I am all about brewing up new decks for Shadows over Innistrad Standard. U/R Dragons plays a bunch of cards players are familiar with from say the Jeskai Dragons decks that were popular a couple of months ago. This list is my own, and I am seriously considering playing it at a major tournament. The deck is both fun and relatively straightforward to play, which is quite appealing. Many have completely written off Thunderbreak Regent, but I don't know why. Yes, Thunderbreak Regent dies to Languish, but so do the vast majority of creatures in this format. We saw that this deck clearly has game versus control despite playing creatures that easily die to a lot of the black removal.

The key to Standard right now is that control is not very popular, and the other decks all play far less removal than control. This means a card like Icefall Regent is much more likely to stick and become a huge problem for an opponent. While Icefall Regent is vulnerable to Reflector Mage, with a Thunderbreak Regent in play that drawback is mitigated. This deck does play burn, so each three-damage chunk is relevant.

This is a deck that is built to have a good W/G Tokens matchup. Various forms of burn are some of the most effective ways of attacking Planeswalkers, and with Gideon, Ally of Zendikar or Nissa, Voice of Zendikar, W/G Tokens has a much worse late-game. Sin Prodder's ability to attack planeswalkers is a big deal, and countermagic is a perfect way to stop a flashed-in Archangel Avacyn or end of turn Secure the Wastes. In fact, being able to play Silumgar's Scorn is one of the biggest draws to this archetype. Since the deck is only two colors, being able to cast Silumgar's Scorn on turn two is likely.

This deck has game against every deck in Standard. The games tend to be close, as can be seen in the videos. The Humans matchup is as close to even as you can get. In the end that was a match where we had much better draws while our opponent was forced to try to deal with all our threats with multiple Declaration in Stones.

The Esper Dragons matchup, on the other hand, is very different from any other matchup in Standard. Game one, the plan is to burn them out, and we were two points away from doing so. Foul-Tongue Invocation can be annoying — it gains life and deals with dragons without targeting. The gameplan is to do everything possible in order to stop from getting hit by Dragonlord Ojutai. Game one we got hit by Dragonlord Ojutai, but in the other two games we did not. There are a ton of cards to bring in post-sideboard, and as a result, the matchup improves. If possible, we always want to leave up countermagic, and Wandering Fumarole can become one of the best ways to force through damage.

The plan of boarding in Reality Smasher sprung off the idea of how good they are in the Four-Color Company sideboard. Haven of the Spirit Dragon is great in grindy matchups, the fact that it is a colorless source is great, and in the matchups where we want Reality Smasher, having red mana early is less important, so Mountains get boarded out. Unlike the dragons, Reality Smasher is very hard to kill once it enters play. The sideboard is primarily geared towards control but cards like Rending Volley can overlap in both aggressive and control matchups.

Thanks for reading,

Seth Manfield