It is basically B/U control with white coming in the form of gold spells. Here it is: Gold(15) 4 Meddling Mage 3 Absorb 3 Dromar's Charm 3 Vindicate 2 Iridescent Angel Blue(13) 2 Telepathy 3 Peek 2 Counterspell 3 Rainbow Crow 3 Temporal Adept Black(12) 4 Addle 2 Duress 2 Ostracize 2 Mind Extraction 1 Yawgmoth's Agenda 1 Haunting Echoes Lands(24) 4 Salt Marsh 4 Cave of Kolios 2 Dromar's Cavern 6 Islands 6 Plains 2 Swamps Sideboard 4 Extract 4 Diabolic Tutor 2 Megrim 2 Mystic Crusader 1 Wrath of God 1 Aegis of Honor 1 Tainted Pact Each card broken down: Meddling Mage: Allows early control of opponent's hand and later, total control (as i will explain). Absorb: Duh, U/W Control. I like to gain life. Dromar's Charm: Very versatile card. Keeps you in a game, counters a spell or gets rid of a pesky creature. Vindicate: If a permanent somehow gets buy the 8 counterspells, the Mage, and all the discarding effects, then here is your answer. Iridescent Angel: Once she's in the game it's pretty much yours, as long as she is backed by a counter or two. Telepathy: Helps to keep an eye on what your opponent can do. Peek: Same as above, but also let's you draw a card. Counterspell: Yeah. Rainbow Crow: Nice color changing flier specifically for a combo(will explain). Temporal Adept: An alternative to Vindicate if you have a counter, or if you have 5 mana available, you could return the Meddling Mage to your hand and choose a different card. Also, protects your limited amount of creatures. Addle: Basically get rid of whatever card you want. Duress: Hopefully get rid of anything that could mess up your plans. Ostracize: Get rid of some fatty that you don't want to see in play, maybe an Iridescent Angel. Mind Extraction: The other half of the Rainbow Crow combo. Basically get rid of all cards of one color from your opponent's hand. Very Nice. Haunting Echoes: This should rip their heart out after haven already either countered or forced them to discard key cards. Yawgmoth's Agenda: Allows you to do it all over again. 24 Lands because you want to have 5 mana on turn 5 so you can play almost every spell by then. Each color is accounted for and can be produced 12 times, so it's as if you had 36 lands. White is made by 4 Cave of Kolios, 2 Dromar's Cavern, and 6 Plains; Blue by 4 Salt Marsh, 2 Dromar's Cavern, 6 Islands; Black by 4 Salt Marsh, 4 Cave of Kolios, 2 Dromar's Cavern, 2 Swamps. So it is well balanced. The only problem this deck will have is a creature heavy deck such as Fires, or an Opposition Deck. The problem won't be that bad come turn 5, but if need be you can pull out of your sideboard, which is loaded with options. Anyway, to play this deck you must focus on getting rid of or stopping anything harmful in their hand, until you're able to Mind Extraction. To kill them, all you have to do is keep stalling them by either returning their own creatures or just Vindicating them, and then run in and attack. Although, you may want to sit on the defense until you get an Iridescent Angel in. If they are playing creature control, then pull out a Megrim and 2 Tutors from the sideboard. This deck should beat most decks out there. You may want to add more creatures, but I think 12 is just fine, you are focusing on their hand anyway. Be smart and use your spells only when neccessary. Joshua Sebastian La Junta, CO jds_snbco@yahoo.com __________________________________________________ Do You Yahoo!? Find a job, post your resume. http://careers.yahoo.com