For all of you familiar with the Stratford-Listowel-Bingemans circuit, you are well aware of the 100-card tourney coming up shortly at Stratford. Essentially, here's them rules:
100-card minimum
No sideboard
Wishes can only wish for cards removed from game (maybe even banned completely)
Now, last time (Bingemans), JM Babin won with a Workshop based deck, essentially TnT and wMUD shoved together. Here's my new attempt at some sort of deck. It has 106 cards (even in 100-card, I can't find stuff to cut). Bah.
First, a full decklist.
16 Creatures
4 Psychatog
4 Werebear
4 Shadowmage Infiltrator
4 Flametongue Kavu
20 Card Advantage
4 Bazaar of Baghdad
4 Squee, Goblin Nabob
4 Brainstorm
3 Intuition
1 Demonic Tutor
1 Yawgmoth's Will
1 Mystical Tutor
1 Ancestral Recall
1 Mind Twist
15 Counterspell
4 Force of Will
4 Mana Drain
4 Counterspell
3 Misdirection
12 Destruction and Utility
4 Fire/Ice
4 Pernicious Deed
3 Naturalize
1 Berserk
43 Mana
4 Tropical Island
4 Underground Sea
4 Volcanic Island
1 Taiga
1 Bayou
1 Badlands
4 Polluted Delta
2 Wooded Foothills
10 Islands
4 Wastelands
1 Stripmine
1 Library of Alexandria
4 Mox (minus Emerald, don't have it)
1 Sol Ring
1 Black Lotus
Then some individual analysis:
4 Psychatog: This dude is a pretty nasty sucker. Although this is not a win-immediately kind of deck, he still is a hard critter to kill. I really liked him last time around.
4 Werebear: The Werebear was a throw-in for no reason other than I thought it might work well. And oh, boy, did it ever. Although it often has poor synergy with Psychatog, this is a good killing critter for certain. He does get big fairly fast, and can produce mana in a pinch.
4 Shadowmage Infiltrator: I lack Ophidians. That is sad. Also, that being said, I do think the Shadowmage is a great replacement. The ability to generally always go through is nice, and the ping damage with every hit is just as nice. I replaced the 4 Quirion Dryad with this guy (and I really would like to fit the Dryads back though).
4 Flametongue Kavu: Last Bingemans I missed the masters by one game (I was 8-3, then foolishly played another game against Ryan Hall). I lost my first game to utter land screw (1 land in 25 turns... wtf? how did I last so long). I lost another game to a first turn Isochron / Orim's Chant (I manage to come back, drawing 21 cards in a turn, but managed to lose to an nblocked Morphling). I also lost to this elderly gentleman playing Shadow creatures.
This will address the later loss. Arend (specialK) and I discussed the situation afterwards, and concluded that red is a required color. Enter the venerable FTK. This dude is good. It can nail most creatures, and can swing for 4 (rarely, but possibly).
4 Bazaar of Baghdad
4 Squee, Goblin Nabob: I have long advocated using this Draw engine for more than just Dragon, and it NEVER disappointed me. It's fairly uncounterable, it's at the tap of a card. And the below card has shown it's resiliency in Dragon.
3 Intuition: This is a triple tutor. It's really good for Squees, or setting up a nice Yawgmoth's Will.
4 Brainstorm: This is becoming standard fixing for most decks, and this is no exception.
1 Demonic Tutor
1 Mystical Tutor: I would maybe like to fit Vampiric in, and a couple of Merchant scrolls. But these 2 are pretty standard.
1 Yawgmoth's Will: This, as usual, is broken to hell. I don't really need to explain this. It's usually game over if this resolves.
1 Ancestral Recall: Crappiest card-drawing spell... ever... oh, wait! I actually forgot to include this the first time around.
1 Mind Twist: Not the best spell, however, still a very strong card advantage tool.
4 Force of Will: The glue.
4 Mana Drain: The backup glue. Although not terribly needed in the deck as in other decks, the extra mana still helps somewhat, especially given the Pernicious Deeds.
4 Counterspell: You need more than the 8 required counterspells in 100-card. This is it. The third best counterspell.
3 Misdirection: This has originally been tried as 3 Mana Leak, although I believe this is a stronger choice. Since, unlike the other 2 parts of the circuit, Stratford allows power 9 cards, and thus Ancestral Recall, these are that much stronger.
4 Fire/Ice: More red was needed, and this card is just about as good as they come. Both parts of the card are great against a variety of targets, and now Ice can even tap the mighty Trinisphere. This is good.

Fire, of course, is just as usable.
4 Pernicious Deed: People play with permanents. Deed is the most powerful permanents destruction spell printed. 4-of are needed, especially given the vast ammount of Goblins there. Is good. Between Fire/Ice, FTK's and the Deeds, creatures should be no problem. Unless they bring something like Morphling. Ugh.
3 Naturalize: People play with Isochron Scepter. And other nasty crap. This helps.
1 Berserk: I only own one. And it's in.
10 Islands
4 Tropical Island
4 Underground Sea
4 Volcanic Island: Blue is the main color. Blue lands are needed. This is them.
1 Taiga
1 Bayou
1 Badlands: These are fetchable, in case I really need the colors. It's too bad you can only have 4 of each dual in the deck.
4 Polluted Delta
2 Wooded Foothills: These fetch. I was considering going up to 7.
4 Wastelands
1 Stripmine: Mana denial. Always useful. Also good against annoying Workshops and enemy Bazaars.
1 Library of Alexandria Why the hell not? It's good.
4 Mox (minus Emerald, don't have it): I do need an emerald over a Pearl. Hell, might even consider a Mana Crypt.
1 Sol Ring: This, yet again, beats out Mana Crypt. Too bad.
1 Black Lotus: The reason to play Type 1.
Phew, that was long. Any suggestions?
Q1) I need to make it 100 card. Now it's 105 or 106. It's legal, but 100 would be better.
Q2) I would like to fit in 4 Quirion Dryads.
Q3) I would like to maybe fit in 3 Mana Leaks.