U/W Control

I am going to give you the decklist of what I think is
the best deck in the standard environment.

4 Wrath of God
4 Accumlated Knowledge
4 Fact or Fiction
4 Blinding Angel
4 Counterspell
4 Absorb
4 Power Sink
3 Dismantling Blow
2 Tsabo's Web
2 Rout

4 Coastal Tower
4 Adarkar Wastes
10 Islands
7 Plains

Why I run the cards:

Wrath of God: This is a very important spell. This is
the spell that gives you an edge vs. Rebel, Skies,
Fires, and Green/White. Don't be afraid to wrath away
only one creature especially if its important.

Accumlated Knowledge: Accumlated knowledge can be used
early in the game to get the land or wrath you need.
Late in the game this will go for 2, 3, or even 4 as
you cycle through your deck. If you can hold this
spell back against other opponents that may use
accumlated knowledge as accumlated knowledge effects
all graveyards.

Fact or Fiction: This works well with accumlated
knowledge as it feeds your graveyard.  You can use
this to cycle through your deck also to get an angel
or wrath.  I like this card a lot because your
opponent can never deny you a card.

Blinding Angel: The deck only kill mechanism. Don't be
afraid to tap out for an angel. The angel is very good
after a fourth turn wrath. Be sure to be careful with
these in fact or fictions. I've lost a few games
because I had wrath/fact or fictioned away 2 or 3 of
my angels and my last B-Angel was in the last 8 cards.

Counterspell: This is pretty self-explanatory. Two
mana counter target spell is too good to run any less
of than four. One of the most essential spells in this
deck.

Absorb: Absorb is another very good counterspell. It
stops a threat and you gain 3 life. This is also very
essential to U/W control. Remember you can always
absorb an urza's rage and although it won't counter it
you will still gain 3 life.

Power Sink: When I first created this deck I thought I
needed another counterspell that could be played 2nd
turn. So I added in power sink. Power sink can used to
tap out your opponent, so against other counterspell
decks you can catch them by surprise with power sink.

Dismantling Blow: 3 mana for a disenchant. There are
only a few deck in type 2 that don't run artifacts or
enchantments and I feel 3 are necessary to stop fires
rush. If you can't find a target for dismantling blow
you can always play it with kicker on one of your
Tsabo's webs.

Rout: An alternate wrath. You'd be suprised how many
times I cast this as an instant. Its alternate cost is
normally to kill Idols but can also be played in
response to waves.

Tsabo's Web: One of a counterspell decks biggest enemy
is Rishadan port. The web neutralizes the port. Don't
be afraid to tap out on 2nd or 3rd turn to play it. It
will shut down one of their mana sources. It will also
shut down dust bowls, raths edge, and kor haven.

Lands

Coastal Tower: With no other one drop the coastal
tower is very good to feel that slot. It is a very
versatile land for this deck.

Adarkar Wastes: This also greatly improves the decks
consistency. The damage is only a minor concern to how
it improves the deck.

Islands and Plains: Pretty self-explanatory

You can email me at corruptingatedge@yahoo.com


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