Mishra's Gro aka The Way of the Bauble
There are a number of issues for Mishra's Bauble being good in this deck:
Use bauble as one more draw spell; sure, portents and serum visions are better, but the bauble is free, draws you a card anyway and has huge sinergy with predict, allowing you to a fast predict setup because of its cost of 0. If you need information about opponent's deck and topdecks, this opens to a lot of tricks (more or less as portent, but at instant speed and spending no mana). Also, it doubles as tarmogoyf boost (your graveyard should have no artifact if you don't run baubles) and threshold boost.
Here is the list:
4 Fire // Ice
3 Lightning Bolt
3 Magma Jet
4 Force of Will
3 Counterspell
3 Daze
4 Brainstorm
3 Serum Visions
3 Predict
4 Mishra's Bauble
4 Tarmogoyf
4 Nimble Mongoose
2 Sea Drake
3 Wooded Foothills
1 Polluted Delta
2 Flooded Strand
1 Forest
1 Island
4 Tropical Island
4 Volcanic Island
Sideboard:
SB: 3 Red Elemental Blast
SB: 2 Tormod's Crypt
SB: 2 Winter Orb
SB: 3 Naturalize
SB: 3 Pyroclasm
SB: 2 Stifle
Card choices:
Mishra's bauble: this used to be portent; it actually is a draw spell for free, so running 4xbauble is next to have a 56-card deck, and allows me to play an incredible land count of 16. It also has a lot of tricks with scry, predict and boosts tarmogoyf and threshold count.
Predict: 3x to maximize its card advantage in sinergy with magma jet, baubles, brainstorms and serum visions; it is uncommon to cast a predict and not being able do draw 2.
Sea Drake: this used to be fledging dragon. In such a low land count, sea drake is just more efficient as finisher; also, I need to run more blue cards for force of will count, since I don't run portent anymore; I run heavy burn spells, and killing the opponent is often a matter of efficiently mix up creature beats and burn.
Tarmogoyf: 4x is an auto include, its sinergy with cantrips is hotter than ever with baubles.
16 Mana sources (lands): the entire deck is designed to have a hand full of business spell and control/kill quick if needed, so the land count is pushed to the minimum. A single basic forest is needed for naturalizing blood moons and other ugly enchantments/artifact postboard, and/or still being capable of cast threats through wasteland disruption.
REBs: this replaces some burn (and maybe some counter spell) in any blue matchup
Tormod's Crypt: is useful versus so many decks, and can be sided in for one or two baubles, also.
Pyroclasm: the usual anti-aggro (goblins) answer.
Stifle, Winter orb: generic answer (otherwise meta-game slots)
Naturalize: one or two of these could be krosan grip(s), for fighting chalices and in other circumstances, but I feel that 3 mana is too much. I didn't test the grip in that slot, however.