This deck has two win conditions, milling for the win, and lethal damage done by creatures. I've made this deck list through extensive play testing, and have found that each card furthers these two win conditions in some way.
Breaking
: This is an easy one, milling 8 cards for BU is great, a nice upgrade from Mind Sculpt.
Cancel: A bad counterspell, but it is a hard counter, which makes it more consistent and versatile than the other counterspells in standard at the moment. A 2-of because I wanted more than 4 counterspells, and is purely worse than
Psychic Strike
in this deck. Can prevent opponents' threats from resolving, and protect my (very few) creatures from getting Oblivion Ringed or killed.
Consuming Aberration: A real powerhouse in this deck. Becomes huge quickly, and is a good milling engine.
Crypt Incursion: A good stabilization technique in the absence of W for Sphynx's Revelation. De-powers Consuming Aberration a bit, but by the time I am stabilizing, the Consuming Aberration will be 20+ P/T, so turning him to a 10/10 is not that big of a deal.
Delver of Secrets
: In the deck in place of Wight of Precinct Six. The Wight is a good early game card only if 2 conditions are met: You cast a T2
Breaking
and your opponent is playing some form of aggro. Delver of Secrets
is a faster play, flips very consistently in this deck, and can hit them early for a few turns before turning into a flying chump blocker with teeth.
Far / Away: An extremely versatile card. Absolutely mocks tokens, can save my creatures from removal if I am without a counterspell, or can clear an opponent's board late game so I can swing for lethal damage.
Jace's Phantasm: An awesome 1-drop. He doesn't play like a 1-drop in my meta due to heavy removal/burn presence, so I like to get 10 in opponents' GY before casting. Then he is an evasive 5/5, and can swing for lethal damage or protect myself while I establish board position.