No Endless Horizons in for 2 reasons:
- Of every card in the main deck, it is the 1 card I would not want multiples of. (Mobilization is quite a removal-magnet, thus having the extras is VERY important, not so much for Endless Horizons.)
- Scrying Sheets can end-of-turn get me extra drawing on Plains, without having any potential issues, backfire, etc. (And the Snow-Plains and high 24-all-snow land count contribute to Cover of Winter which, when it dies, can be quickly replaced, another card good in multiples.)
Other cards I had considered were White's cheap Aura pseudo-removal options, but could find no slots for them, and there's enough stall present in the deck to handle many problems.
I would ideally prefer to keep the deck pure 100% Enchantments. I am just wondering if there are any obvious choices or interactions I may have missed.
then I would run runed halo in the deck.
Also I would Include 1 Endless Horizon.
Of course you don't want to have multiples but having 1 isn't bad.
and together with Cover of winter you can stall for several turns.
Also it provides over long term so much card advantage, that you don't need scrying sheets anymore.
Something you could also think of would be the other colourless snow land.
Cage of hands could be a removal for the deck for creatures if you need. it has also great synergie with Sigil of the empty throne
Faith's Fetters would give you a removal to anything and gives you lifegain.
Also about the genju. Most people don't know that you can activate the genju more then once, if you do it has multiple lifegain.
Also at the moment you don't realy have a lot of things which needs you to play that many enchantements. You could also play maybe 1 other type of spell.
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My new houserules:
1. Every player saing exiled or battlefield will be kicked out.
2. Not using you mana deals 2 points of manaburn.
3. Combat damage goes over the Stack and you can freely assign it.
4. Lifelinks does stack and doesn't safe you from dying.
5. Tokens are owned bye the one who has made them.
Everyone thinking M10 will not affect a lot of cards or Limited a lot, either has no clue about magic or has never played limited or is getting paid by wizards to do propaganda.
There is no reason to not run Endless Horizons With or without the Sheets it is still a great card for your deck. Reasons people don't run it include what if it gets destroyed or bounced? It'll make some other cards not work as good, etc. Remember that when you play it you don't have to get every land out of your deck. If you think they maybe able to get rid of it then just grab like 6 or so lands. It'll still thin the deck greatly. The other reason mentioned is because of sheets. Who could give a *beep*! It's effect is greater then sheets if it stays in play. I like cover of winter in your deck but that is not a reason to not run Horizons. Infact it's more of a reason to run it. When your paying the upkeep on cover of winter you may not be able to sheet and play something else. Where paying the 4 mana once could be more doable.
There is no reason to not run Endless Horizons With or without the Sheets it is still a great card for your deck. Reasons people don't run it include what if it gets destroyed or bounced? It'll make some other cards not work as good, etc. Remember that when you play it you don't have to get every land out of your deck. If you think they maybe able to get rid of it then just grab like 6 or so lands. It'll still thin the deck greatly. The other reason mentioned is because of sheets. Who could give a *beep*! It's effect is greater then sheets if it stays in play. I like cover of winter in your deck but that is not a reason to not run Horizons. Infact it's more of a reason to run it. When your paying the upkeep on cover of winter you may not be able to sheet and play something else. Where paying the 4 mana once could be more doable.
I'm not stupid enough to get every land, but Endless Horizons remains too capable of screwing up possibly-necessary land draws even if I'm only taking like 6 (bye bye 25% of land).
Worse, I'd be wasting deck slots on a card with effectively Zero impact on the board.
cmc 2? creature removal? enchantment? how about temporal isolation? it's about as good as you can get, really. I think mobilization is a poor replacement for sacred mesa, which is also in. flying tokens are better than vigilant ground pounders most of the time. runed halo? suppression field to lock out your opponents? if you want to be funny, lucent luminid? classic enchantments dovescape (only 1 is needed), or maybe debtor's knell (again, only would put one). some of the enchantments you are running don't need to be 4 ofs. ivory mask, for instance. beyond the first, it's redundant. story circle is another one like that. rule of law is yet another. these are enchantments I'd consider running one of and then going and fetching them with the idyllic tutors. also, you could consider runed halo in that bunch. otherwise, looks like a fun deck to oplay.
Probably a silly suggestion, but meah. You run lots of enchantments, you actually have quite a few "creatures" hidden among them. Maybe try Glorious Anthem?
After taking a peek at the list before it changed as well as after, here are some thoughts:
- I would drop opal gaurdian. He is a creature that costs you one card that could die to the nodes accidentally and, imho, isn't really impressive.
- I would drop a couple copies of mobilization. Multiple copies do nothing except create dead draws (same reasson why you are concerned with horizons). Really, with all of the stall in the deck, you have nothing but time. IMO you should drop these for sacred mesas anyway. I prefer to have the evasion as opposed to the vigilance, and I'm fine with the sacrificial pegasus thing.
- I would drop to 3/2 copies of sigil of the empty throne. you don't want to have two in your opening hand, as it takes away from drawing real disruption that will let you live late enough in the game to take advantage of that enchantment.
- Play runed halo, that card is a 4-of. Play faith's fetters, that card is a 3 or 4-of.
- Some type of draw feels neccessary. I can't think of anything in white off hand that fits the enchantment theme, however.
- Ivory mask is awesome and worth playing in the main as a 2-of.
- I would add in at least one copy of mistveil plains. It won't hurt your snow count that much, and I just genuinely like that card. It rocks with the tutor if the game has gone late.
- Drop at least one copy of idyllic tutor. It is a great card in this deck I agree, but you will probably never want to cast this turn 3 or ever have multiple copies in your hand at the start of the game. also, take advantage of this card more and put a set of toolbox type enchantments in here. Circle of protection: artifacts, comes to mind.
- I would drop opal gaurdian. He is a creature that costs you one card that could die to the nodes accidentally and, imho, isn't really impressive.
It's a 3/4 Flying blocker for 3 mana, and its existence would keep the Nodes in play an addition turn at a minimum, usually. So, you have it backwards.
I would drop a couple copies of mobilization. Multiple copies do nothing except create dead draws (same reasson why you are concerned with horizons).
Untrue, Mobilization has a huge bullseye on it, so the extra copies are very important to ensure I don't run out of blockers.
Chancing extra land draws with 4 slots in my deck does NOT improve my board presence necessarily.
IMO you should drop these for sacred mesas anyway. I prefer to have the evasion as opposed to the vigilance, and I'm fine with the sacrificial pegasus thing.
You may be fine with it, but the Mesa requires CONSTANT upkeep to keep it in play. Mobilization doesn't go anywhere even if the Soldiers bite it. And who cares about "evasion" on an unboosted 1/1... seriously?
I would drop to 3/2 copies of sigil of the empty throne. you don't want to have two in your opening hand, as it takes away from drawing real disruption that will let you live late enough in the game to take advantage of that enchantment.
You mean I DON'T want to get TWO 4/4 Angels per Enchantment spell I cast... seriously?
Okay, did you actually click the links and read the cards... because you seem to be making horrifyingly awful suggestions here, several of which contradict themselves, or simply make no sense.
Play runed halo, that card is a 4-of.
You have fun with that, but I'm not spending a card in my deck to maybe stop 2-3 cards in theirs, maybe... and only that specific card. See, this is why Story Circle and Cover of Winter and Ghostly Prison are in the deck... they provide answers to MULTIPLE things.
Runed Halo, however, will be considered as a sideboard option.
Play faith's fetters, that card is a 3 or 4-of.
You mean 4-cost, not 4-of. It's a slow card, despite being a card I like.
I would add in at least one copy of mistveil plains. It won't hurt your snow count that much, and I just genuinely like that card. It rocks with the tutor if the game has gone late.
Consider it worth consideration.
Drop at least one copy of idyllic tutor.
See why I'm annoyed and asking you if you actually looked at the cards and what not... you JUST priased Mistveil Plains and Idyllic Tutor as giving me some good options to replace Enchantments I may have lost extra copies of... then you contradict the sentence you JUST wrote by saying to drop Tutors... both sentences themselves follow a complaint about card-drawing. -_- Tutor is the example of an auto-4-of because it becomes ANY Enchantment you may need in the deck.
also, take advantage of this card more
How does someone take advantage of a card you just said to DROP copies of? >_<
Anyway... Endless Horizons will also get consideration though, with this deck, I wouldn't RFG more than ~4 Plains unless I knew it was safe to tutor ~6.
I'm not stupid enough to get every land, but Endless Horizons remains too capable of screwing up possibly-necessary land draws even if I'm only taking like 6 (bye bye 25% of land).
Worse, I'd be wasting deck slots on a card with effectively Zero impact on the board.
Not calling you stupid. Just some people feel they need to get the full effect of a card. I was just making that point just incase.
It could screw up a possibly necessary land draw but at the same time it's deck thinning abilities are probably more important to offset that. Some games you won't win without playing it as you could get into a land glut, and can't get to the Sigil when you really need it.
You were pretty hard on that last person that tried to help you out. It is possible to cut a card down a few copies and improve its importance at the same time. An example is you could have 4 Mirari in a deck but lacking enough targets for it. Lowering that count down to 2 could put in more 2 more instant or sorcery spells. Just saying.
Also I think Mesa is the better card. You do what you want, but when your ready to win flying beats not tapping to attack. Expecially when they are 1/1s. But your choice is better with Cover and nodes. When you get to the late game though. The mesa is far better. But that is only at about 10 mana or so... Basically when your ready to use it to win...
Not calling you stupid. Just some people feel they need to get the full effect of a card. I was just making that point just incase.
True and noted.
It could screw up a possibly necessary land draw but at the same time it's deck thinning abilities are probably more important to offset that. Some games you won't win without playing it as you could get into a land glut, and can't get to the Sigil when you really need it.
Fortunately, extra lands are beneficial to Genju and Cover.
You were pretty hard on that last person that tried to help you out. It is possible to cut a card down a few copies and improve its importance at the same time. An example is you could have 4 Mirari in a deck but lacking enough targets for it. Lowering that count down to 2 could put in more 2 more instant or sorcery spells. Just saying.
Yes and no, it depends on the card. And I was a bit rough because I simply had to point out that he was contradicting himself on a variety of points.
Also I think Mesa is the better card. You do what you want, but when your ready to win flying beats not tapping to attack. Expecially when they are 1/1s. But your choice is better with Cover and nodes. When you get to the late game though. The mesa is far better. But that is only at about 10 mana or so... Basically when your ready to use it to win...
I will certainly grant that Mesa is better as a late-game finisher. But I already have Sigil and 4/4 Angels for that.
That having been said, the suggestion of Cage of Hands may suit this deck very well due to the combo potential with Sigil as a finisher.
Mesa Enchantress, even if I wasn't trying to make this as pure-Enchantment as possible... has the curse of being the only target for an opponent's creature removal (as well as my own Nodes, especially given her 0 power), she her life on a board is going to be inherantly short.
Yes and no, it depends on the card. And I was a bit rough because I simply had to point out that he was contradicting himself on a variety of points.
Hm. Sorry you saw contradictions in my post. A few clarifications, then.
- The opal gaurdian, although he will keep the nodes around longer, can potentially die to them. He is a 3-mana 3/4 flier pro-red, which is a good price don't get me wrong, but he is susceptible to the nodes. He also is susceptible to being the target of a creature kill spell from your opponent. The rest of your win cons in the deck cannot be stopped by a single creature kill spell, this can. This actually runs counter to your plan to run 0-creature spells nullified by a single kill spell. In addition, this is your curve:
1cc: 8 (4 of which you probably won't drop turn 1)
2cc: 0
3cc: 24
4cc: 0
5cc: 4
You need to let go of some three drops.
These numbers speak for themselves, and I will continue to reference this.
- You would benefit from letting go of some three drops for more two drops. runed halo will help you in the early game so you don't die to their attackers and gives them dead draws in the late game. It is a perfect fit for this deck. There is a reason this card is being played so heavily in standard. Although it won't keep the nodes alive longer, it will keep you alive longer.
- Sigil of the empty throne is good in this deck, I agree. However, it also won't hit play until turn 5, and you won't see any benefit from it until turn 6. I also dislike the idea of a starting hand with two of these in it, and running four will increase your chances of having to mulligan a hand like that. You can run 2 copies of this and use your idyllic tutors as copies 3-4-5 if you feel it is so neccessary to have multiples however.
- Idyllic tutor: your three drop spot is crowded, on turn 3 you need to be focused on not losing on turn 4, so you dropping these for more two/one drops is a good idea. Don't drop all of them, just some. I realize the power of this card, but a starting hand with two of these in it is so slow. Again, this card has no immediate effect on the board and is effectively making your deck slower and giving your opponent more time to bash you over the skull during turns 1-2-3. If it were an instant then this would be different, but it is not.
-Faith's fetters fits into a spot in your curve where you have nothing. It will stop a stray problematic permanent, something nothing else in your deck can do. it gains your 4 life. it is worth running. I'm not sure if you are concerned by this at all, but your deck as it stands comes close to just scooping against any resolved planeswalker game 1.
Hopefully this is worded better and hopefully it is helpful.
I'm not liking Scrying Sheets. It's too mana intensive and you rarely leave a 1W + Sheets to reveal at EOT, since you only have Sorcery speed spells, and you want to be casting as many as possible of them.
Sacred Mesa as a alternative win condition. The problem with this deck is because it packs too much creature hate, and you get overwhelmed by spells on the face (against Naya Zoo).
Why is the Wheel main again? I must have missed that bus. I can see it being pretty good in the board though. Meta? If so then I'm not so sure 1 copy is that big a deal. I can see it being good against Sanity whatever, and dredge but looks too slow for those at only 1 copy.
Actually I think the reason why it was included was because of idyllic tutor. Once you have the wheel out and you start casting those tutors for whatever you need in a given situation in the late game, I bet it would be pretty nice. It's like having 3 demonic tutors in the deck that don't go to the grave, they just shuffle back in. I like this more than mistveil plains.
Since the last decklist we say has artifacts, maybe I'll go ahead and mention some ideas borrowed from those turbofog decks: coldsteel heart and gauntlet of power. The decks eems to want to accelerate to 3 mana more than anything else, and the deck could use the two drops as well as the accel. Gauntlet of pwoer just rocks. Eventually it turns mesa pegasus into a VERY quick win condition. As for what to use the rest of the mana for, well, i'm not quite sure.
Oh man. Can we please stop with these comments? Wrath smashes creature decks so lets not play them. Burst smashes land base decks so we can't use lands either. Oh Dovescape smashes non creature spells. So we need to not play those either. Can't use artifacts because of Shatterstorm too. what's left then?
no mesa enchentress? (Ususally she sucks) but your mono-white
the OP addressed this earlier, though I do agree that he needs a bit more card draw. in here, I think snow white is the way to go, which he already attempted. however, the three drop spot is limited, at best. consider a little bit of mana accel and a snow permanent count upper with coldsteel heart? (think that's right). It'll give you something to do earlier and will allow you to utilize scrying sheets a bit better.
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Credit to DolZero for this awesome sig!
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No Endless Horizons in for 2 reasons:
- Of every card in the main deck, it is the 1 card I would not want multiples of. (Mobilization is quite a removal-magnet, thus having the extras is VERY important, not so much for Endless Horizons.)
- Scrying Sheets can end-of-turn get me extra drawing on Plains, without having any potential issues, backfire, etc. (And the Snow-Plains and high 24-all-snow land count contribute to Cover of Winter which, when it dies, can be quickly replaced, another card good in multiples.)
Other cards I had considered were White's cheap Aura pseudo-removal options, but could find no slots for them, and there's enough stall present in the deck to handle many problems.
I would ideally prefer to keep the deck pure 100% Enchantments. I am just wondering if there are any obvious choices or interactions I may have missed.
20 Snow-Covered Plains
4 Scrying Sheets
Spell:
4 Idyllic Tutor
Enchantments:
4 Genju of the Fields
4 Porphyry Nodes
4 Cover of Winter
4 Ghostly Prison
4 Mobilization
4 Story Circle
4 Opal Guardian
4 Sigil of the Empty Throne
4 Greater Auramancy
3 Oblivion Ring
4 Rule of Law
4 Ivory Mask
—Lim-Dûl, the Necromancer
then I would run runed halo in the deck.
Also I would Include 1 Endless Horizon.
Of course you don't want to have multiples but having 1 isn't bad.
and together with Cover of winter you can stall for several turns.
Also it provides over long term so much card advantage, that you don't need scrying sheets anymore.
Something you could also think of would be the other colourless snow land.
Cage of hands could be a removal for the deck for creatures if you need. it has also great synergie with Sigil of the empty throne
Faith's Fetters would give you a removal to anything and gives you lifegain.
Also about the genju. Most people don't know that you can activate the genju more then once, if you do it has multiple lifegain.
Also at the moment you don't realy have a lot of things which needs you to play that many enchantements. You could also play maybe 1 other type of spell.
1. Every player saing exiled or battlefield will be kicked out.
2. Not using you mana deals 2 points of manaburn.
3. Combat damage goes over the Stack and you can freely assign it.
4. Lifelinks does stack and doesn't safe you from dying.
5. Tokens are owned bye the one who has made them.
Everyone thinking M10 will not affect a lot of cards or Limited a lot, either has no clue about magic or has never played limited or is getting paid by wizards to do propaganda.
Although you were pretty clear about no creatures so forgive me.
I would like something 2-cost to fit in then, and a plus if it can contribute to creature deterence...
I'm not stupid enough to get every land, but Endless Horizons remains too capable of screwing up possibly-necessary land draws even if I'm only taking like 6 (bye bye 25% of land).
Worse, I'd be wasting deck slots on a card with effectively Zero impact on the board.
--welt
Credit to DolZero for this awesome sig!
Also, Rise of the Hobgoblins could be a neat card to play with.
- I would drop opal gaurdian. He is a creature that costs you one card that could die to the nodes accidentally and, imho, isn't really impressive.
- I would drop a couple copies of mobilization. Multiple copies do nothing except create dead draws (same reasson why you are concerned with horizons). Really, with all of the stall in the deck, you have nothing but time. IMO you should drop these for sacred mesas anyway. I prefer to have the evasion as opposed to the vigilance, and I'm fine with the sacrificial pegasus thing.
- I would drop to 3/2 copies of sigil of the empty throne. you don't want to have two in your opening hand, as it takes away from drawing real disruption that will let you live late enough in the game to take advantage of that enchantment.
- Play runed halo, that card is a 4-of. Play faith's fetters, that card is a 3 or 4-of.
- Some type of draw feels neccessary. I can't think of anything in white off hand that fits the enchantment theme, however.
- Ivory mask is awesome and worth playing in the main as a 2-of.
- I would add in at least one copy of mistveil plains. It won't hurt your snow count that much, and I just genuinely like that card. It rocks with the tutor if the game has gone late.
- Drop at least one copy of idyllic tutor. It is a great card in this deck I agree, but you will probably never want to cast this turn 3 or ever have multiple copies in your hand at the start of the game. also, take advantage of this card more and put a set of toolbox type enchantments in here. Circle of protection: artifacts, comes to mind.
Untrue, Mobilization has a huge bullseye on it, so the extra copies are very important to ensure I don't run out of blockers.
Chancing extra land draws with 4 slots in my deck does NOT improve my board presence necessarily. You may be fine with it, but the Mesa requires CONSTANT upkeep to keep it in play. Mobilization doesn't go anywhere even if the Soldiers bite it. And who cares about "evasion" on an unboosted 1/1... seriously?
You mean I DON'T want to get TWO 4/4 Angels per Enchantment spell I cast... seriously?
Okay, did you actually click the links and read the cards... because you seem to be making horrifyingly awful suggestions here, several of which contradict themselves, or simply make no sense.
You have fun with that, but I'm not spending a card in my deck to maybe stop 2-3 cards in theirs, maybe... and only that specific card. See, this is why Story Circle and Cover of Winter and Ghostly Prison are in the deck... they provide answers to MULTIPLE things.
Runed Halo, however, will be considered as a sideboard option.
You mean 4-cost, not 4-of. It's a slow card, despite being a card I like.
Consider it worth consideration.
See why I'm annoyed and asking you if you actually looked at the cards and what not... you JUST priased Mistveil Plains and Idyllic Tutor as giving me some good options to replace Enchantments I may have lost extra copies of... then you contradict the sentence you JUST wrote by saying to drop Tutors... both sentences themselves follow a complaint about card-drawing. -_- Tutor is the example of an auto-4-of because it becomes ANY Enchantment you may need in the deck. How does someone take advantage of a card you just said to DROP copies of? >_<
Anyway... Endless Horizons will also get consideration though, with this deck, I wouldn't RFG more than ~4 Plains unless I knew it was safe to tutor ~6.
Not calling you stupid. Just some people feel they need to get the full effect of a card. I was just making that point just incase.
It could screw up a possibly necessary land draw but at the same time it's deck thinning abilities are probably more important to offset that. Some games you won't win without playing it as you could get into a land glut, and can't get to the Sigil when you really need it.
You were pretty hard on that last person that tried to help you out. It is possible to cut a card down a few copies and improve its importance at the same time. An example is you could have 4 Mirari in a deck but lacking enough targets for it. Lowering that count down to 2 could put in more 2 more instant or sorcery spells. Just saying.
Also I think Mesa is the better card. You do what you want, but when your ready to win flying beats not tapping to attack. Expecially when they are 1/1s. But your choice is better with Cover and nodes. When you get to the late game though. The mesa is far better. But that is only at about 10 mana or so... Basically when your ready to use it to win...
Fortunately, extra lands are beneficial to Genju and Cover.
Yes and no, it depends on the card. And I was a bit rough because I simply had to point out that he was contradicting himself on a variety of points.
I will certainly grant that Mesa is better as a late-game finisher. But I already have Sigil and 4/4 Angels for that.
That having been said, the suggestion of Cage of Hands may suit this deck very well due to the combo potential with Sigil as a finisher.
Mesa Enchantress, even if I wasn't trying to make this as pure-Enchantment as possible... has the curse of being the only target for an opponent's creature removal (as well as my own Nodes, especially given her 0 power), she her life on a board is going to be inherantly short.
Hm. Sorry you saw contradictions in my post. A few clarifications, then.
- The opal gaurdian, although he will keep the nodes around longer, can potentially die to them. He is a 3-mana 3/4 flier pro-red, which is a good price don't get me wrong, but he is susceptible to the nodes. He also is susceptible to being the target of a creature kill spell from your opponent. The rest of your win cons in the deck cannot be stopped by a single creature kill spell, this can. This actually runs counter to your plan to run 0-creature spells nullified by a single kill spell. In addition, this is your curve:
1cc: 8 (4 of which you probably won't drop turn 1)
2cc: 0
3cc: 24
4cc: 0
5cc: 4
You need to let go of some three drops.
These numbers speak for themselves, and I will continue to reference this.
- You would benefit from letting go of some three drops for more two drops. runed halo will help you in the early game so you don't die to their attackers and gives them dead draws in the late game. It is a perfect fit for this deck. There is a reason this card is being played so heavily in standard. Although it won't keep the nodes alive longer, it will keep you alive longer.
- Sigil of the empty throne is good in this deck, I agree. However, it also won't hit play until turn 5, and you won't see any benefit from it until turn 6. I also dislike the idea of a starting hand with two of these in it, and running four will increase your chances of having to mulligan a hand like that. You can run 2 copies of this and use your idyllic tutors as copies 3-4-5 if you feel it is so neccessary to have multiples however.
- Idyllic tutor: your three drop spot is crowded, on turn 3 you need to be focused on not losing on turn 4, so you dropping these for more two/one drops is a good idea. Don't drop all of them, just some. I realize the power of this card, but a starting hand with two of these in it is so slow. Again, this card has no immediate effect on the board and is effectively making your deck slower and giving your opponent more time to bash you over the skull during turns 1-2-3. If it were an instant then this would be different, but it is not.
-Faith's fetters fits into a spot in your curve where you have nothing. It will stop a stray problematic permanent, something nothing else in your deck can do. it gains your 4 life. it is worth running. I'm not sure if you are concerned by this at all, but your deck as it stands comes close to just scooping against any resolved planeswalker game 1.
Hopefully this is worded better and hopefully it is helpful.
20 Snow-Covered Plains
4 Scrying Sheets
// Spells
3 Story Circle
1 Wheel of Sun and Moon
3 Coalition Relic
4 Oblivion Ring
2 Sacred Mesa
4 Runed Halo
4 Temporal Isolation
4 Path to Exile
1 Circle of Protection: Artifacts
1 Circle of Protection: Red
3 Idyllic Tutor
4 Ghostly Prison
2 Sigil of the Empty Throne
I'm not liking Scrying Sheets. It's too mana intensive and you rarely leave a 1W + Sheets to reveal at EOT, since you only have Sorcery speed spells, and you want to be casting as many as possible of them.
Sacred Mesa as a alternative win condition. The problem with this deck is because it packs too much creature hate, and you get overwhelmed by spells on the face (against Naya Zoo).
My old nickname was lockheart87.
Since the last decklist we say has artifacts, maybe I'll go ahead and mention some ideas borrowed from those turbofog decks: coldsteel heart and gauntlet of power. The decks eems to want to accelerate to 3 mana more than anything else, and the deck could use the two drops as well as the accel. Gauntlet of pwoer just rocks. Eventually it turns mesa pegasus into a VERY quick win condition. As for what to use the rest of the mana for, well, i'm not quite sure.
sup.
Oh man. Can we please stop with these comments? Wrath smashes creature decks so lets not play them. Burst smashes land base decks so we can't use lands either. Oh Dovescape smashes non creature spells. So we need to not play those either. Can't use artifacts because of Shatterstorm too. what's left then?
Cover of Winter seems terrible
Protection From Everything
the OP addressed this earlier, though I do agree that he needs a bit more card draw. in here, I think snow white is the way to go, which he already attempted. however, the three drop spot is limited, at best. consider a little bit of mana accel and a snow permanent count upper with coldsteel heart? (think that's right). It'll give you something to do earlier and will allow you to utilize scrying sheets a bit better.
Credit to DolZero for this awesome sig!