Hi guys,
I'w working on an deck concept involving Gush as a drawspell and creatures to beat. After testing with those Remora-Gush-Goyf decks, which are not good enogh against Confidant/Jace imho, I decided to make something else. Here's what i've built:
U/R Gushcaster
Maindeck (60)
3x Polluted Delta
2x Island
1x Library of Alexandria
4x Scalding Tarn
4x Volcanic Island
4x Delver of Secrets
4x Snapcaster Mage
2x Vendilion Clique
1x Black Lotus
1x Mox Sapphire
1x Mox Ruby
4x Lightning Bolt
2x Fire/Ice
2x Steel Sabotage
1x Hurkyl's Recall
3x Mental Misstep
3x Flusterstorm
4x Force of Will
4x Preordain
1x Ancestral Recall
1x Brainstorm
1x Ponder
4x Gush
1x Mystical Tutor
1x Merchant Scroll
1x Time Walk
Sideboard (15)
1x Mountain
1x Island
3x Ingot Chewer
1x Mana Crypt
3x Grafdigger's Cage
4x Leyline of the Void
2x Smash to Smithereens
The plan against control is to stall the opponent with counter and spotremoval, while building up card advantage and dealing damage with a large evading creature. The only creature without Flash is Delver, and it just costs 1 Mana. That's why you don't need to tap out during your turn (an advantage over Goyf/Predator builts). Very interesting about this deckconcept is, that you are able to let many spells resolve and play a removal afterwards. That makes you very flexible.
Some choicesDelver:
One-hits Jace and kills within a few turn. Together with Bolts (recycelt with Snapcaster), Delver finishes very quickly.
Snapcaster:
Recycels Counter, Bolts, Anc and Walk, deals damage.
Clique:
Expensive but flashable. Supports the disruption, gets information and bashes for 3 every turn.
Gush without Black and Green:
Gush is no Comboengine in this deck, just a simple drawengine that improves LoA considerably. If you play this deck, you will see how it's drawengine works.
Steel Sabotage:
Bounces BSC and imroves the MUD matchup. Is rarely dead in other matchups.
Lightning Bolt:
Kills Confidants, Jaces, Lodestone and other MUD creatures and Fish. Reduces the clock extremely and synergates with Snapcaster Mage.
Fire/Ice:
Time Walks in the early game (Ice for a land), buys a turn against beaters (BSC, Goyf, Wurmcoil, Hellkite or whatever), burns Confidants, Fish and opponents, pitches into Force. The testings with two of them were very convincing.
If there are other discussable choices, don't hesitate

We've been testing it against Confidant Control and it wins nearly every game without sideboarding pre- and postboard. The worst MU should be MUD, but we also tested it. With a massive sideboard, it becomes positive, too. Testings against Dredge, Gushcontrol and Fish are stil missing, but the Results should be acceptable...
Thoughts?