Here is the list to which I was alluding:
4 x
Azorius Guildgate11 x
Island10 x
Plains4 x
Cloudshift4 x
Think Twice4 x
Voyage's End3 x
Wall of Omens3 x
Guard Gomozoa3 x
Dissolve2 x
Mentor of the Meek4 x
Archaeomancer2 x
Talrand, Sky Summoner1 x
Baneslayer Angel1 x
Time Warp2 x
Planar Cleansing1 x
Sphinx-Bone Wand1 x
Kozilek, Butcher of TruthThere's so much synergy in this deck that it's unreal. The core of the deck is the Archaeomancer plus Cloudshift combo which really lets you abuse Talrand and the Wand.
Don't be afraid to Cloudshift your Walls early because Archaeomancer gets them back, and shifting a Wall with Mentor in play is a two-mana instant-speed
Divination. I'm not going to list all the interactions and synergies, but trust me you'll learn them as you play the deck. It's really powerful and a lot of fun.
If you want the original mobius version then sub out the playset of Voyage's End for
Brimaz, King of Oreskos and three copies of
Reprisal; I don't recommend it though, because Reprisal is a lategame card and is often dead in hand.
I want to revisit this list because the interaction between Traumatic Visions and Archaeomancer is pretty sweet letting you fix your mana early and grab it back if you play out the 'Mancer on T4. I also think that Visions could allow a splash into another color and I have been testing a version with black for
Rune-Scarred Demon this morning to modest success. I took out the Walls and Gomazoas for a more controlling deck with a combo finish but it wasn't as strong as this one so I was looking for ideas.
My thought was to cut the Talrands as win conditions and replace them with Demons so we can tutor up the Wand and to cut the creature-based draw package backed by Mentor of the Meek for the Traumatic Visions counterspell plan.
My other thought was to go into Jeskai for Anger of the Gods and Charmbreaker Devils.
Any suggestions?