LANDS
4 Bant Panorama
1 Dimir Aqueduct
1 Dreadship Reef
9 Forest
2 Halimar Depths
4 Island
2 Watery Grave
CREATURES
1 Birds of Paradise
1 Bloom Tender
1 Dimir Guildmage
1 Dowsing Shaman
4 Drift of Phantasms
1 Elvish Harbinger
3 Fatestitcher
2 Golgari Guildmage
1 Selesnya Guildmage
2 Vedalken Aethermage
SPELLS
2 Chord of Calling
2 Faerie Trickery
3 Fertile Ground
1 Freed from the Real
1 Khalni Gem
4 Muddle the Mixture
1 Nature's Spiral
3 Perplex
1 Recollect
1 Sage's Dousing
1 Utopia Sprawl
Notes: Same as v.1 except the win conditions are narrower and there's more transmuting in this deck. The 'win conditions' in this version are either a fully powered Fatestitcher locking out the opponent's mana or a combination of guildmages. Golgari guildmage can make +1/+1 counters, Selesnya guildmage can make 1/1 saprolings, and Dimir guildmage can allow card drawing.
Some new faces include Vedalken Aethermage for wizardcycling (fatestitcher is a zombie wizard!), Khalni Gem and Bloom Tender as dual-mana sources, Perplex and Muddle the Mixture for more transmuting, and a few counterspells just in case I run into a disruption deck. Due to Perplex, I had to add black mana sources. This also creates situations where I need to get Freed from the Real but only have a Golgari Guildmage and Chord of Calling. I can Chord for a Drift of Phantasms, and then use the guildmage's black ability to send it to the graveyard, then return itself to my hand, then transmute it. 14 mana to search up Freed from the Real, but I still only have the single copy of it.
