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Deck anchor mechanic, based on thoughts of some of my own decks and discussing alliance66's decks with him, and lastly a good friend's noncounter control blue/white deck. I dont steal deck ideas often, but sometimes, you just want to try something...
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If I may ask, you have Mirror gallery with the intent of playing multiple "Venser, the Sojurmer's" right? If so, I have copied and pasted a section from the MTG Comprehensive rules you might need to look at. "704.5j If two or more planeswalkers that share a planeswalker type are on the battlefield, all are put into their owners' graveyards. This is called the "planeswalker uniqueness rule." 704.5k If two or more legendary permanents with the same name are on the battlefield, all are put into their owners' graveyards. This is called the "legend rule." If only one of those permanents is legendary, this rule doesn't apply." Basically, the legendary rule, and Planeswalker uniqueness rule, are two seperate things. It also confims our discussion from Saturday night about Venser, the Sojurner, and Venser, Shaper Servent.
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I hope that doesn't destroy the deck idea, as it seems playing this with 2 or more Venser's in play would be ridiculous. Onward to my comments though. You have a fair greater number of plains mana symbols on your cards than you do islands, and of the blue mana symbols on cards you do have, they all contain exactly 1. Meaning 10 Islands may be too many in my own opinion. I'd suggest running 3 or 4 islands, and then 4 dual lands of any kind, and then the rest plains. This should even out your mana availibility, and make your ability to cast your spells more consistent. With 3 islands, 4 dual lands, and 13 plains, you have access to 7 sources of blue, (more than enough I believe) and 17 sources of white (which is where you really want your availibility to be). I also noticed there is a fair amount of cards that you use that prevent a named card from being played, such as meddling mage. Something such as Gitaxian Probe I can see being extremely useful here, and it doesn't mess with your mana base at all as it can be cast with life instead. The power to look at a players hand in a deck such as this should not be underestimated. I can see a turn two gitaxian probe then meddling mage being very powerful for forcing your opponent(s) to work around barriers. Other than that, I might consider running a couple revoke existences as from what I can tell, your only true removal is Exculsion Ritual, and a Torpor Orb on turn two can make for a very long game for you.