Bar the Gates is an extremely powerful control card that I think went relatively un-noticed when it was first spoiled. In conjunction with other permission-style cards, it lets you shape your opponent's lines of play for 3 turns, more than enough time to make up for the card disadvantage. If you haven't used this card before, a tip: keep an eye on it in your void, each copy has hint text regarding the card name and turns remaining.
Play Notes:
The core of this deck's strategy is simple: ban your opponent from non-unit lines of play, and then use your powerful sweepers and silence effects to grind out advantage.
The deck runs light on card draw, which requires careful
Strategize-ing and Scouting. Unless you absolutely have (in order to meet your power drops, for instance), don't play either of those effects unless you have a very good idea of what kind of card you're looking for.
There's a certain art to finding the right time to press the Svetya button. Key turns are 10 and 12 - on 10 you can
Bar the Gates before you activate, both to scout to make sure activation is the right play, and to ensure you won't be punished for the tempo loss. On 12 you can Svetya and activate on the same turn, so long as they don't have a significant board presence (which they shouldn't) you should be fine.
This deck folds quite severely to Aegis units, so be warned. If you find yourself in such a meta, you might have some success using
Bar the Gates to stall while you switch to beat-down with
Hooru Pacifier and
Svetya, Orene of Kosul, but be aware the matchup is poor.
Market:
At the moment I haven't been able to experiment with
Jennev Merchant, but if you bring it in I suggest you remove 1x
Hailstorm, 1x
Black-Sky Harbinger, and 1x
Eilyn, Clan Mother to do so. Then promptly put those right in your market, along with 1x
Crest of Order and 1x
Vision of Austerity.