Just Say No: Standard UW Prison
Some people get a bit depressed at the end of every Standard cycle. After all, your favorite cards are going away. Many of the deckbuilding staples that you've been throwing into decks without much thought for the past year or so are no longer going to be around (note: Wizards, if you don't reprint Llanowar Elves in Eldraine I don't know what I'm going to do with myself.) You might be able to come up with something creative and cool, but by the fall... POOF. It's gone, never to be seen again (except in Historic and we don't really know what THAT'S going to end up being like.) But it also means that there are some real opportunities to shake up the format...to come up with something creative in a play space that hasn't seen much action lately.
For me, that area is enchantments. I love enchantments. I play GW Enchantress pretty regularly in Modern, and while I haven't started playing Legacy yet I'm down to watch any of the enchantress builds when a streamer or YouTube maker plays them.
Enchantments are difficult to remove. They can drastically change the structure and aim of the game. A well-placed enchantment can singlehandedly win games. And it's an especially good time to like enchantments. We have a ton of enchantment-based removal spells in the format and we've recently added a little help to make our enchantments even cheaper. One of the viewers of my stream came up with the structure of this list, and I took to it immediately even though I'm not generally an Evil Control Wizard™.
4 Starfield Mystic
4 Narset, Parter of Veils
4 Teferi, Time Raveler
1 Teferi, Hero of Dominaria
2 Dawn of Hope
3 Seal Away
3 Prison Realm
3 Rule of Law
4 Ixalan's Binding
1 Settle the Wreckage
3 Time Wipe
2 Finale of Glory
3 Treasure Map
6 Plains
5 Island
4 Field of Ruin
4 Glacial Fortress
4 Hallowed Fountain
The goal of the deck is pretty simple: don't let your opponent play Magic.
Everything in this deck is trying to either lock away creatures, lock the game up so the opponent can't do anything broken, and then slowly chisel away at their life total once everything is under control. The main board state we're trying to achieve involves three cards: Teferi, Time Raveler
So many decks are attempting to create explosive turns where they dump their hand all at once and blow you out, and Rule of Law counters a bunch of those strategies. Mono-red suddenly isn't that scary when they can only fire off one spell a turn. It's excellent against most aggro strategies and also effective against Simic Flash, since the opponent suddenly has to ration when they can play their creatures and counters and this makes the play pattern lean towards your benefit. Once all three are down, well, your opponent can't draw extra cards, can't play spells outside of their main phase, and can only play one a turn. By this point, the board is usually locked and we're safe to either tick up big Teferi to win through his ultimate, use a Teferi-fueled endstep Finale of Glory
The other new card that assists this strategy is Starfield Mystic
Our lack of creatures also makes our board wipe both surprising and effective. Time Wipe
Otherwise, we're obviously playing a metric ton of the best white enchantment-based removal spells in the format, and in many instances the key to playing this deck is to figure out when to use each one. They seem interchangeable at first glance, but often one is better than the other.
Ixalan's Binding
If you're going to try this deck, it's important to have a good understanding of whatever your meta happens to be. Especially in the early game, you need to ration your enchantments so that the more expensive (more powerful) ones are saved for the creatures that need them. You can't Ixalan's Binding
This is also a deck that holds up well under the London Mulligan. Most of the things you need before the late game are in the 3-4 mana range, so it's better to mulligan a great late game hand in order to be sure that you can answer the midgame threats that can wear you down. The deck also has the possibility of becoming much, MUCH better with the addition of maybe one card in the fall set... the lack of a Ghostly Prison
So there you have it: a way to make your friends and opponents hate you, and a way to have a slow-paced, relaxing game of Magic no matter how fast or how crazy your opponents feel like playing. I may not be an Evil Control Wizard™, but I'm willing to play one on TV every once in a while if it works this well. Thanks for reading, and as always...please drive friendly!