My current version of a 5cc deck (Premium)
Lands (25)
3 x
Plains1 x
Island3 x
Swamp3 x
Mountain2 x
Forest2 x
Selesnya Guildgate2 x
Gruul Guildgate1 x
Simic Guildgate2 x
Golgari Guildgate1 x
Dimir Guildgate4 x
Boros Guildgate1 x
Azorius GuildgateCreatures (10)
3 x
Wall of Omens1 x
Baneslayer Angel1 x
Stormbreath Dragon1 x
Inferno Titan1 x
Resolute Archangel2 x
Rune-scarred Demon1 x
Kozilek, Butcher Of TruthSpells (25)
3 x
Shock2 x
Ulcerate3 x
Think Twice1 x
Reprisal2 x
Treasured Find4 x
Cultivate3 x
Darksteel Ingot2 x
Anger of the Gods1 x
Tribute to Hunger2 x
Angelic Edict1 x
Time Warp1 x
Planar CleansingStandard
early removal/wall of omen to get me through the early game against aggressive decks, with some green and artifact ramp/fixing, and sprinkled with a little bit of blue draw to dig through my deck (also Time warp, a very powerful card here, at worst it lets you play an extra land while replacing itself while at best it puts you way ahead). After that you just start playing game winning creatures to win the game.
I've only included one creature that doesn't have an etb effect, because with so few creatures any removal your opponent has will just be sitting there burning in his hand, and I want to try and avoid tapping out only to end up with nothing. I imagine it feels pretty bad to windmill slam Baneslayer down only to have him bounced/killed, but you can't deny possibly the best 5cmc creature ever printed a slot if you are in colours and not pure aggro
Probably don't need to explain most of the cards, but some thoughts on a couple:
With so many strong cards, Treasured Find does alot of work, although x3 is probably too many imo. Time Warp into Treasured Find into another Time Warp will put a smile on anyones face.
Angelic Edict was a card I didn't really give alot of attention too when the game first came out, 5cmc sorcery speed removal isn't really a card I want, but the exile effect has been more important then I thought, plus it can also take out problem enchantments which there are at least a couple.
There is no surprise that getting locked out of colours is the biggest negative about this deck, the mana is pretty bad right now as our only duel lands put us a turn behind, but with the Alara shard duel lands coming next DLC it should improve. I'm still tuning the mana base, I would like to use less guildgates if possible, but it is still a work in progress. Getting
online in the first couple turns is most important, then hoping for a green source to ramp is next up, with blue being the least important, only there for support whenever it become available.
Overall it is a good startng point and has game against most matchups, and will only get stronger with larger card pools