More detailed write up as promised
Removal:
Lightning Strike - helps stave off early aggression and can clear some early relic weapons if the need arises.
Extract - serves the same purpose as
Lightning Strike, but allows you to smooth out your draws and nets you some much needed life.
Hailstorm - the addition of this card really helped this deck, now we do not need to run
Stray into Shadow to clear the board
Hailstorm deals with most boards and your spot removal suite can clean up the rest.
Banish - another good piece of removal for early aggression that doubles as relic hate for
Auric Runehammer Xenan Obelisk. Because of this I wouldn't go down below 2 main deck.
In Cold Blood - This card ohhh this card, its a slow speed
Deathstrike, but if you catch a justice unit your opponent's deck gets neutered, kill enough of there threats in decks like AP Commands/Mid or FJS Mid, and they can no longer win. Not to mention Icaria blue just looses if you catch their
Icaria, the Liberator with this.
Feeding Time - Just another "kill anything card" with an upside, you could play
Deathstrike, but once
Temporal Distortion is down this is just strictly better.
Hand Disruption
Vara's Choice - 3 because we care more about creatures than spells, all of their removal is just dead in hand, but these help to keep your opponent from curving out to quickly before you can get to turn 4 .
Devastating Setback clears the board of small units in a pinch and serves as another way to deal with spells/attachments from hand.
Card Draw
Strategize - helps you hit your power drops, do not put power on bottom until you hit at least 8 power, you really need to hit you power drops on every turn. This card can be tricky to play at times, but with practice you should be able to correctly identify the least useful card in your hand at any given time.
Wisdom of the Elders - I shouldn't need to say much pretty standard in all control decks at this point.
Moondial - This is your main card advantage engine, once you have
Temporal Distortion down this lets you draw two cards on your turn, and still be able to play removal on you opponents turn. The other option would be
Staff of Stories, but we don't have a way to effectively protect it, so I feel that
Moondial is a better slot in.
Celestial Omen - lets you grab what ever you need when you need it, do not be afraid to just grab a power source, we need to get to 8 power.
Channel the Tempest - Draws card, kills units, kills opponents. Do I need to say anything else?
Win Cons
Temporal Distortion - once this card is down you should be able to generate a huge advantage each turn by being able to effectively take two turns in a row, due to almost every card in the deck being playable on your opponents turn, and those that aren't you simply just play on yours.
The Last Word - The main reason for this card is sometimes
Channel the Tempest is not enough, so we need another way to close the game out.
Nametaker - still trying this out, but seems to be doing well, allows you to deny threats much like
In Cold Blood from more than just justice based decks.
Azindel's Gift - totally wrecks the control mirror and in certain midrange match ups let's you only have to deal with one threat at a time.
*NOTE: Since both of our primary win cons involve relics we need to slot in
Disjunction just to ensure that if one or both gets snagged by a
Sabotage or is removed via relic hate we can get them back when we need to.
Power
Seek Power - pretty standard.
Vara's Favor - pops aegis and cleans up smaller units all the while grabbing a shadow sigil from the deck.
8 crests - helps smooth out draws, which is much needed in this deck.
4
Cobalt Waystone - this are necessary, are only way of gaining a face aegis.
So that's the deck feel free to leave comments or questions below I will answer them as soon as I can.