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Carry on my Wayward Sun

Standard Control WU (Azorius)

Purple_Mage


Sideboard


I have been brewing in my head an Approach of the Second Sun deck ever since it was spoiled in recent weeks. I have considered various colours combinations including Bant and Jeskai. But for consistency I have decided to stick with UW. Please see below for the breakdown of the deck. My main issues/worried I have with the deck are: the amount of counters and the sideboard. As always with any of my decks feedback is greatly valued and appreciated and I shall (hopefully) promptly get back to you.

The Win Condition Suite

This deck has one main win con and a secondary win con pre-sideboarded games. And these are:

Torrential Gearhulk - this being the secondary win con. Is a great beater and has 22 targets in the deck for flashback of instants. Very versatile whether I need removal, draw or counter with a 5/6 body. Is weak to Dispossess however I should be able to counter it, although if I do get hit with a Dispossess then I still have my main win con.

Approach of the Second Sun - the main win condition of the deck. Everything in this deck aims towards casting one and resolving a second Second Sun card. This means I need a mixture of counter, removal, life gain and draw. All of which (I hope) the remaining cards in the deck can provide.

The Draw Suite

Having six draw spells seems like a good amount. All of which have the aim of digging further into my deck and both types are instant so I can therefore flashback with a Gearhulk if and when needed.

Anticipate - cheap card selection. Allows me to see the top three and choose one. Useful when digging for my first or second Second Sun card.

Glimmer of Genius - I was torn between Glimmer of Genius and Hieroglyphic Illumination. Both draw me two cards, however in the effort of digging further for Second Sun I chose scry 2 over cycling early game.

Pull from Tomorrow - I have made this my most recent addition to the deck. It shall hopefully give me late game edge allowing me to drown my opponents in card advantage in order to answer their threats and dig deep for my Win Cons. All of course at instant speed on my opponents end step. I currently run one copy. If at all possible I'd like to run two.

The Counter Suite

Ten counter spells seems like a lot to me. I'm worried that if I have no early game removal my opponent shall beat down and all I have is counters that do nothing. So unsure if I should cut down or not. With some testing and feedback I can make my mind up.

Disallow - I chose this over Void Shatter. But this may change depending on my local meta as being able to exile reoccurring threats like Scrapheap Scrounger might be more highly valued. I like Disallow for its versatility and ability to counter, well ... abilities.

Negate - I have plenty of removal to take care of creatures so chose Negate over Essence Scatter. Just a good cheap counter that will be useful late game at hopefully protecting my second Second Sun cast from other counters.

Censor - a cheap catch all counter that is great when an opponent goes all in on a big spell. As the game goes long and this is less likely to happen I can cycle and cash Censor in for another card.

The Removal Suite

Finally we have the removal set. Either as spot removal or mass removal.

Fumigate - great mass removal card, if I get to five mana this can be a big swing and I can gain more life to keep me going until the late game.

Blessed Alliance - excellent spot removal, can get around hexproof creatures and both late or mid game can gain me much needed life.

Immolating Glare - cheap targeted removal. Done.

Cast Out - finally white has a removal spell that has multiple targets (creatures, artifacts, enchantments, planeswalkers). It's a bit pricey, but with it having flash I have the choice between this or Glimmer for my 4-drop depending on the situation. In recent standard when trying to play a UW deck I was vulnerable to a resolved PW. But this solves the problem.

Overall the deck seems consistent and half way decent. It needs tweaking and needs a sideboard. So once again suggestions are more than welcome :).

Suggestions

Updates Add

Again I went 2-2 on the last FNM.

And considering my local meta I need to adapt my deck pretty drastically. Of the four games I played against Zombies 3 times. I've noticed that only having two sweepers main board in this meta sucks and also is kinda bad considering the sheer amount of recursion for the Zombie decks. To combat this I have come up with several ideas/thoughts:

  1. More sweepers. I am going to add in +4 Engulf the Shore. This seems better than Fumigate in some ways against zombies. Since it comes down a turn earlier and won't make too much difference since quite a few threats come back from the graveyard anyway.

I feel these four would need to be swapped for some form of counters or draw spells maybe?

  1. Swapping out 2 Disallow for 2 Void Shatter. Again the option for exiling those pesky zombs.

I can't think of any other ways to improve atm off the top of my head. Any other suggestions would be great!!

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Revision 6 See all

(6 years ago)

-1 Anticipate main
-1 Cast Out main
-2 Censor main
-2 Disallow main
+4 Engulf the Shore main
+2 Island main
-2 Plains main
+2 Void Shatter main
Top Ranked
  • Achieved #37 position overall 6 years ago
Date added 6 years
Last updated 6 years
Legality

This deck is not Standard legal.

Rarity (main - side)

0 - 3 Mythic Rares

26 - 7 Rares

15 - 0 Uncommons

5 - 5 Commons

Cards 60
Avg. CMC 3.49
Tokens Angel of Sanctions 3/4 W, Glyph Keeper 5/3 W
Folders Standard, Fe Azorius, Neato Deck, Fun decks
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