Flying Control
Aim
This idea behind this deck is to have every creature in it flying to reduce the chance of them being blocked by an opponent. This is then coupled with instants and sorceries which bounce any opponents attacking creatures back to their hand, over and over again so they must be re-cast for again and again. Without creatures with haste this dramatically slows down any concerted attacks.
A conventional game for this deck sees a Warden of Evos Isle by turn 3. Up until this point any major threats are dealt with by bounce spells such as Vapor Snag or Void Snare. Normally I don't have to deal with anything that I'd be too worried about by turn 3 and am quite happy to take anything between 5 and 7 damage before using up a bounce spell.
With a Warden out by turn 3 then deck now has the potential to put out a Ascended Lawmage on turn 4 with mana left open for a bounce spell. The Lawmage then becomes the ideal target for a Hidden Strings post turn 4 paying for itself and then making two of my creature effectively vigilant if the opponent hasn't established flying defence by this point.
I normally wait until turn 5 to cast a Magus just in case it needs saving by a bounce spell. If that goes down and an opponent isn't running removal its normally game over as I no longer have to worry about blocking. This allows me to control the game enough until I hit a Bident of Thassa or Windreader Sphinx, which gives me enough card draw to keep the bounce spells coming. Hitting a Medomai the Ageless normally allows me to finish opponents off with multiple attacks.
Key Combos
Ascended Lawmage
+
Hidden Strings
Hopefully provides consistency and protection for hidden strings, allowing creatures to effectively be made vigilant.
Warden of Evos Isle
+
Windreader Sphinx
Allows Windreader to be cast earlier and start reigning in the card draw essential in this deck.
Magus of the Moat
+
Medomai the Ageless
Shuts down their attack whilst doubling mine.
Main Board
Ascended Lawmage
Difficult to remove mid game attack.
Magus of the Moat
A key card in the deck shutting down opponents ground attack leaving only flying creatures (hopefully only mine) able to attack.
Medomai the Ageless
A late to end game flyer useful for both multiple attacks and card advantage.
Warden of Evos Isle
Another key card in the deck, bringing the cost of flying creatures down so they can be deployed much earlier than usual.
Windreader Sphinx
Forms the mid to late game card draw that keeps the unsummon spells coming.
Into the Roil
Forms a key part of the control in the deck, returning problematic creatures to opponents hands. This card is normally saved until it can be kicked for its useful card draw.
Vapor Snag
Unsummon with teeth.
Voyage's End
Another return to hand spell with some very useful scry to ensure drawing the right cards as soon as possible.
Hidden Strings
Very useful for keeping mana open for low cost instants such as Unsummon and Vapor Snag or making two of my creatures vigilant.
Void Snare
Useful for rescuing my own creatures from danger as well as returning opponents creatures to their hand or, in fact, anything other than land that's causing me grief.
Bident of Thassa
Forms the early to mid game card draw required to keep the unsummon spells coming.
Sideboard
Archetype of Imagination
Just in case I come up against other flying decks and would be swapped in for Ascended Lawmage.
Flashfreeze
Included to cope with Green anti-flying decks.
Glaring Spotlight
Sorts out anything with hexproof.
Judge's Familiar
Can be switched in for bounce spells to cope with instant and sorcery heavy decks.
Disclaimer
All my deck centre around trying to do one or two things well based around a certain theme, they are not intended to be able to defend and cope with everything and anything that comes their way. (Good Card Suggestions vs Deck Dilution)
I am a 'kitchen table' player with a limited budget. As with all my decks advice and suggestions (as well as +1's) are always very welcome but keep in mind anything above the $5 per card mark I'm unlikely to consider.
The more reasoning you can give with any suggestion you make, the more likely I am to consider running it in the deck. This is because I can't always spot the combo or idea you are going for. Letting me know what your thinking gives me a better insight into how you think this deck might be made better by the suggestion.