>Begone Long Description<
The combo of Eternal Witness + Ghostly Flicker
is a simple, but effective two card combo that just prolongs games till I win. It prevents the opponent from doing anything and just gets better with the more land I have. While it isn't truly a 2 card combo, it effectively works like one because it synergizes with any other creature in my deck; and 2 card combos and/or synergistic combos are what make up the modern combo archetype.
The combo works by using Ghostly Flicker to target Eternal Witness, triggering the Witness' etb ability, and targeting the Ghostly Flicker that was just placed into the graveyard when it resolved. Yes, you can do this with any blink spell, but we aren't making a 3 card combo that relies on another card to provide global etb advantages, so we are making the deck more resilient and consistent instead of explosiveness and in turn making this deck more competitive. Instead, we use Ghostly Flicker, because it is the only blink spell that can target multiple creatures and still provide instant speed responses. Ghostway, does not allow you to blink a Mystic Snake in response to a spell to counter that spell.
In addition to constantly provide me value, the Eternal Witness plus a blink spell allows me to forever block one creature and prevent it from doing any damage. Unless it has trample, then I'm screwed. So I can effectively stall someone out by Cloudshifting or Momentary Blinking my Eternal Witness after the declare blockers step before the combat damage is applied to stop their Gurmag Angler from turning me into fish food.
Most of the rest of this deck is pretty self explanatory. Restoration Angel is an obvious powerhouse when it comes to blinking and is a excellent win condition in and of herself, and Mystic Snake is the abuseable Cryptic Command on a bear. Should have been called "Cryptic Bear". Would have been instantly more playable. The removal and counterspells of Path to Exile, Remand, Spell Snare and Mana Leak are all well known and included whenever possible. There are 3 cards that aren't really well known (in control) that I'll describe, but it is really the lack of certain cards that people will be most concerned about.
Bant Charm is the only noncreature in this deck that needs explaining. Its removal ability is practically the same as Path to Exile, and being able to destroy Aether Vial, Torpor Orb and affinity pieces is always nice. Finally, its an excellent counterspell against control decks as I gain extra insurance against whatever they are trying to do against me.
Mulldrifter is here as a 2 of because during the late game when I have expended all of my resources, I need a way to come back really quickly, and Mulldrifter is a way to do that. Evoking it and casting a blink effect on it means for 4-7 mana (depending on the blink spell used) I draw 4 cards and get a 2/2 flyer that can't be Abrupt Decayed. That sort of cost is a reason why it is only as a 2 of, but the other is because I can derive a tonne of value from one other interaction, the Eternal Witness + Ghostly Flicker
combo, plus another Eternal Witness or a Restoration Angel. In this, I'm returning 2 cards from my graveyard to hand every single time I cast Ghostly Flicker, with one of them being Ghostly Flicker itself. This is a nice EOT effect to use, as it means I'm always having a full hand of removal, counterspells and blink effects to fend the opponent off.
Venser, Shaper Savant as a one of can seriously hurt the progression of any deck, especially tron. Being able to consistently return a land to their hand each turn can deal some serious shenanigans. It is also excellent in stopping anything that is on the field to prepare a counter for it. Ensnaring Bridge is an excellent example.
Wurmcoil Engine is the final card of the 4 I'll be discussing the inclusion of today, though there isn't much else to say besides the fact that it wins games all on its own. Unless I'm facing a control deck, I don't need to protect it, as the amount of removal that actually hits Wurmcoil Engine is far and few between, and most of the time the opponent is spending 3-4 removal spells trying to kill it. Most players don't have that many removal spells, so by the time I get to play it, Wurmcoil Engine has free reign over the board and can wipe my opponent out in mere seconds.