of tokens, protect with counter magic. He is recurrable, but obviously susceptible to exile effects which is why I chose to run three rather than two. I know a lot of people would rather run Torrential Gearhulk in the six drop slot, but I really want to try make Locust dude work.
Other win conditions include: Fevered Visions via the 2 damage clause. Or Wandering Fumarole and smashing through for damage. Post-sideboard there are more options for win cons.
The Counter Suite
Disallow - a catch all mandatory counter spell. Good at stopping pesky things I don't like hitting the board, can also counter Planeswalker ultimate.
Censor - a soft counter that is good when an opponent is playing on curve. Better early game rather than late. But also replaces itself and can make another locust.
Supreme Will - another soft counter, but mana-leak was always a strong card. I was tossing and turning between Supreme Will and Negate. I decided to try this out as keeping 3 mana back to prevent SW is keeping my opponent on the back foot and will wreck them if unsuspecting. Additionally can be used for card selection (alas no actual 'draw' clause so no extra locust).
The Draw Suite
Fevered Visions - great card, stacks well. Been incredibly successful in past UR decks. Alternate win con through additional burn to opponent. But also allows me to make two locusts a turn with no additional cost.
Hieroglyphic Illumination - good early with cycling, good late when more mana available. More locusts!
Glimmer of Genius - better late game, allows for card selection and allows me to dig for the vital card whether it be removal, counter magic or the God. Even more locusts!
Pull from Tomorrow - ALL THE LOCUSTS!!! Draw a heap of gas, make a heap of tokens. All at instant speed. Late game winner.
The Removal Suite
Hour of Devastation - just what UR needed, a powerful sweeper that also takes care of PW. I stopped playing UR mainly down to Gideon and that if I didn't have the counter magic and he resolved then I had lost. This Clears the board of almost anything the opponent can put down.
Harnessed Lightning - good solid removal spell. Main way of taking down a Heart of Kiran when combined with Aether Hub. Also combines well with Glimmer to take down bigger creatures later in the game.
Abrade - more options are good. 2 mana for 3 damage is pretty sweet going for a card in standard these days, but giving the option to remove an Artifact instead is great!! It kills Gearhulks, vehicles and any pesky utility artifacts like monuments.
Magma Spray - finally Magma Spray in the early game, takes care of reoccurring threats like zombies, scrap heap scroungers or potentially things to bring back with Dawn.
Overall the deck seems like it could go the distance. I need to test a whole heap and would appreciate any advice or suggestions on both the main and the sideboard.