The loss of the Masque block has spelled disaster for many archetypes. Rebels, simply because that was masque block. Fires, because Saproling Burst and Blastoderm are gone. And some might say Skies. I beg to differ because all that I have seen from this new environment are cards that will positively contribute to the air domination of Skies. I always liked the deck's basic idea but one thing always threw me off about the deck. The use of Troublesome spirit is sad, very sad. And though it worked for many people it never did for me. So I tried Indentured Djinn the undercosted beatstick. But even that didn't always work especially against burn decks and other decks that go for the quick win. So I waited until I knew Skies would have to change and adapt, that time is now. Odyssey brought us a replacement for Cloud Sprite in Thought Nibbler and Cloudskate in Thought Eater. The Devourer is just too much of a draw back to include. So what else is there to include? Sapphire Leech perhaps but I don't think too highly of it. Waterspout Elemental could work especially with kicker. When I thought about it for a while I decided to splash white. With this you get the benefits of Sunscape Familiar, Serra Angel, Meddling Mage and Iridescent Angel. That's just for creatures, some spells that are beneficial would be Absorb and Glorious Anthem. Also because of the thought nibbler/eater's drawbacks I tossed in two Spellbooks, a neat little trick I figured out. So this is what we've got so far for creatures… 4 Thought Nibbler 4 Thought Eater 4 Meddling Mage 4 Sunscape Familiar 4 Stormscape Familiar 2 Iridescent Angel 2 Serra Angel So that's 24 solid creatures that aid to your winning the game. The familiars lower the casting costs of the Angels, especially Iridescent Angel cause its two colors. The Meddling Mage because he's annoying and the Eater/Nibbler for early game dominance. The thing about this being a two color skies deck is that washout loses some of its punch. So one washout seems to do and two Deluge will do the trick. The Crusading effect of Glorious Anthem works for your creatures even if they aren't white and ends the game earlier. So for spells we have… 4 Absorb 2 Spellbook 2 Deluge 1 Washout 4 Glorious Anthem The mana base is basically the same fro counter rebels except the islands out number the plains. This is what the mana base should be… 4 Adarkar Wastes 4 Coastal Tower 9 Island 6 Plains The ideal game should go like this T1: Adarkar Wastes: Thought Nibbler, Spellbook T2: Plains, Island: Stormscape Familiar, attack T3: Plains, Plains: Glorious Anthem, Adarkar Wastes: Sunscape Familiar, Attack T3: Island, Plains, Plains, Wastes: Serra Angel, Meddling Mage, attack At that rate the game should be yours in a couple turns. Targeted bounce in the form of boomerang could be added for extra protection. Overall, this has worked for me and should for you!