Notes: The name of the deck seems strange at first. I played the deck against my wife to test it and...well...she didn't much like it. It is incredibly frustrating. As long as the deck can survive to mid-late game it has such strong control that it will usually win easily. The only real problem early is land destruction or super fast creature swarms. Time ebbs, propoganda, and capsizes (don't worry about buying back early, do that later) are usually sufficient to keep off the rush of critters. Medallions and heavy counters usually make land destruction non viable. Once you have enough mana to start the capsize engine (capsize with buyback and still enough mana left to counter) you are in business. With a couple of medallions out this can happen early. Creatures should not be countered usually as time ebbs and capsizes take care of them. Save counters for other threats. 2 other potential problems for this deck: pincher beetles and scragnoth. Both are non ebbable or capsizable (and scrag is uncounterable). Tradewind riders make good weenie blockers against the beetles, and in the late game add to the capsize lock with their bouncing ability. Puppet strings are in the side for scraghead, whims for messing with nasty things that other decks will side in (choke me will you eh?) Shadow should not be a problem as there are 3 main deck propogandas and 1 more in the side to stop weenie decks Shadow critters can also be capsized and time ebbed as well as any others. I worried a little about other control decks - hence 4 ertai's meddling in the side. Against other counterspells they are sublime as delaying a counterspell/dismiss/powersink for only 1 turn is sufficient so the meddlings are effectively a counterspell for 1U with no drawback. Giant crabs are a lovely finisher as they can be protected so easily and fighting drakes are a cheap, reasonably big flyer that are also good for flying over and bonking through the last few points of damage. 12 counterspells should be more than enough to stop any annoying combos springing up (aluren/recycle, earthcraft silliness, etc.) If this deck is still alive on turn 7-8, and it usually is, it should win and by the end your opponent will often have no permanents on the board except land, often not even that due to multiple, cheap, buyback capsizes. I find that opponents usually end up conceding before you even have to kill them! People will hate this deck. Try it, you'll see.
Artifacts
4x
Sapphire Medallion
1x
Scroll Rack
Blue
4x
Capsize
4x
Counterspell
4x
Dismiss
3x
Fighting Drake
2x
Giant Crab
4x
Power Sink
3x
Propaganda
4x
Time Ebb
4x
Tradewind Rider
1x
Whispers of the Muse
Blue
4x
Chill
4x
Ertai's Meddling
1x
Propaganda
2x
Whim of Volrath