Posted this on the other forums and thought I'd share it here too.
BANT Midrange/Control
Creatures (23):
x4
Lone Missionaryx2
Quicklingx4
Elvish Vinisonaryx2
Grazing Gladehartx2
Kor Cartographerx2
Archaeomancerx2
Saruli Gatekeepersx2
Species Gorgerx1
Roil Elementalx1
Pelakka Wurmx1
Kozilek, Butcher of TruthArtifacts (1):
x1
Elixir of ImmortalitySpells (13):
x2
Voyage's Endx3
Think Twicex3
Dissolvex3
Cultivatex1
Angelic Accordx1
Time WarpLands (23):
x5 Plains
x6 Island
x6 Forest
x4 Azorius Guildgate
x1 Selesnya Guildgate
x1 Simic Guildgate
Control/Midrange depending on your play style. You can tweak some of the card numbers, like the number of dissolves may be too high. The number of lands might seem low for a ramp deck, but it's not hard to search up lands with tutors + draw and the less lands there are the harder it is to brick with think twice, visionary, and (lol) Kozilek late game. It also uses scrying to smooth out your draws. Guildgates help you cast all of your spells late game and you usually don't mind playing a tap land because you're untapped with counters or draw or you're going to gain life the next turn anyway.
The win coniditions are: Kozilek, go infinite with Time Warp + Species Gorger & Archaeomancer, beat down with angels using Angelic Accord + life gain abuse with EtB, or steal all of their dudes with Roil Elemental and extra lands. If you manage to get to the late game and you still can't win you can elixir to restock draw effects and with fewer lands the card advantage should pull you ahead.