DESCRIPTION
been playing this deck for a few weeks now, throw back to my old playing days of draw go.
basic strategy is to sit back, counter threats, proliferate up an everflowing chalice, drop wurmcoil, and then win. 20 pieces of countermagic (12 of which are hard counters) will go a long way to helping control the board. tumble magnets and contagion engine clasp will control anything else that makes its way through.
in the sideboard, flashfreeze for ramp and rdw, negate for control decks, into the roil for aggro decks and pyromancer, ratchet bomb for aggro and pyromancer, and stormtide leviathan for the hell of it (actually, good against more mid game creatures like titans, avenger of zendikar, etc.
you could get fancy and pop in something like ulamog, kozalek or emrakul instead of the wurmcoil, but other than that the deck seems fairly tight. taking this to fnm again this week