This is one of those decks with more plansewalkers than any other type of card(excluding land). In this deck, you play a few planeswalkers, and then cards like Contagion Engine or Tezzeret's Gambit to final them quickly, before they are destroyed. In other superfreinds decks, you may find that most of them are controlly type decks. But in this one, it dosent matter if one of your planeswalkers die, because you always have another one to take it's place! For example: once I had a game against a $300 life steal deck, by the end of the game, I had four planeswalkers all at 14-17 loyalty, with around six in my graveyard.
The reasons for including all of the non-lands in the deck:
Creatures:
Chasm Skulker: This guy is is really helpful. He starts out small, and get's surprisingly big surprisingly fast. Then, when he dies, I get a ton of tokens to either chump or attack for the win.
Elvish Mystic: Well, I need at least some ramp, have you seen this thing's mana curve?
Fog Bank: This one's pretty simple, he blocks the bigger creatures so my planeswalkers don't take the hit.
Lighthouse Chronologist: He takes a while to get there, but when he's at level 7 (you can use proliferate to up his level counters, by the way), he will really help. Double loyalty ability activations for my planeswalkers, double cards drawn, double untap steps, double turns. (at least in a 1v1, it's better if there're more players.)
Gilder Bairn: If I can get him tapped, (I usually do this by using
Narcolepsy
on him) I can double the counters on one of my planeswalkers, almost always finaling them immediately after that.
Instants/Sorcerys:
Tezzeret's Gambit: It gives me card advantage and proliferation. What's not to like?
Enchantments:
Narcolepsy
: Though the planeswalkers are the main removal, I like to have something that can get something out of the way early game, and it also really helps with Gilder Bairn.
Artifacts:
Contagion Engine: When it enters, I get to kill all of the 1/1s, plus eventually killing all others. Also, it can help final my walkers really quickly.
Planeswalkers:
Jace, Architect of Thought: He has a +1 that stops most aggro and token decks in their tracks, a +2 that helps on card advantage, and a final that gets any card from every deck and puts it on the battlefield. What's there not to like?
Tamiyo, the Moon Sage: She has a plus one that get to disable something for a turn, and her final makes my Instants and Sorceries go right back into my hand after playing them and my walkers not die. Ever. She is the most lightning-roddy planeswalker I have ever seen in modern, except maybe Karn Liberated. Also, her -2 gives nice card advantage, if I ever need any.
Kiora, the Crashing Wave: Although the -1 isn't really all that great, the +1 really helps against any large threats that I can't handle, and her final pretty much wins the game.
Vraska the Unseen: She is pretty much in there for her -3. It destroys anything troublesome, and then the turn after next, she can use it again.
Ob Nixilis Reignited: His +1 is pretty undesirable, but he is in there so I can have two removal planeswalkers on the battlefield at the same time. Also, his final really helps finish the game.
Jace, the Living Guildpact
: He isn't all that great, but he starts at 5 and finals at 8, and that final can be surprisingly useful. It fills my hand and makes the opponent have to topdeck for the rest of the game.
Well, that's the deck! If you have any cards that you think would fit in the deck please leave them in the comments! I am also working on a sideboard if you want to suggest anything for it. Thanks!