Premise
This deck is my attempt of a turbofog deck. The idea is to essentially play a damage prevention instant every turn while you remove their deck one turn at a time. The deck is built around making sure that you have atleast one
Fog
type instant every turn. A byproduct of this strategy is your opponent having drawn more cards then they can handle. Your deck can take advantage of this card draw using low cost cards and Reliquary Tower. The playset of Sphinx's Tutelage is how you guarantee that the opponent mills out before you draw your whole deck. An alternate win condition is with the use of four Ebony Owl Netsuke. These create a way to actually kill your opponent if they are on the slower side of things.
Key Cards
The key cards of this deck are going to be the damage prevention spells. They are Dawn Charm, Ethereal Haze, Holy Day, Angelsong, and Pollen Lullaby. There are 16 fogs in the deck so in theory you should be able to keep your opponent's creatures at bay for at least 16 turns, usually more due to Elixir of Immortality and imprinted Isochron Scepter.
Finishers
The deck relies on the interactions between Howling Mine, Dictate of Kruphix, Temple Bell, and Sphinx's Tutelage. This usually leads to tons of triggers every time your turn comes around. With decks that use just one or two colours, this interaction can eat through a deck within just a few turns. The alternate win condition is one that kills the opponent with good old damage. Ebony Owl Netsuke is a great way to do just that. It works in tandem with with the mines and bells to make sure the opponent is at 7 cards on their upkeep. This can often lead to the opponent taking 8 or 12 damage a turn after you get your lock started.
Engine of the Deck
The main body of the deck is filled with fog type cards such as Etheral Haze. The most powerful of these fogs is Dawn Charm which has the ability to not only prevent damage but also stop a burn spell pointed at your face! There are also two copies of Isochron Scepter that can be used to either imprint a Dawn Charm or a Muddle the Mixture if the need arises. Because you are going to be burning at least one fog per turn, you need lots of card draw. This is where Howling Mine, Temple Bell, and Dictate of Kruphix come in. You can usually find one of these draw engines by around turn 2 or 3. These also combos well with Sphinx's Tutelage to give a ton of triggers at the beginning of each draw step.
Remaining Cards
Of the last couple cards, a copy of Elixir of Immortality allows you to refresh all of your fogs continuously. There is also a single copy of Reliquary Tower in order to take advantage of the crazy card draw in the late game. Since I'm running blue, I thought it would be wise to include 3 copies of Muddle the Mixture. The devotion cost is a little high but the ability to search for a missing Howling Mine or Isochron Scepter is vital to consistency! The last part of the deck is 2 copies of Surgical Extraction. These guys really help with removing threats that may show up in the graveyard.
Strengths and Weaknesses
This deck excels when facing beatdown decks that mostly play creatures and creature removal. If the opponent does not have a main board way to remove your artifacts and enchantments, your chances of winning goes way up! The deck struggles against burn spells and non-combat damage strategies (especially combos) mainly because the fogs specifically say combat damage and that there is very little interaction or disruption besides the mill effect with Sphinx's Tutelage. This deck has a terrible match up to tron, especially in game one and there is no way to combat a large Eldrazi mainboard.