The Barrier of Defense
(Cards from lowest to highest casting cost.)
White Cards:
4 High Grounds
3 Enlightened Tutors
2 Argivian Finds
2 Nomads en-Kor
2 Island Sanctuaries
3 Shamen en-Kor
3 Warrior en-Kor
3 Spirit en-Kor
4 Angelic Protectors
1 Veteran Bodyguard
2 Lancers en-Kor
2 Hands of Justice
Blue Card:
Energy Field
Artifacts:
2 Ashnod's Cylixes
2 Millstones
2 Ensnaring Bridges
3 Jester's Caps
Lands:
1 Serra's Sanctum
1 Icatian Store
1 Sand Silos
3 Soldevi Excavations
8 Islands
10 Plains
Before I go on, let me list for you the cards that can be easily substituted with other cards, even from other colors:
1 Veteran Bodyguard (I
highly recommend this, but you could get a Kjeldoran Royal Guard)
2 Lancers en-Kor
2 Hands of Justice
2 Ashnod's Cylixes
2 Millstones
3 Jester's Caps
1 Serra's Sanctum
1 Icatian Store
1 Sand Silos
3 Soldevi Excavations
Total: 17 of your choice. You could even keep a couple of these cards and make yourself a 15 card sideboard. You could even trade a couple of Islands if you wanted for dual lands with blue as one of the colors. It's up to you, but I happen to like artifacts a lot, and have the cards listed, so I figured I might as well use them.
Anyway, this deck is virtually inpenetrable by creature attacks, and even by direct damage if you get out your Energy Field. If you include a Bodyguard, you basically have 5 levels of defense to halt creature attacks: Energy Field, Veteran Bodyguard, Ensnaring Bridge, Island Sanctuary, and your small horde of en-Kor people (probably in that order.) With a combination of your Shamen en-Kor and an Angelic Protector, your Bodyguard should be pretty much invincible and able to absorb all hits. But of course, that is pretty much the same for the rest of your troops. With four High Grounds out on the board as well, each of your creatures will be able to block 5 creatures a piece, and then direct all the damage at your Protectors. Even trample damage is pretty useless in this way. As you can see, this barrier of defense is very very thick, and will really keep your opponent far, far away from you.
Now to defeat them, I have added artifacts in here to discard their library (my favorite method.) Again, you could stick in here some black instead to hasten the process of doom, direct damage, more creatures, or other methods of your choice. The Jester's Caps are in there, and should be used immediately so you can rid yourself of any cards that would otherwise shred your defense to nothing. Just remember with your Ensnaring Bridges out on the board, that this will also affect your own creatures. Though this provides a good lock-down, this will also cause you to do the same (unless of course you keep cards in your hand.) However, as many of the creatures have 2 for attack, having a couple of cards in your hand may be enough to keep the opponent away, while offering a nice arial attack perhaps, or even a ground attack with the constant aid of your Hands of Justice.
The real trick is to know what lines of defense you can drop or you will absolutely need depending upon the opponent's deck that you are going up against. Your first and foremost line of defense, as stated before, is your Energy Field. This offers protection from all damage (direct or not) while allowing you to draw cards just fine (compared to Island Sanctuary) and also allowing you to attack (compared to Ensnaring Bridge,) and finally not having to worry about bringing out creatures of your own very soon. Usually you can do this very quickly with an Enlightened Tutor in your first couple of turns to get out your first line of defense. Once this is taken care of, there usually isn't a problem, as you can then begin building up your other lines of defense while it is up. Do not worry too much if someone destroys your enchantment, as you have 2 Argivian Finds in your deck to bring it back again. These can also be used to bring back your Jester's Caps again for another anoying use.
The only thing you have to be careful of is dropping your Energy Field due to your own mistakes. These mistakes could happen by casting any Instant spell, putting out a Soldevi Excavations, or using a Jester's Cap. I would hope that I wouldn't have to mention that you could also Millstone yourself or use your Hand of Justice on your own creatures (or just kill them in battle without redirecting.) However, notice that you CAN use your Ashnod's Cylix on yourself, as the cards are removed from game instead of being put in your graveyard. This can be very useful too, especially if you are in deep trouble and need a way out if possible.
Final Note: You have 24 lands in your deck. Three need Islands to use (out of your 8,) and another just needs Enchantments (good for a potential 7 mana.) Another 24 cards in your deck have casting costs of 1 or 2. You shouldn't have any problem getting things out. However... One very bad day I ran into a terrible 6-0 loss, each game only drawing 1 land in my hand, and not another one after that until I was defeated. :( Very pathetic. I could have thrown my deck accross the room.