Hello everyone. I'm interested in building a "Caw Go" deck for DOTP2015. Any input or comment is appreciated.
It's essentially just a UW Control deck. I haven't seen many opponents playing Squadron Hawk, to my surprise. It's quite a powerful creature, allowing you to essentially draw 3 cards.
I wanted to keep the mana base simple and consistent, so I kept it to 2 colors. The downside is that, unlike the awesome Ink Treader list by Hakeem and Monk, UW can seem lacking in removal as far as the early game goes. I don't have Shocks, Angers and Ground Assaults. To that end, I use Wall of Omens, Squadron Hawk, and Nullify to have a plan against aggro.
Baneslayer and Brimaz are just too awesome not to play. Brimaz is actually a great way to control the board against aggro decks, but can be an efficient beater backed up by counterspells on his own. Baneslayer is what it is, and can be a great way to recover from early damage from faster decks.
I'm not thrilled about running Arrest, but it's pretty versatile removal for 3cc. This means it can be a useful tool against aggro, while also being able to deal with heavier hitters later in the game. The downside is that it doesn't come at instant speed, has creatures it can't deal with well (Talrand, Rabblemaster, Young Pyromancer, etc.), and that it can be played around. Still, it's about as close to Oblivion Ring as I've got access to in Dotp.
Edict is great as a versatile 1:1 removal spell, and exile is relevant (Kozilek, Masked Admirers, Bloodghast, etc.) It's great that it can hit relevant enchantments like Angelic Accord and Beastmaster's Ascension.
Planar Cleansing completes the removal package.
I wanted a lot of draw, and I'm still not sure it's enough. 4 Think Twice and 4 Inspiration to start with, plus the occasional Wall of Omens and Obelisk are what keep the engine running.
The counterspy package is 3 Dissolve, 3 Nullify, 2 Traumatic Vision. I'd really like to play a full plates of Traumatic Vision, but at the moment I'm more afraid of aggro decks and want to sure up the early game with the 2cc counter.
Elixir can recycle your deck, which gives you a big advantage in the late game. You can recycle your Squadron Hawks and dig them out again. You'll have tons of mana and access to Inspiration with counter backup, and the deck is more dense with spells since all your lands are already in play.
Obelisk is just a versatile and powerful card here. I primarily use it to loot through my deck with the blue ability, but you can also gain life in response to a would-be-lethal Banefire or something. Having Arcane Sanctum allows me to incidentally use the -2/-2 ability, which is huge as well. I only added 1 Seaside Citadel because I didn't want more than 4 tap-lands. If you draw it, great, you can give your Hawk +4/+4. If you didn't? No big deal.
If you test this deck, I'd be interested to see your feedback.