I call this deck U/W "Control".  I emphasize the quotations.  It's my version of the Blue - White control decks running around right now.  Instead of just a Blinding Angel or Millstone for the victory, I use a larger amount of creatures, in an attempt to kill my opponent faster.  Here's the decklist:
4x Opt
4x Brainstorm
2x Disenchant
4x Counterspell
1x Trade Routes
4x Indentured Djinn
2x Parallax Wave
3x Foil
2x Coastal Piracy
1x Wrath of God
2x Jeweled Spirit
2x Blinding Angel
1x Mageta the Lion
2x Bribery
1x Rout
13x Plains
12x Island
Card by card breakdown:
Opt:  Um, it's good.
Brainstorm:  See above
Disenchant:  The current environment is fairly enchantment heavy, but I only think 2 are needed.  The counterspells should take care of the rest.
Counterspell:  Well, it is a control deck!
Trade Routes:  There are 25 lands in the deck, but you only need 6 or 7 in play.  Trade Routes will help you get to the good stuff after that.  However, I doubt you will need more than one because of the card drawing effects.
Indentured Djinn:  This is one of my favorite cards in this deck.  My friend introduced me to the power of this card in the Urza's - Masques Type II, and I think it is no less powerful now.  It can very quickly turn the tide if one of the 3 cards the opponent draws isn't an answer to the Djinn, and a turn 3 Djinn can be devastating.
Foil:  Some of you may be wondering why I chose this over Absorb.  Look at the land count again:  25 lands.  I personally think it looks like too many lands when I see it written out, but when I play the deck, I need to draw my 5th land on turn 5.  Foil takes advantage of the excess land as well as being a good counter in the late game.  It's alternate casting cost allows you to counter a spell  after a turn 3 Djinn.  It also does not require any white mana, which allows you to continue with the assault of white creatures while keeping your counter options open in the later game.
Coastal Piracy:  I am currently testing this card.  I think it may deserve a slot, even over the almighty Fact or Fiction and the powerful Wash Out.  The problem with Fact or Fiction in this deck is that you have tons of Turn 5 threats, and a 4th turn FoF may allow your opponent to elminate some of them.  Wash Out is a good card, but I will cover that when I get to Parallax Wave.  Anyway, with 9 creatures in the deck, Coastal Piracy may seem to be a bad choice.  When  combined with Bribery, however, you basically have 11 creatures, bringing the creature count to more than 1/6th the deck.  By turn 4 or 5, you should have at least 1 creature attacking each turn, maybe 2.  The card helps you get the creatures to continue the attack, and rewards you for playing them.  I love it.
Parallax Wave:  My choice of removal over Wash Out.  It is very verasitle, and allows you to drop a Mageta, remove all your other creatures, and let him Wrath for a turn or two.  Though only 2 in the deck seems a bit light, the card drawing helps you get it, and you will usually hit it by turn 5 or 6 at the latest.
Wrath of God:  A very good card, but in a more creature heavy deck such as this one, I believe only 1 is needed.  There are a total of 3 Wrath effects in the deck, and I don't think there is a huge need for more.
Jeweled Spirit:  I personally love this card.  It has a very good ability which saves it in many situations, and if need be can get through your opponent's fliers.  It is also safe from the burn decks like Fires loves to run because of it's ability.
Blinding Angel:  An awsome card, period.  It can lay down the beats because it is a flier, and its ability keeps the opponent from mounting an effective return attack.  Once this card hits play, you can all-out attack without too much fear.
Bribery:  Another card I definently love.  Most of the decks in the current Type II are creature-oriented, and Bribery punishes them for it.  Against fires, you steal any one of their massive creatures;  against rebels, a Liin Sivi, (If they don't already have one out, which is unlikely) Sky Marshall, or Jhovall Queen are all good choices; in the mirror match, you can steal their Blinding Angels.
Mageta the Lion:  Capable of holding down a game on his own against any deck except fires.  His ability is awsome, and he is big enough that Wrathing every other turn until your opponent runs out of creatures to play and going in for the kill is a feasible plan.  Plus his Wrath is instant speed, making him even better.
Rout:  I included this instead of a second Wrath because it is more versatile.  Although it might not come up too often, you never know when you might need to use it's instant ability.
Sideboarding:
I have not worked out a sideboard yet.  However, not that their are no nonbasic lands in the deck.  I did this for a purpose; 3 Tsabo's Webs would make a good addition against many decks right now.  Beyond that, I would suggest 4 Gushes in case you see a Rising Waters, and at least 2 Reverent Mantras against Fires.
Thanks for taking the time to read this, and I hope you like the deck!

Taylor Howard

Pojo.com