4 Faerie Miscreant - Flying 1 drop for Ninjutsu and draw function. 4 copies for drawing probability
1 Higure, the Still Wind - Good Ninja. Mainly there to prevent being shutdown by blockers and to tutor a Ninja friend. The rest of the deck hinges being able to effectively bounce. 1 copy to avoid diluting the deck's main functions.
4 Ninja of the Deep Hours - Best Ninja and best creature in the deck. 4 copies
4 Quickling - Flash and ideal to bounce with for control purposes and defense. Also a Fearie to support Spellstutter Sprites' counter. 4 copies
4 Spellstutter Sprite - Flash and a renewable counter supported by the other Faeries. Even if slow to start, opponents are 1 mana behind minimum to compensate for the chance of being countered. 4 copies as main counter engine
1 Arcane Laboratory - Tempo setting. Ninjutsu isn't effected; ideal anti aggro. 1 copy
1 Equilibrium - Static work around for bouncing creatures back without triggering the decks' tempo setting control. 1 copy
1 Eyes of the Watcher - The deck takes focuses a lot of drawing and scrying thrives given the chance. Not a make or break spell. 1 copy
(These three enchantments all with 3 CMC would be best with even a single tutoring function but the transmute option is not suitable and the price-tag on other options is inflated)
1 Opposition - Functional creatures run the deck and if it comes to it, they'll probably be able to shutdown the board for awhile with this. 1 copy
4 Standstill - Great tempo enchantment; puts Ninjutsu in a comfortable place and the aforementioned enchantments should keep it easy enough to not break it. 4 copies; might be overkill. testing it out
2 Forbid - Excess cards in hand can be a problem with this deck. Discarding 2 cards to have another renewable counter source works well. 2 copies due to higher CMC for a counter when typically used defensively.
2 Muddle the Mixture - Sub-par counter but Tutors for a sizable portion of vital 2 CMC cards
2 Remand - Counters for this deck are as much of a stalling tactic as they are a defense mechanism. Remand, in my pinion, works like a return permanent card that adds draw 1. 2 copies
2 Spell Pierce - Most countering as stated before will be for self preservation and stalling. Spell Pierce counters what we need for less. 2 copies
2 Unsummon - There in case the deck's bouncing flow halts and also as a stalling tactic. 2 copies
4 Gitaxian Probe - Lower budget deck with less than a full commitment to control can certainly use a surveying option to know what to save defenses for; and draw a card. 4 copies because it's the only preemptive control in the deck.
2 Faerie Conclave - There for when the tempo setting doesn't allow for playing creatures for Ninjutsu to utilize. 2 copies to not slow things down too much.
4 Halimar Depths - Deck stacking is expected to cost at least 1 CMC. This slows you down the same amount without triggering the tempo setters or wasting another slot on an instant/sorcery. 4 copies
12 Island
2 Lonely Sandbar - Late game cycle. 2 copies to not slow things down too much
Let me know what you think. Please take a minute to comment. I'd be more than happy to reciprocate by looking over anything yous have in the works.