Sideboarding with Pioneer UR Phoenix

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🖛 This post contains ✨on-hover card images✨, indicated by the hanafuda card symbol, “🎴”, like so: Thalia, Guardian of Thraben Thalia, Guardian of Thraben {1}{W}
Legendary Creature — Human Soldier
First strike
Noncreature spells cost {1} more to cast.
2/1 đź–š

My dear girlfriend Alyssa—

she can be found online in many places including her blog and twitter

—is indulging me by trying out tournament magic. She wanted to play something reasonably competitive & not have to spend a ton & to not have to make cuts to save on budget & for there to be a local scene. She picked pioneer.

I don’t play pioneer. I am okay at magic—

I am an experienced amateur. I made mythic in each season I was active: 2019 March, 2019 May, 2019 June, 2019 July, 2019 October, 2019 December, 2023 January and 2023 May (pending). I also have an okay finish in a minor legacy tournament.

—and so I think maybe I can be helpful despite not playing pioneer. I made this overview of the format to help her pick a deck. She’s built UR Phoenix and is taking it to an event soon. I now attempt to help her sideboard. Read on for wild, uninformed speculation about UR Phoenix and the pioneer format in general.


The Deck

Note from the future: this post, like all posts from 2023, are posts I recovered from my old blog and reposted in 2025. When this post was current, it also included a link to a scryfall decklist thingy for easy exporting. In the intervening years I deleted that decklist, so, no more link.

Here’s the deck:

Main (60)

Creature (9)

4 Thing in the Ice Thing in the Ice {1}{U}
Creature — Horror
Defender
This creature enters with four ice counters on it.
Whenever you cast an instant or sorcery spell, remove an ice counter from this creature. Then if it has no ice counters on it, transform it.
0/4

[Transforms into: Awoken Horror] Awoken Horror 
Creature — Kraken Horror
When this creature transforms into Awoken Horror, return all non-Horror creatures to their owners' hands.
7/8

[Transforms from: Thing in the Ice]

4 Arclight Phoenix Arclight Phoenix {3}{R}
Creature — Phoenix
Flying, haste
At the beginning of combat on your turn, if you've cast three or more instant and sorcery spells this turn, return this card from your graveyard to the battlefield.
3/2

1 Brazen Borrower Brazen Borrower {1}{U}{U}
Creature — Faerie Rogue
Flash
Flying
This creature can block only creatures with flying.
3/1

Instant (21)

4 Consider Consider {U}
Instant
Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Draw a card.

4 Fiery Impulse Fiery Impulse {R}
Instant
Fiery Impulse deals 2 damage to target creature.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, Fiery Impulse deals 3 damage instead.

3 Lighting Axe Lightning Axe {R}
Instant
As an additional cost to cast this spell, discard a card or pay {5}.
Lightning Axe deals 5 damage to target creature.

4 Opt Opt {U}
Instant
Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Draw a card.

3 Spell Pierce Spell Pierce {U}
Instant
Counter target noncreature spell unless its controller pays {2}.

2 Spikefield Hazard Spikefield Hazard {R}
Instant
Spikefield Hazard deals 1 damage to any target. If a permanent dealt damage this way would die this turn, exile it instead.
Spikefield Cave 
Land
This land enters tapped.
{T}: Add {R}.

1 Galvanic Iteration Galvanic Iteration {U}{R}
Instant
When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Flashback {1}{U}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery (11)

3 Chart a Course Chart a Course {1}{U}
Sorcery
Draw two cards. Then discard a card unless you attacked this turn.

4 Pieces of the Puzzle Pieces of the Puzzle {2}{U}
Sorcery
Reveal the top five cards of your library. Put up to two instant and/or sorcery cards from among them into your hand and the rest into your graveyard.

4 Treasure Cruise Treasure Cruise {7}{U}
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.)
Draw three cards.

Land (19)

2 Hall of Storm Giants Hall of Storm Giants 
Land
If you control two or more other lands, this land enters tapped.
{T}: Add {U}.
{5}{U}: Until end of turn, this land becomes a 7/7 blue Giant creature with ward {3}. It's still a land. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {3}.)

2 Island Island 
Basic Land — Island
({T}: Add {U}.)

1 Otawara, Soaring City Otawara, Soaring City 
Legendary Land
{T}: Add {U}.
Channel — {3}{U}, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs {1} less to activate for each legendary creature you control.

4 Riverglide Pathway Riverglide Pathway 
Land
{T}: Add {U}.
Lavaglide Pathway 
Land
{T}: Add {R}.

4 Spirebluff Canal Spirebluff Canal 
Land
This land enters tapped unless you control two or fewer other lands.
{T}: Add {U} or {R}.

4 Steam Vents Steam Vents 
Land — Island Mountain
({T}: Add {U} or {R}.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.

4 Stormcarved Coast Stormcarved Coast 
Land
This land enters tapped unless you control two or more other lands.
{T}: Add {U} or {R}.

Sideboard (15)

Creature (5)

3 Young Pyromancer Young Pyromancer {1}{R}
Creature — Human Shaman
Whenever you cast an instant or sorcery spell, create a 1/1 red Elemental creature token.
2/1

1 Crackling Drake Crackling Drake {U}{U}{R}{R}
Creature — Drake
Flying
Crackling Drake's power is equal to the total number of instant and sorcery cards you own in exile and in your graveyard.
When this creature enters, draw a card.
*/4

Instant (8)

1 Rending Volley Rending Volley {R}
Instant
This spell can't be countered.
Rending Volley deals 4 damage to target white or blue creature.

2 Abrade Abrade {1}{R}
Instant
Choose one —
• Abrade deals 3 damage to target creature.
• Destroy target artifact.

3 Fry Fry {1}{R}
Instant
This spell can't be countered.
Fry deals 5 damage to target creature or planeswalker that's white or blue.

2 Negate Negate {1}{U}
Instant
Counter target noncreature spell.

1 Mystical Dispute Mystical Dispute {2}{U}
Instant
This spell costs {2} less to cast if it targets a blue spell.
Counter target spell unless its controller pays {3}.

Sorcery (2)

2 Brotherhood’s End Brotherhood's End {1}{R}{R}
Sorcery
Choose one —
• Brotherhood's End deals 3 damage to each creature and each planeswalker.
• Destroy all artifacts with mana value 3 or less.

General Remarks

You are a Xerox™ deck: you want to cast cheap spells, especially self-replacing ones (“cantrips”) to set up wins through Arclight Phoenix Arclight Phoenix {3}{R}
Creature — Phoenix
Flying, haste
At the beginning of combat on your turn, if you've cast three or more instant and sorcery spells this turn, return this card from your graveyard to the battlefield.
3/2 reanimations and Thing in the Ice Thing in the Ice {1}{U}
Creature — Horror
Defender
This creature enters with four ice counters on it.
Whenever you cast an instant or sorcery spell, remove an ice counter from this creature. Then if it has no ice counters on it, transform it.
0/4

[Transforms into: Awoken Horror] Awoken Horror 
Creature — Kraken Horror
When this creature transforms into Awoken Horror, return all non-Horror creatures to their owners' hands.
7/8

[Transforms from: Thing in the Ice] flips for the beatdown.

You win by being able to interact profitably since you can do things you “already wanted to do” (e.g. cast Consider Consider {U}
Instant
Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Draw a card.
) and have it move you closer to objectives like “phoenixes in graveyard” and “three precombat instants and/or sorceries” that make you win. Interacting with the opponent & trading resources with them is usually good since you have a lot of card draw / card advantage.

You expect to spend the first few turns “setting up”: using the cantrips to get Arclight Phoenix Arclight Phoenix {3}{R}
Creature — Phoenix
Flying, haste
At the beginning of combat on your turn, if you've cast three or more instant and sorcery spells this turn, return this card from your graveyard to the battlefield.
3/2 s in the graveyard & durdling around until you have enough lands for it to be possible to cast three spells in a turn.

If you can, it is of course great to use the Galvanic Iteration Galvanic Iteration {U}{R}
Instant
When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Flashback {1}{U}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
on something expensive like Treasure Cruise Treasure Cruise {7}{U}
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.)
Draw three cards.
rather than a mere Opt Opt {U}
Instant
Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Draw a card.
, but using it on a small spell is still fine.

Arclight Phoenix’ Ability And You

Arclight Phoenix Arclight Phoenix {3}{R}
Creature — Phoenix
Flying, haste
At the beginning of combat on your turn, if you've cast three or more instant and sorcery spells this turn, return this card from your graveyard to the battlefield.
3/2 reads:

At the beginning of combat on your turn, if you’ve cast three or more instant and sorcery spells this turn, return Arclight Phoenix from your graveyard to the battlefield.

You want to look for opportunities to cast three instants or sorceries in your turn & before combat. Your opponent knows you are trying to do this and may try to stop you.

Our Meta

Our local meta is aggro heavy, and mono-blue spirits heavy in particular. Per the [matchup matrix] the UR Phoenix player is actually favored if they understand the matchup well enough.

This makes sense to me:

  • blue is bad at exiling graveyards, so the phoenixes and delve targets are probably not going anywhere.

  • you can accomplish your goals by casting nothing but Opt Opt {U}
Instant
Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Draw a card.
and Consider Consider {U}
Instant
Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Draw a card.
, and it’s really bad to counter an Opt Opt {U}
Instant
Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Draw a card.
or Consider Consider {U}
Instant
Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Draw a card.
most of the time

  • Arclight Phoenix’ “return to play” ability doesn’t count as casting it, so it’s not like they can counter you.

  • Arclight Phoenix has flying, can lethally trade with most spirits most of the time, and can be gotten back. One of Spirits’ play patterns is to play one spirit, put Curious Obsession Curious Obsession {U}
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, you may draw a card."
At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice this Aura.
on it, then attack like ten times with it, using the extra cards to protect the spirit and counter your stuff.[ref]they’re playing like “Delver”[/ref] This is only good if they’re able to do combat damage to you.

However: spirits has a lot of mechanics and many of them make it possible for an experienced player to trick the opponent. It’s important to know what the deck can do, so you can plan ahead around “if I do x, they might do y or z. Depending on which, I will do a or b…”. You not knowing they can give a spirit hexproof at instant speed, for example, would give them an advantage.

We’re going to tweak your sideboard to be very anti-spirits. Most Phoenix sideboards make more concessions to fighting ramp and control, but I’m not seeing these at our store.

Rules & Rulings & Conventions

  • The copy made by Galvanic Iteration Galvanic Iteration {U}{R}
Instant
When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Flashback {1}{U}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
does not count as “casting” a spell

  • The discarding done by Lighting Axe Lightning Axe {R}
Instant
As an additional cost to cast this spell, discard a card or pay {5}.
Lightning Axe deals 5 damage to target creature.
is a “cost”: it happens as you start casting the spell. So for better or worse the opponent can’t use counterspells to stop you from using Lighting Axe Lightning Axe {R}
Instant
As an additional cost to cast this spell, discard a card or pay {5}.
Lightning Axe deals 5 damage to target creature.
’s secondary cost as a discard outlet.

  • The first thing that happens in the upkeep step is all the effects that say “at the beginning of your upkeep, do x” all go on the stack in FILO order. If you control simultaneous effects, you choose the order.

  • The opponent is probably not going to help you by reminding you to take counters off of Thing in the Ice Thing in the Ice {1}{U}
Creature — Horror
Defender
This creature enters with four ice counters on it.
Whenever you cast an instant or sorcery spell, remove an ice counter from this creature. Then if it has no ice counters on it, transform it.
0/4

[Transforms into: Awoken Horror] or reminding you to bring back the Arclight Phoenix Arclight Phoenix {3}{R}
Creature — Phoenix
Flying, haste
At the beginning of combat on your turn, if you've cast three or more instant and sorcery spells this turn, return this card from your graveyard to the battlefield.
3/2 . Everyone misses triggers sometimes. You get a lot of win% by making sure you remember the most important ones always. This will take practice. Use visual aids.

    • I’m going to make you a reminder card for tracking “precombat instants/sorceries cast this turn” so you keep in mind to think about whether to work towards reaching it that turn & how far you currently are. It may take getting used to; that is okay.
  • The stack is FILO. If you try to use a lighting axe to kill something and the opponent responds by casting Rattlechains Rattlechains {1}{U}
Creature — Spirit
Flash
Flying
When this creature enters, target Spirit gains hexproof until end of turn.
You may cast Spirit spells as though they had flash.
2/1 , then the Rattlechains will resolve first. Then its’ ETB hexproof-granting ability will go on the stack also ahead of the lighting axe, and by the time the axe resolves the target will have hexproof and so not get axed.

  • “Can’t be countered” means countering it doesn’t do anything. It also means that countering-related effects such as “ward” (which usually counter stuff unless you pay the ward cost) don’t do anything.

  • “Can’t be countered” does not go through hexproof.

General Tips

Try to look at spending your mana in terms of “how do I make the best use of the mana I get this turn cycle. Sometimes this means doing a lot of things in your turn’s precombat main phase to try to get back the phoenixes. Sometimes it means doing a lot of things in the opponent’s end step so you get to act as late as possible and/or remove counters from a Thing in the Ice Thing in the Ice {1}{U}
Creature — Horror
Defender
This creature enters with four ice counters on it.
Whenever you cast an instant or sorcery spell, remove an ice counter from this creature. Then if it has no ice counters on it, transform it.
0/4

[Transforms into: Awoken Horror] Awoken Horror 
Creature — Kraken Horror
When this creature transforms into Awoken Horror, return all non-Horror creatures to their owners' hands.
7/8

[Transforms from: Thing in the Ice] . You want to preserve optionality

Notice what your opponent is trying to do. Are they spending resources on trying to find lands to make their land drops vs whether they are advancing their gameplan, etc. If they are struggling to just find their lands, be aggressive; they probably can’t counter your spell.

Failing that, do things that make the opponent play worse. Force them to make a lot of choices, so they have more opportunities to make the wrong ones. Winning is made out of scads of tiny edges and correct decisions made out of habit & reflex. People make a lot of mistakes. If you can make it look like they’re facing a critical choice, they will probably act like it and they might misplay. This works just as well if your hand is nothing but land: they may suspect a bluff, but they usually won’t know it is a bluff.

Think in terms of how many turns you are away from killing the opponent (your “clock”) and how different lines of play change or don’t change your clock. If using a burn spell on the opponent isn’t going to make them die any faster (e.g. it means they are at 1 rather than at 3) this usually means “don’t use it on them; just wait”.

Sideboarding

If killing their creatures doesn’t put you ahead then you probably don’t need things that kill their creatures. Killing a Bloodtithe Harvester Bloodtithe Harvester {B}{R}
Creature — Vampire
When this creature enters, create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.")
{T}, Sacrifice this creature: Target creature gets -X/-X until end of turn, where X is twice the number of Blood tokens you control. Activate only as a sorcery.
3/2 doesn’t really set them back or you forward most of the time, so consider ignoring it.

Kill their Thalia, Guardian of Thraben Thalia, Guardian of Thraben {1}{W}
Legendary Creature — Human Soldier
First strike
Noncreature spells cost {1} more to cast.
2/1 on sight.

They’re going to try to exile the Arclight Phoenix Arclight Phoenix {3}{R}
Creature — Phoenix
Flying, haste
At the beginning of combat on your turn, if you've cast three or more instant and sorcery spells this turn, return this card from your graveyard to the battlefield.
3/2 in the post-sideboard games; consider not putting them in the graveyard unless you plan on reviving them very soon. Remember the Brazen Borrower Brazen Borrower {1}{U}{U}
Creature — Faerie Rogue
Flash
Flying
This creature can block only creatures with flying.
3/1 can bounce most permanents, including Leylines. Sometimes the opponent actually cannot recast it due to not running black mana. Sometimes they could recast it but one turn of graveyard access is enough for you to win. And if you pressure them enough, they might not be able to justify casting it.

Specific matchups

Green Devotion

This is the second most popular deck in the format. I don’t think I’ve seen it played at our store. Our sideboard is weak against them since we’re focusing so much on anti-aggro. If you do face them: their thing is to ramp a lot and then cast a huge thing that wins the game. For example: Storm the Festival Storm the Festival {3}{G}{G}{G}
Sorcery
Look at the top five cards of your library. You may put up to two permanent cards with mana value 5 or less from among them onto the battlefield. Put the rest on the bottom of your library in a random order.
Flashback {7}{G}{G}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
.

The majority of their “bombs” are noncreature spells. Negate Negate {1}{U}
Instant
Counter target noncreature spell.
these. Check with them about how much mana they have or can make before you Spell Pierce Spell Pierce {U}
Instant
Counter target noncreature spell unless its controller pays {2}.
.

Out: 2 Pieces of the Puzzle Pieces of the Puzzle {2}{U}
Sorcery
Reveal the top five cards of your library. Put up to two instant and/or sorcery cards from among them into your hand and the rest into your graveyard.

In: 2 Negate Negate {1}{U}
Instant
Counter target noncreature spell.

Rakdos Midrange

This is the most popular deck in the format. It’s pretty expensive so it’s going to be underrepresented but I think we have one player on it.

Their premier threat is Sheoldred, the Apocalypse Sheoldred, the Apocalypse {2}{B}{B}
Legendary Creature — Phyrexian Praetor
Deathtouch
Whenever you draw a card, you gain 2 life.
Whenever an opponent draws a card, they lose 2 life.
4/5 . Save Lighting Axe Lightning Axe {R}
Instant
As an additional cost to cast this spell, discard a card or pay {5}.
Lightning Axe deals 5 damage to target creature.
for this unless you expect to win before their fifth turn since that’s when they’ll start drawing cards → gaining life → becoming ~unkillable via just having the Sheoldred.

They have a lot of removal and can generally drag us into a long grindy game. We take out things that aren’t impactful enough and bring in things that let us clog up or wipe the board.

OUT: 1 Galvanic Iteration Galvanic Iteration {U}{R}
Instant
When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Flashback {1}{U}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
, 4 Pieces of the Puzzle Pieces of the Puzzle {2}{U}
Sorcery
Reveal the top five cards of your library. Put up to two instant and/or sorcery cards from among them into your hand and the rest into your graveyard.
, 1 Opt Opt {U}
Instant
Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Draw a card.
, 4 Treasure Cruise Treasure Cruise {7}{U}
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.)
Draw three cards.

IN: 3 Young Pyromancer Young Pyromancer {1}{R}
Creature — Human Shaman
Whenever you cast an instant or sorcery spell, create a 1/1 red Elemental creature token.
2/1 , 2 Negate Negate {1}{U}
Instant
Counter target noncreature spell.
, 2 Abrade Abrade {1}{R}
Instant
Choose one —
• Abrade deals 3 damage to target creature.
• Destroy target artifact.
, 1 Crackling Drake Crackling Drake {U}{U}{R}{R}
Creature — Drake
Flying
Crackling Drake's power is equal to the total number of instant and sorcery cards you own in exile and in your graveyard.
When this creature enters, draw a card.
*/4 , 2 Brotherhood’s End Brotherhood's End {1}{R}{R}
Sorcery
Choose one —
• Brotherhood's End deals 3 damage to each creature and each planeswalker.
• Destroy all artifacts with mana value 3 or less.

This might be “over-boarding”; feel free to do less if you want.

White Humans / Weenies

This is my deck! Bring in removal, especially boardwipes. Other than Brave the Elements Brave the Elements {W}
Instant
Choose a color. White creatures you control gain protection from the chosen color until end of turn.
(and some activated abilities on creatures) this deck plays at sorcery speed. Expect them to dump their hand into play quickly and to have minimal followup if you boardwipe. This matchup is about surviving the first few turns

Take out spell pierces and trim some copies of more expensive spells.

IN: 2 Brotherhood’s End Brotherhood's End {1}{R}{R}
Sorcery
Choose one —
• Brotherhood's End deals 3 damage to each creature and each planeswalker.
• Destroy all artifacts with mana value 3 or less.
, 3 Fry Fry {1}{R}
Instant
This spell can't be countered.
Fry deals 5 damage to target creature or planeswalker that's white or blue.
, 1 Rending Volley Rending Volley {R}
Instant
This spell can't be countered.
Rending Volley deals 4 damage to target white or blue creature.
, 2 Abrade Abrade {1}{R}
Instant
Choose one —
• Abrade deals 3 damage to target creature.
• Destroy target artifact.

OUT: 3 Spell Pierce Spell Pierce {U}
Instant
Counter target noncreature spell unless its controller pays {2}.
, 2 Treasure Cruise Treasure Cruise {7}{U}
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.)
Draw three cards.
, 2 Pieces of the Puzzle Pieces of the Puzzle {2}{U}
Sorcery
Reveal the top five cards of your library. Put up to two instant and/or sorcery cards from among them into your hand and the rest into your graveyard.
, 1 Chart a Course Chart a Course {1}{U}
Sorcery
Draw two cards. Then discard a card unless you attacked this turn.

U Spirits

Know what their cards do beforehand. Here is an archetypal decklist; [take a look][U Spirits Decklist]

They’re going to try to play one spirit, put Curious Obsession Curious Obsession {U}
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, you may draw a card."
At the beginning of your end step, if you didn't attack with a creature this turn, sacrifice this Aura.
on it, then attack like ten times with it, using the extra cards to protect the spirit and counter your stuff. This is only good if they’re able to do combat damage to you. Their creatures are pretty bad if you aren’t surprised by them.

The stack is FILO. If you try to use a lighting axe to kill something and the opponent responds by casting Rattlechains Rattlechains {1}{U}
Creature — Spirit
Flash
Flying
When this creature enters, target Spirit gains hexproof until end of turn.
You may cast Spirit spells as though they had flash.
2/1 , then the Rattlechains will resolve first. Then its’ ETB hexproof-granting ability will go on the stack also ahead of the lighting axe, and by the time the axe resolves the target will have hexproof and so not get axed.

They’re allowed to “level up” the Ascendant Spirit Ascendant Spirit {U}
Snow Creature — Spirit
{S}{S}: This creature becomes a Spirit Warrior with base power and toughness 2/3.
{S}{S}{S}: If this creature is a Warrior, put a flying counter on it and it becomes a Spirit Warrior Angel with base power and toughness 4/4.
{S}{S}{S}{S}: If this creature is an Angel, put two +1/+1 counters on it and it gains "Whenever this creature deals combat damage to a player, draw a card."
1/1 at instant speed. Doing so uses the stack.

Your gameplan is the same as always:

  1. survive the early turns as you get set up

  2. flip a thing in the ice or reanimate some phoenixes for the win

Since their gameplan leads to them drowning in cards, you’ll want to kill their stuff. Do this EITHER when they are tapped out or right after they declare attacks.

Remember that Mystical Dispute Mystical Dispute {2}{U}
Instant
This spell costs {2} less to cast if it targets a blue spell.
Counter target spell unless its controller pays {3}.
counters everything in their deck for one mana. If you want to prepare even further, we could get you more of them.

I think Thing in the Ice Thing in the Ice {1}{U}
Creature — Horror
Defender
This creature enters with four ice counters on it.
Whenever you cast an instant or sorcery spell, remove an ice counter from this creature. Then if it has no ice counters on it, transform it.
0/4

[Transforms into: Awoken Horror] Awoken Horror 
Creature — Kraken Horror
When this creature transforms into Awoken Horror, return all non-Horror creatures to their owners' hands.
7/8

[Transforms from: Thing in the Ice] is worse here since it cannot block flyers.

IN: 2 Brotherhood’s End Brotherhood's End {1}{R}{R}
Sorcery
Choose one —
• Brotherhood's End deals 3 damage to each creature and each planeswalker.
• Destroy all artifacts with mana value 3 or less.
, 3 Fry Fry {1}{R}
Instant
This spell can't be countered.
Fry deals 5 damage to target creature or planeswalker that's white or blue.
, 1 Rending Volley Rending Volley {R}
Instant
This spell can't be countered.
Rending Volley deals 4 damage to target white or blue creature.
, 2 Abrade Abrade {1}{R}
Instant
Choose one —
• Abrade deals 3 damage to target creature.
• Destroy target artifact.
, 1 Mystical Dispute Mystical Dispute {2}{U}
Instant
This spell costs {2} less to cast if it targets a blue spell.
Counter target spell unless its controller pays {3}.
, 1 Crackling Drake Crackling Drake {U}{U}{R}{R}
Creature — Drake
Flying
Crackling Drake's power is equal to the total number of instant and sorcery cards you own in exile and in your graveyard.
When this creature enters, draw a card.
*/4

OUT: 1 Galvanic Iteration Galvanic Iteration {U}{R}
Instant
When you next cast an instant or sorcery spell this turn, copy that spell. You may choose new targets for the copy.
Flashback {1}{U}{R} (You may cast this card from your graveyard for its flashback cost. Then exile it.)
, 4 Thing in the Ice Thing in the Ice {1}{U}
Creature — Horror
Defender
This creature enters with four ice counters on it.
Whenever you cast an instant or sorcery spell, remove an ice counter from this creature. Then if it has no ice counters on it, transform it.
0/4

[Transforms into: Awoken Horror] Awoken Horror 
Creature — Kraken Horror
When this creature transforms into Awoken Horror, return all non-Horror creatures to their owners' hands.
7/8

[Transforms from: Thing in the Ice] , 2 Treasure Cruise Treasure Cruise {7}{U}
Sorcery
Delve (Each card you exile from your graveyard while casting this spell pays for {1}.)
Draw three cards.
, 2 Pieces of the Puzzle Pieces of the Puzzle {2}{U}
Sorcery
Reveal the top five cards of your library. Put up to two instant and/or sorcery cards from among them into your hand and the rest into your graveyard.
, 1 Chart a Course Chart a Course {1}{U}
Sorcery
Draw two cards. Then discard a card unless you attacked this turn.

Want to keep Thing in the Ice Thing in the Ice {1}{U}
Creature — Horror
Defender
This creature enters with four ice counters on it.
Whenever you cast an instant or sorcery spell, remove an ice counter from this creature. Then if it has no ice counters on it, transform it.
0/4

[Transforms into: Awoken Horror] Awoken Horror 
Creature — Kraken Horror
When this creature transforms into Awoken Horror, return all non-Horror creatures to their owners' hands.
7/8

[Transforms from: Thing in the Ice] in? Do what you think is best, of course. I’d look into running more Crackling Drake Crackling Drake {U}{U}{R}{R}
Creature — Drake
Flying
Crackling Drake's power is equal to the total number of instant and sorcery cards you own in exile and in your graveyard.
When this creature enters, draw a card.
*/4 after all and bringing them in for this, I think. It even lives through Brotherhood’s End Brotherhood's End {1}{R}{R}
Sorcery
Choose one —
• Brotherhood's End deals 3 damage to each creature and each planeswalker.
• Destroy all artifacts with mana value 3 or less.
!

Generic Control

Take out burn spells such as Spikefield Hazard Spikefield Hazard {R}
Instant
Spikefield Hazard deals 1 damage to any target. If a permanent dealt damage this way would die this turn, exile it instead.
Spikefield Cave 
Land
This land enters tapped.
{T}: Add {R}.
& Fiery Impulse Fiery Impulse {R}
Instant
Fiery Impulse deals 2 damage to target creature.
Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, Fiery Impulse deals 3 damage instead.

Bring in counterspells and things that generate value e.g.  Crackling Drake Crackling Drake {U}{U}{R}{R}
Creature — Drake
Flying
Crackling Drake's power is equal to the total number of instant and sorcery cards you own in exile and in your graveyard.
When this creature enters, draw a card.
*/4 & Young Pyromancer Young Pyromancer {1}{R}
Creature — Human Shaman
Whenever you cast an instant or sorcery spell, create a 1/1 red Elemental creature token.
2/1

Generic Aggro

Take out expensive spells that you won’t have time to cast before dying. Feel free to take out one of each of a few things.

Bring in all the removal: burn spells, boardwipes. Remember that if your third noncreature spell is Brotherhood’s End Brotherhood's End {1}{R}{R}
Sorcery
Choose one —
• Brotherhood's End deals 3 damage to each creature and each planeswalker.
• Destroy all artifacts with mana value 3 or less.
, you could wipe their board and then get all your Phoenixes back in that same turn

Generic Combo

Burn spells out

Counterspells in

Convoke / Loxodon Hierarch Aggro

Burn and boardwipes in

Expensive spells out


Conclusion

Good luck!