Blue white red good stuff!
Okay, now the cards:
Creatures:
4x Geist of Saint Traft: This seems pretty obvious. The deck Uses this 6/2 Hexproof Trampler for 3 to obliterate your opponents life total while you control their threats out of the way.
4x Snapcaster Mage: There's a reason this is one of only three four-ofs in the deck. At two mana, this creature produces so much value that it would be impossible to run less.
2x Restoration Angel: This creature, late game in particular, is ridiculous. It can save a blocked Geist and still get 4 damage in, or blink your Snapcaster and generate disgusting amounts of value. And as a 3/4 Flying for 4 on your opponent's end step just to apply pressure, it's still not bad.
1x Vendilion Clique: Now, Someone's probably going to say that I should run 2 of these. I don't really like her. It's not that I think she doesn't do something useful fairly well; she does. I just usually would rather have something else. But, 3/1 Flyer for 3 at instant speed is good. If you add her ability to cycle something useless or thoughtseize your opponent... she's Legendary.
Value Spells:
2x Electrolyze: This is easily one of my favorite spells, the ability to split the damage between their Face, Snapcasters, Young Pyros, Nobles, and Skurges is great. Drawing a card is great. Instant speed is great. The flavor is great and the art is amazing. I've wanted to run more of these on multiple occasions, yet, sadly, I cannot.
3x Lightning Helix: It's almost like you took a healing salve and a lightning bolt and just stapled them together. I think it would be illegal to pass up this much value.
3x Boros Charm: So, when I put this in, I hadn't really looked at any lists that were using it. After a fair amount of testing I realized just how useful this card is in this deck. 1) It saves Geist. 2) It deals 4 damage. 3) In conjunction with snapcaster, it can deal 10 damage. 4) when you awkwardly have no burn spell or path, but you have an angel or clique it can kill siege rhinos! (True story) After I finished preliminary testing, I did look at at least a dozen other lists and found I was not the first to think of it, but oh well.
2x Cryptic Command: Yeah. I run a cryptic. I took it out for a while, but when I played against aggro I just felt weak. I think we can all agree that Cryptic is a wonderful card. 2 main.
1x Sphinx's Revelation: If the game runs long, most Geist decks start to fall off and run out of value, or get out-valued; this card prevents that. Just the other day, I played against a Grixis Delver deck and my opponent actually milled themself out because I controlled them so hard. The next game, it was over on turn 5.
Counter Magic:As a fairly tempo oriented deck, I try to run mostly burn answers and tempo disrupters as opposed to tons of control Counterspells.
3x Remand: Known as the tempo counter, it is packed with value as well as draw-back(singular). If you use this to counter their turn 2, you have essentially just extra-value Time Walked them. And who doesn't like Time Walk? Then, on turn 3 you cast Geist pf Saint Traft and the thing they tried to do seems helplessly inadequate.
3x Spell Snare: Think of all the high-value/counter/very strong spells that are relevant against this deck. Now how many of those are 2 costs?
2x Mana Leak: I don't really like mana leak. It costs too much to not get any value. That being said, I wasn't totally sold on swan songs instead. It also falls off late.