I'm posting this so that I can get people's opinions on what should/shouldn't be in here. The idea of the deck is pretty much the same as every other UW control deck - to sit back and control the board via counters, boardwipe, etc., then drop a bomb that's hard to deal with.
Most of the cards I cut either didn't do well in playtesting or I didn't like the card.
I cut Ghostly Prison and its counterparts, but kept Aurification and Crawlspace. My reasoning is that Aurification keeps generals from repeatedly hitting you, and Crawlspace keeps token decks from trampling you. Ghostly Prison, Propaganda and Norn's Annex all are good early-game plays, but I found them to be weak as the game progressed. I was playing other cards with regularity over those cards.
Jace Beleren is only really good in single-player, where less people will have a 2-power creature in play ready to smack it. You can't protect him if you play him early, and he just doesn't do as other draw engines later on.
1 Gwafa Hazid, Profiteer
1 Arcanis the Omnipotent
1 Azami, Lady of Scrolls
1 Azorius Guildmage
1 Ertai, Wizard Adept
1 Glen Elendra Archmage
1 Grand Arbiter Augustin IV
1 Kira, Great Glass Spinner
1 Phantasmal Image
1 Phyrexian Metamorph
1 Solemn Simulacrum
1 Teferi, Mage of Zhalfir
1 Weathered Wayfarer
1 Akroma, Angel of Wrath
1 Avacyn, Angel of Hope
1 Consecrated Sphinx
1 Guile
1 Phyrexian Ingester
1 Sower of Temptation
1 Sphinx Ambassador
1 Sun Titan
1 Azorius Signet
1 Coalition Relic
1 Crawlspace
1 Darksteel Ingot
1 Oblivion Stone
1 Sol Ring
1 Aura of Silence
1 Aurification
1 Land Tax
1 Luminarch Ascension
1 Oblivion Ring
1 Rhystic Study
1 Treachery
1 Capsize
1 Counterspell
1 Cryptic Command
1 Desertion
1 Enlightened Tutor
1 Evacuation
1 Forbid
1 Force of Will
1 Mystical Tutor
1 Pact of Negation
1 Return to Dust
1 Spell Crumple
1 Swords to Plowshares
1 Time Stop
1 All Is Dust
1 Austere Command
1 Blatant Thievery
1 Bribery
1 Final Judgment
1 Hallowed Burial
1 Recurring Insight
1 Rite of Replication
1 Rout
1 Terminus
1 Wrath of God
1 Gideon Jura
1 Jace, the Mind Sculptor
1 Tamiyo, the Moon Sage
1 Ancient Tomb
1 Azorius Chancery
1 Celestial Colonnade
1 Command Tower
1 Flagstones of Trokair
1 Flooded Strand
1 Glacial Fortress
1 Hallowed Fountain
9 Island
1 Kor Haven
1 Minamo, School at Water's Edge
1 Mystic Gate
1 Mystifying Maze
1 Nimbus Maze
7 Plains
1 Reflecting Pool
1 Reliquary Tower
1 Seachrome Coast
1 Strip Mine
1 Tundra
1 Wasteland
1 Winding Canyons
Cards I had in previously and cut/didn't like during playtests:
...and more that I can't recall.
I like boardwipe.
Most of the cards I cut either didn't do well in playtesting or I didn't like the card.
I cut Ghostly Prison and its counterparts, but kept Aurification and Crawlspace. My reasoning is that Aurification keeps generals from repeatedly hitting you, and Crawlspace keeps token decks from trampling you. Ghostly Prison, Propaganda and Norn's Annex all are good early-game plays, but I found them to be weak as the game progressed. I was playing other cards with regularity over those cards.
Jace Beleren is only really good in single-player, where less people will have a 2-power creature in play ready to smack it. You can't protect him if you play him early, and he just doesn't do as other draw engines later on.
Edit list:
5/8/12 +Force of Will; -Mnemonic wall