MAINBOARD:
Alchemist's Refuge- Pretty straight forward, everything is an instant.
Azorius Charm- Usually used for the draw mode against slower decks and the bounce against aggressive decks, the lifelink is cool sometimes cause people don't see it coming.
Centaur Healer
- Good against aggressive strategies, especially followed by Restoration Angel.
Detention Sphere- Solid removal that can hit pretty much anything.
Farseek- The most important card in the deck. With 4 colors it helps fix my lands a lot and lets me get ahead of decks that don't use it.
Kessig Wolf Run- Helps close out the game. Allows me to just play a fatty and win in a turn or two.
Prime Speaker Zegana- Great on curve after Thragtusk sweet with a Restoration Angel too.
Restoration Angel- Really good cause all my creatures have etb effects. Flash is sweet especially on a 3/4 flyer that blocks for days against most aggro decks.
Snapcaster Mage- Works well with all of the instants and sorceries.
Sphinx's Revelation- This card is insane and gives me something sweet to work to with the ramping.
Supreme Verdict- Wrath effect for aggro decks, can get it turn 3 with a Farseek, which is when most aggro decks are most committed but with limited damage dealt.
Thragtusk- Explains himself but 5 life, 8 power over 2 bodies, easy to cast. Sweet curve with Supreme Verdict and Prime Speaker Zegana.
SIDEBOARD:
Angel of Serenity
- Really good late game, either remove their creatures, loop mine, or a little of both.
Dispel- Allows me to counterproof all my spells, mostly for Sphinx's Revelation. Also, can be a 1 mana counter for their Sphinx's Revelation.
Jace, Memory Adept- Good against control.
Rhox Faithmender
- Really good against aggro.
Witchbane Orb
- Amazing against jund or any deck using Slaughter Games, I have also brought it in against mill decks.