- 3x Azorius Charm
- 1x Cyclonic Rift
- 2x Dissolve
- 3x Magma Jet
- 2x Sphinx's Revelation
- 2x Steam Augury
- 2x Syncopate
- 2x Warleader's Helix
- 4x Hallowed Fountain
- 4x Island
- 5x Mountain
- 1x Plains
- 4x Sacred Foundry
- 4x Steam Vents
- 4x Temple of Triumph
Standard USA Control: (Suggestions requested)
Strategy: Use burn and board wipe to keep control of the early game. Mid-game use planeswalkers and Steam Augury to gain card advantage and maintain until finishers hit the table.
Card by Card:
Aetherling/Elspeth : Finishers
Anger of the Gods/Supreme Verdict : Board wipe (obviously)
Chandra, Pyromaster : Primarily for her 0 ability to push through the deck essentially getting 1 more card a turn, but other abilities add some versatility.
Cyclonic Rift : one of my favorite cards, can be used early game in a pinch of save for a board reset on opponent late game.
Detention Sphere: Primarily to deal with non-creature permanents that make it to the field
Dissolve/Syncopate: Counters (obviously)
Azorius Charm: Versatile card all great options
Jace, Architect of Though : Just a badass, drop turn 4 against aggro deck for huge damage reduction, and his mini fact or fiction if the board is under control.
Magma Jet : Early game control, plus the scry to dig for what you need, plus combos well with Chandra
Sphinx's Revelation : Late game card advantage
Steam Augury : Midgame card advantage (considering adding more)
Warleader Helix: Burn/Lifegain
Assemble the Legion: Possibly pull out of sideboard for another win condition?
Edit: Izzet charms removed for Azorius Charms Dropped Ral Zarek, Warleader Helix added