This is an attempt to create some discussion in what, in my opinion, seems as a very viable deck, both powered and without. I will try to cover the mana base, creature base & draw/disrupt base, as that is the core of Gay/R: Mana > creatures > disruption, the second and third changing places depending on the matchup. I will try to cover some aspects of playing the deck and as well try to use my own experience. Without further adeu:
Gay/R skeletonMana baseMany players always point out that Gay/R have the worst manabase of the vintage decks. The reason is that the deck relies heavily on non-basic lands. Strip effects have never been that useful casting colored spells, and the man-lands would rather give a beat than throw a Spiketail Hatchling.
Lands[Note: Man-lands & strips have been included, and will be included later also]:
4 x Volcanic Island
3 x Flooded Strand
2 x Island
4 x Wasteland
1 x Strip Mine
4 x Mishra's Factory
3 x Faerie Conclave
21 lands.
The fetch-lands are of open question. I myself haven't found a solution yet. Playing with three usually leaves your red mana deeper in the deck, but playing with four will in some cases lead to too much red mana, instead of a man-land. I personally stick with three, but have lately tried a totally different variant, playing 3 Flooded & 1 Wooded, plus also cutting a Island for a Mountain. This have increased stability in finding red, but also making one a bit more vulnerable to non-basic hate. Playing the 3-1 over 3 & 4 should only be done in a meta without too much nonbasic disruption, as Blood Moon becomes your total nemesis.
Strip Mine is a nobrainer, so is at least 3 Wasteland. The fourth is very viable in a good metagame, where 3 is enough in the rogueish & young metagame. Would recommend 4 Wasteland today, as Nonbasic is as much a part of magic as Moxen these days. Also, against mono-colored/no nonbasics, do NOT side these out. Losing 4 mana sources is way more then this little baby can handle, and at max you should side one out.
Playing 4 Factories and 3 Conclaves have for long been 'industry standard', but I have tested against control with 4 Conclaves, and I must say that I am very content with that change, and against aggro you gain another evasive animal which cannot be counted against.
Lastly, what can be done to improve the base, as this in many cases is my crucifix. I have not tried a single Shivan Reef, mainly because this deck need a colored source every single turn to power its man lands - have anyone tested this with success? I haven't, yet, but against Combo it might fit in perfectly.
Non-land mana:
1 x Mox Sapphire
1 x Mox Ruby
1 x Black Lotus
3 non-land sources, 24 total.
These accelerants of might are especially used to power out some very quick turn one plays, especially dropping a Null Rod, and then rendering your Mox useless, is a powerplay against the artificial decks played today. Few run the Mox Ruby, but in a heavy combo enviroment, I have found it very useful. Give it a shot, but remember it is very metagame dependant.
Recently playing the full 5 moxen in this deck have proved versatile against combo and some aggro, I find that removing precious spots from the deck to fit in the 3 off-color moxen isn't worth the extra speed. The deck have a very stable curve that ends at 5, and in real life ends at 2.
Budget can cover themselves with replacing the Lotus with its little brother, Lotus Petal, and in some cases replacing the Sapphire with a Mox Diamond, 'tho I would rather play two islands, or another Conclave. You rarely have a land to spare, as all lands in the deck work together as a machine.
Creature baseWhen players realized how many versatile utility creatures there is in the blue part of the magic pentagram, they did all try to fit them into the Fish complex, with varied success.
One version:
4 x Cloud of Faeries
4 x Spiketail Hatchling
3 x Grim Lavamancer
3 x Voidmage Prodigy / Rootwater Thief
4 x Mishra's Factory
3 x Faerie Conclave14(
21) creatures.
I prefer this version over the others because it is mainly both cheap and it packs the utility I want. Faeries are just amazing, powerplay is Land, spells/go, Factory/Conclave > Faerie > Standstill, go. That is 3 dmg a turn, and 3 cards when the opponent is forced to break the standstill.
Spiketail Hatchling has proved useful in many situations and I wouldn't replace them within my version.
The Lavamancers I only run threefold, because packing a fourth often led to entirely emtpy graveyards, giving me non-evasive, non-utility animals. They are both finishers and creature removal, but they require the resource that Fish always have ignored; the graveyard; and mentioned isn't full as often as the Lavamancers need it to be. Debating over a fourth Lavamancer I would only do in a heavy aggro metagame.
Lastly, the Voidmages or thiefs. I must say that I been dissapointed in both, none of them seem to add either the firepower or utility that I need often enough. Voidmage are amazing in the slower game, Rootwater is amazing against some combodecks, but tend to be very weak against aggro, besides being mana heavy. I'm actually not debating for/against these two, as I have found no solution myself. They both have strengths, and weaknesses, that are hard to ignore, but they are a part of the metagaming part in playing Gay/R, a very important part indeed.
The 'merfolk-engine' was especially used in older builds of Fish, I have personally never liked them that much. Surely, Lord of Atlantis is a house when played in multiples, they can speed the deck up with at least 1-2 turns to kill, but the removal of Lavamancers and Faeries have only made the deck weaker against the general field, I believe. This is another thing I would like to have up to debate.
Draw & Disruption baseDisruption is the reason that Gay/R is competetive. Countering and wasting your opponents lands is a way that Gay/R can keep its ingame edge against more explosive decks. Because it is a very reactive base, non-land wise, the deck usually have to counter the threads or hosers, and focusing on the beatdown. Mike Flores wonderful article comes to mind, and reading and understanding that article is one of the most important thing you can do to become a better Fish player; who is the beatdown.
A usually non-powered version:
4 x Force of Will
3 x Misdirection
3 x Daze
2 x Stifle
3 x Null Rod
3 x Fire/Ice
18 disruptive elements.
Force of Will is the glue, and it is like cement in this deck. If you don't play these fourfold, you lose. Simple as that. Don't argue against it. Just don't.
Misdirection is probably the card I switch most between stifle. 3/2 or 2/3 is just an impossible question to answer. To increase the effectiveness of my combination, I run a single Stifle sideboard, to be able to go 2/3 after boarding. A decision im very happy with and surely will stick too.
Some say don't play Daze if you don't play four. I say that is bullshit. Until recent times, I played only 2, and never had a problem. I recently increased to three, mainly because of the smaller creatures that had arrived and the mirror.
Null Rod is as important as the Force of Will, play 3 or you will suffer greatly against artifcial decks. Powerplay is turn 1 rod, with waste turn 2. This can singlehandedly give you the edge to win the game, due to speed.
Lastly, Fire/Ice is one of the best utility cards ever printed. Divided damage, tapping and drawing in one card is just too much for the price paid. Plus it is an effective finisher.
Drawing, I usually use a pencil, but found this to be as good:
4 x Standstill
4 x Curiosity
1 x Ancestral Recall
1 x Time Walk
10 draw.
Standstill is another reason the deck survives and exist. It is one of the meta's toughest locks, and breaking this lock will usually resolve in gameloss due to the amazing card advantage. Ancestral Recall - you have it, you play it. Simply the best card in the game when playing blue. Time Walk is useful, 'tho not needed.
Curiosity is a powerful drawer placed on the right creatures[Note to self: Faerie Conclave is NOT the right creature] and should be played as a four-of, imho. Some people have found the card bad, I guess they just played it one to many times on their Factory, but I honestly don't know.
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So, in light of recent readings, the complete deck list for a better view:
Ske is GAY.dec[Known also as Gay/R, but always use a name. Always.]:Mana [22]:4 x Volcanic Island
3 x Flooded Strand
1 x Island
4 x Wasteland
R x Strip Mine
4 x Mishra's Factory
3 x Faerie Conclave
R x Black Lotus
R x Mox Sapphire
Creature [12]:4 x Cloud of Faeries
3 x Spiketail Hatchling
3 x Grim Lavamancer
2 x Voidmage Prodigy
Disrupt [17]:4 x Force of Will
3 x Misdirection
2 x Daze
2 x Stifle
3 x Null Rod
3 x Fire/Ice
Draw [9]:4 x Standstill
4 x Curiosity
R x Ancestral Recall
That is my most current list, and tested beyond belief against Hulk, Keeper and MD-Slave.dec. I know it does not match my exact notes above, but this was not a exact list, it was suggestions and ideas, especially former ideas, that was changed for this very metaed version. That is the one of many beauties the fish player will find. Metagaming this deck is both fun and very important. This can't be mentioned enough.
Sideboarding:As essential as the metagame tuning.
Mine:
4 x Rack & Ruin
1 x Stifle
1 x Null Rod
4 x Tormods Crypt
4 x Red Elemental Blast
1 x Daze
This is just my version, feel free to change and not use it all, it is very metagamed towards the mentioned decks.
Some things I would like to have discussed:
The creature base. Voidmage over Rootwater or the other way.
Lightning Bolt over Fire/Ice. Does it have any merits?
Viability of Gay/R against Masque, Dragon, Draw7.
To finish it all, a personal comment. This is not an intended primer or the like, just some ideas of my own build of Gay/R - Fish. I wrote this for myself, but I wrote it first of all to generate some debate over this deck, as I can't really find any good discussions about this both Powered and budget deck. I have given my thoughts on my Decklist and older versions of it, and I would like you to do the same. All kind of wicked ideas is welcome, Hesitation is one I would like to see discussed as well

Thanks for reading.
- ske<3