Dega Midrange, This will be my first Midrange deck I've ever made.
Overview
When it comes to running this deck your main objective is to keep their board and hand weak while trying to keep up Card advantage. The benefit to it being R/W/B is that you have spot removal for everything with protection. Your late game bombs include Obzedat, Elspeth and Blood baron. They not only are good at dealing damage out but also keeping your Life from dropping like a rock.
The Cards
First off I'd like to address the land base.
This deck really needs to function well in the first couple of turns to set up the long game. You need the turn one or two thoughtseize into a turn 3 sin collector/Boros Reckoner/ Downfall to keep the game in your favor. If you can make sure someone doesn't Kill you within the first 4 turns you should be golden.
The temples really help with hitting the correct cards and keep the consistency strong.
Creatures
Sin Collector - SC Is one of the first cards to get boarded out against anything but control and burn. It can be phenomenal paired with a thoughseize or two to really lighten an opponents hand.
Boros Reckoner - The ultimate equalizer. This card has been able to save me a couple of games. Taking down most big baddies is a giant plus along with being able to redirect damage back at a player. Sending a mizzium mortar though BorosReckoner to a player for game is very nice.
Blood Baron - BB is one of the first cards to really close out a game. His life gain will save you against aggro and having protection from W/B keeps him alive against Mono black as well as Detention spheres.
Obzedat, Ghost Council - Probably my favorite card in this deck. Against control he is great for avoiding D SPheres and Supreme Verdicts. His ability to do non combat damage is a clincher against Maze's end decks as well. Obzedat is the most fun finisher I've played with.
Desecration Demon - DD has been kind of a team player in this deck. Usually he is the first card to get removed from the game just because of his size and evasion. Most of the time when he's played he's gone before he can get in for a massive 6 damage, but thats ok because he's taking away that removal for the bigger, better star's of the deck.
Instant/Sorcery
Hero's Downfall - GREAT Removal! Just being able to kill anything threat wise is awesome. Having one of these in your opening hand is just as useful as having one late game. People have argued that dreadbore is more profitable for less but the one extra mana for instant speed really takes the cake.
Dreadbore - It's in here as a one of as a just in case. When it's around it's nice to 2 mana kill anything on your turn. Late game against planeswalkers is the most preferable outlet for it.
Warleader's Helix - I've heard strong arguments against this card, it being so high costed for 4 damage / 4 life gain. But late game when Underworld Connections is bogging down your life, while it's already been pulled down through shock lands and thoughtseize, It is a great mini boost to your life to be able to try and draw out your Finishers.
Mizzium Mortar - a nice dude killer. Most of the more scary creatures in standard right now are rocking a 4 sized butt. Mizzium does the job in killing them off early. And still has value late game being a nice board clear If things get out of hand.
Thoughtseize - What black deck doesn't run thoughtseize? Turn one information and a quick removal of anything but land is pretty neat. Definitely worth the 2 life. Late game it does lose a lot of value but It can still be useful against Control decks.
Rakdos' Return - Mmm mmm mmm, X damage and hand disruption is everything this deck is all about. Control and Maze's end hate this card it can be nice as well against most other decks just for the damage going over top. This card has swayed games in my favor Many times.
Enchantments
Chained to the rocks - The third and final Mono colored Removal spell in this deck. Having only 8 Mountains in the deck can be a little risky when it comes to this card but after many games I've only run into this problem once. Having 3 monocolored removal is bad ass and really is the reason I didn't just stick with Orzhov control. As of me writing this summary there isn't a card out there with protection to all 3 colors in standard!
Underworld Connections - Worth it so so much. I love card draw and this card is the reason U/W control folds. Being able to draw one and sometimes two extra cards a turn allows you to have all the answers this deck provides. For a small price that is.
Assemble the legion - I like this card somewhat, but around turn 5 sometimes it just doesn't feel like it has enough umph to push the game in the right direction. We'll see what JOU brings come decks surfacing but as of right now this card can win games it just isn't as impressive as let's say...........
Planeswalkers
Elspeth, sun's something rather! - She is really an amazing card. Her hitting turn 6 can almost certainly spell disaster for any deck that can't deal with her in the first 2 turns. I love me some Soldier tokens and 3 of them sitting around waiting to block every turn is mighty nifty.
There you have it! My take on Dega Midrange/Control (Not sure) I hope you enjoy playing this deck as much as I do. Really it might be a little costly with all the land and thoughtseize but it is worth the money!