Okay, the first post was getting a bit cluttered, so I decided to hide it all in the spoiler tag.
This is a Razia List that I put together with spare cards that I have. I'm planning on improving this slowly and am going to trade/buy cards to do so. Currently, the biggest problem that I have is running out of gas, so I really want to find more ways of generating card advantage.
So I played with this list for a while and discovered that my plays did not have too much synergy. Often times, I found that many of the creatures, while great in a deck designed to abuse their characteristics, didn't contribute to the success of the deck. Also, the lack of card advantage was simply too great, especially against decks that can abusively recur cards from their graveyard. My card quality wasn't nearly high enough to overcome that barrier. Also, my creatures, other than Akroma and Pristine Angel were too easily killed, and have you ever tried to pay 14 for Razia, it's pretty difficult to do so.
For this current list, I decided to remove some of the more clunky creatures in favor of more acceleration to boost the changes of powering out an Akroma of Razia earlier. Even 40 life disappears quickly when you have hasty vigilant 6 power angels beating down. So this list now has much more artifact acceleration. I'm especially a fan of how the totems have been performing, although the paradise plume costs a bit much for what it does. I'll keep it in for now and see if I can find any more to put in.
Noticeably, I cut Chandra Nalaar from my list. I played her in many games, and most of the time, she was simply an overcosted flame javelin and a fog or she pinged an opponent for one, and then subsequently fogged. Ajani Vengeant and Elspeth have both proven to be more substantial in terms of affecting the board and presenting long term staying power. Vengeant does draw a lot of attention but I have found it useful for dealing with all sorts of problematic lands. Though people generally gang up and kill it when it hits 5 or 6 counters.
Nothing else is all that notable in this verison, I did add an Endless Horizons and an Urza's Blueprints for more card advantage. I've been satisfied with their performance. Hitting land drops every turn is important in this deck with such a high costing general.
Comparitively speaking, they just aren't compelling targets to spend removal on when the format has lots of jitte[/card[, [card=Loxodon Warhammer]warhammers, and multiple [card=Sword of Fire and Ice]swords[/card running rampant.
So the next card that I'm thinking of trying out in the deck is Urza's Incubator since I'm moving more and more towards a tribal Angel theme in the deck and angels cost ever so much.
9/14: I haven't changed the list since last time other than trying out a card here and there but I haven't made any decisions on what I want to keep. In the past few games, I've been able to stick urza's blue prints a few more times and found that it's extremely helpful to refill my hand. The deck still has problems with card advantage since the colors simply can't recur and reuse resources from the graveyard like other decks can.
My biggest problems so far are decks that rely on recursion and card advantage to grind away at other decks. Simply put, they last longer than I can. Short of putting in more graveyard hate, I don't know how else to combat this. This is especially true when I play against g/b decks that have so many ways of reusing cards more than once. Against those decks, reanimation has also been a problem for me. My creatures fall really easily to their removal and their reanimation effects that can pull things out of my graveyard makes them difficult to deal with. The same problem applies to decks that steal creatures. I'm getting pretty close to running brand.
One aspect of the deck that I do want to change are the planeswalkers. I've noticed that Elspeth and Ajani are great at drawing attention away from other threats at the table and onto me. Usually, all I get for my mana is an overcosted 1/1 and a fog or an overcosted lightning helix and a fog. I'm fairly certain that I want to replace them with actual removal spells at this point. I don't think I've ever been unhappy when I've had a char or lightning helix to take care of small and pesky problematic creatures. This also allows me to save more permanent forms of removal for the more problematic or just plain bigger creatures. I've noticed a fair amount of persist creatures causing problems so I'm thinking of trying out Puncture Blast. It's certainly no lightning bolt, but it's cost is not extremely prohibitive either.
I have looked into overhauling the entire way the deck plays to become closer to Brion Stoutarm deck if only to lower the curve. But I've decided against doing so because I really want to find a way to tune this current version and make it work. I think I'm coming to close to realizing all the shortcomings of the archetype that I'm running and am slowly tuning the list to fight against those problems.
So the current thoughts on this deck is that it needs more recursion hate. Having one Stonecloaker is simply not enough since I don't have a way to tutor for it. Secondly, I'm nearing a point where I don't know what to cut for new cards anymore. I feel that most things are fairly efficient.
Anyways, I've updated the list with a few cards from zendikar and a few overall changes that I've been considering for a while. There are now a few more mana accelerators and a bit more artifact/enchantment removal. Overall, I've been pleased with the way that the deck plays out. I haven't lived the dream with some of the Zendikar additions yet. Most notably, I haven't had Emeria and seven plains in play together and I haven't had a Luminarch Ascension on turn two either. But I can't wait until it does happen. One change that I'm unsure about is taking out cycling lands for more plains. This was to help trigger Emeria a bit sooner. The lack of options worries me, but the deck is so mana hungry that I usually ended up playing them tapped. Since I rarely cycled them away, I suppose I won't miss the option.
I do love acceleration in this deck, so I've decided to stick with Urza's Incubator even if it does benefit my opponents. I mean, seriously, who doesn't run an angel or two in their EDH decks, other than the super-tuned, hyper-competitive lists that is.
The deck hasn't gone through any radical changes and I would still like to be able to generate a bit more card advantage. Other than that, I'm not sure where to take this deck next. I think it's fairly tuned, since I'm not sure what I would necessarily cut for other cards. Don't get me wrong, I'll definitely find a slot of both Iona and Baneslayer when I obtain copies of them, but for now, I simply don't know what to do with the deck.
As always, feedback. comments, and suggestions are welcome.
Speaking of cards 1 mana removal spells, I noticed that I'm not running a swords to plowshares yet... This situation will be rectified shortly. As for the wheels, I'll see if I can find any and try them out.
I'm also looking at trying out browbeat, but I'm suspicious of how often it'll actually go off. I mean, it's usually multi-player, so I suppose people will just refuse to take damage in hopes that other people will.
I tried Armistice and I found it extremely difficult to find 5 mana to draw a card. Unlike Urza's Blueprints where an expensive intial investment yields honden-like results, finding 5 mana a turn is difficult... I will admit that I do like the applications in multi-player. It's great keeping around a friendly player, but since finding multi-player games have been difficult lately, I'll keep it out of the list for now.
Note: I still haven't acquired a copy of swords but I'm keeping my eye out.
Added some more thoughts to the first post.
Also, I'm really tempted to run mana flare but I have a feeling that it'll definitely benefit my opponents more than it'll benefit me. I say this because my high cost spells aren't necessarily more powerful than the high cost spells that my opponents are running. Usually, spending more mana means that you are getting a greater effect. But scanning the high cost cards in my deck tells me that they're mostly creatures, which aren't necessarily any better. They fall easily to most removal spells and wraths so allowing my opponents access to more mana seems dangerous. What I'm trying to say is that mana flare is very likely to benefit my opponents more than it benefits me.
As a side note, now that mana burn is gone, they wouldn't even take a few points of free damage from mana flare.
Tripple Posts are against the forum rules, warning issued.
~~ DC
Updated the first post to match what I'm currently running, which includes a few new Zendikar cards.
Speaking of Zendikar cards. I've found that Kor Cartographer is great in the deck since it basically functions as a second copy of Solemn Simulacrum. I mean, drawing card when it dies is great, but I really only want it for the mana acceleration.
Marble and Fire Diamond look weak to me. You already have a lot of fixing and acceleration and these are the worst of those types of cards. If you really want more acceleration, try Grim Monolith.
If you are looking for more recursion hate, i am fond of Reito Lantern. It can be targeted grave hate and endless recursion of your own spells, but it is REALLY mana hungry.
Honestly, I have not played your deck much and can't tell you what should leave, so suggested 'weak link': Urza's Incubator, since you do not have a really strong creature type theme here. Yeah, I see the angels, but you have enough accel to pump most out normally, i would bet. Just my thoughts, though.
Cheers!
Private Mod Note
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"Of all tyrannies, a tyranny sincerely exercised for the good of its victims may be the most oppressive. It would be better to live under robber barons than under omnipotent moral busybodies. The robber baron's cruelty may sometimes sleep, his cupidity may at some point be satiated; but those who torment us for our own good will torment us without end for they do so with the approval of their own conscience."
-C.S. Lewis
Marble and Fire Diamond look weak to me. You already have a lot of fixing and acceleration and these are the worst of those types of cards. If you really want more acceleration, try Grim Monolith.
I completely agree that I haven't been too impressed by many of the artifact mana sources in the deck, but currently I don't own any of the stronger options. But, as I obtain them, through trading, buying, etc. I'll be sure to add them in.
Yeah, options are fairly slim. Morningtide and Honor the Fallen were both recommended to me and I do want to try them out. The biggest problem is figuring out what to cut from the deck.
Yeah, about that... No one ever seems to want to trade away their swords. I will buy one eventually, and it'll go in, along with a Jitte that I'll also buy at some point in the future.
I can definitely see cutting 2 plains for those lands. Some attackers are rather pesky. I think I might try taking out Eiganjo Castle for a while I don't think that I've ever activated it's ability, and as a legendary land, it's probably more of a liability than anything else if I'm using it's prevention effect.
I'm unconvinced about Desolation Giant though, playing 6 mana for a 3/3 and a wrath effect, while perfectly acceptable, isn't the most exciting thing in the world. I think I'd rather run a Rout. Well, I currently don't have either card, but if I manage to get one, I'll try it out for a few games and then make my decision.
If you are looking for more recursion hate, i am fond of Reito Lantern. It can be targeted grave hate and endless recursion of your own spells, but it is REALLY mana hungry.
Honestly, I have not played your deck much and can't tell you what should leave, so suggested 'weak link': Urza's Incubator, since you do not have a really strong creature type theme here. Yeah, I see the angels, but you have enough accel to pump most out normally, i would bet. Just my thoughts, though.
Cheers!
The lantern does look like it combos well with Sunforger. I don't think that I have mistveil plains in play too often, so having a second card that can do the same would be nice.
As for Urza's Incubator, paying full price for an angel, while not too problematic in this deck, is still very risky. Being able to pay 2 less allows me to keep up much more mana to do other things. Also, it's foil and signed. So I really want to show it off in some deck, and since I don't have a dedicated tribal deck yet, I figure this is the best place to play it. Also, casting Karmic Guide for 1WW isn't fair in any sense of the word.
Hi i dont know if you still play the deck after 4 year but if you do i have sume suggestion.
first jus for say your list have 102 card lol
for the mana fix i sugges Arid MessaMarsh FlatsScalding Tarn you can take out Eiganjo Castle for play Kor Haven.
So I played with this list for a while and discovered that my plays did not have too much synergy. Often times, I found that many of the creatures, while great in a deck designed to abuse their characteristics, didn't contribute to the success of the deck. Also, the lack of card advantage was simply too great, especially against decks that can abusively recur cards from their graveyard. My card quality wasn't nearly high enough to overcome that barrier. Also, my creatures, other than Akroma and Pristine Angel were too easily killed, and have you ever tried to pay 14 for Razia, it's pretty difficult to do so.
1 Razia, Boros Archangel
Creatures
1 Bogardan Hellkite
1 Angel of Salvation
1 Solemn Simulacrum
1 Akroma, Angel of Wrath
1 Karmic Guide
1 Duergar Hedge-Mage
1 Siege-Gang Commander
1 Knight of the White Orchid
1 Adarkar Valkyrie
1 Balefire Liege
1 Serra Avenger
1 Silver Seraph
1 Scourge of the Kher Ridges
1 Battlegrace Angel
1 Twilight Shepherd
1 Kiki-Jiki, Mirror Breaker
1 Exalted Angel
1 Reveillark
1 Guardian Seraph
1 Stonecloaker
1 Firemane Angel
1 Stonehewer Giant
1 Akroma, Angel of Fury
1 Reya Dawnbringer
1 Pristine Angel
1 Flametongue Kavu
1 Knight-Captain of Eos
1 Eternal Dragon
1 Lightning Greaves
1 Mind's Eye
1 Marble Diamond
1 Guardian Idol
1 Boros Signet
1 Loxodon Warhammer
1 Sword of Light and Shadow
1 Fire Diamond
1 Gilded Lotus
1 Sol Ring
1 Wayfarer's Bauble
1 Armillary Sphere
1 Sunforger
1 Sensei's Divining Top
1 Coalition Relic
1 Akroma's Memorial
1 Door of Destinies
Enchantments
1 Glory of Warfare
1 Parallax Wave
1 Faith's Fetters
Instants
1 Path of Exile
1 Abolish
1 Char
1 Reiterate
1 Lightning Helix
1 Shunt
1 Ghostway
1 Orim's Thunder
1 Enlightened Tutor
1 Austere Command
1 Hallowed Burial
1 Final Judgement
1 Brightflame
Planeswalkers
1 Chandra Nalaar
1 Elspeth, Knight-Errant
1 Ajani Vengeant
Land
13 Plains
11 Mountains
1 Eiganjo Castle
1 Plateau
1 Sacred Foundry
1 Boros Garrison
1 Secluded Steppe
1 Drifting Meadows
1 Forgotten Cave
1 Smoldering Crater
1 Sunhome, Fortress of the Legion
1 Mistveil Plains
1 Naya Panorama
For this current list, I decided to remove some of the more clunky creatures in favor of more acceleration to boost the changes of powering out an Akroma of Razia earlier. Even 40 life disappears quickly when you have hasty vigilant 6 power angels beating down. So this list now has much more artifact acceleration. I'm especially a fan of how the totems have been performing, although the paradise plume costs a bit much for what it does. I'll keep it in for now and see if I can find any more to put in.
Noticeably, I cut Chandra Nalaar from my list. I played her in many games, and most of the time, she was simply an overcosted flame javelin and a fog or she pinged an opponent for one, and then subsequently fogged. Ajani Vengeant and Elspeth have both proven to be more substantial in terms of affecting the board and presenting long term staying power. Vengeant does draw a lot of attention but I have found it useful for dealing with all sorts of problematic lands. Though people generally gang up and kill it when it hits 5 or 6 counters.
Nothing else is all that notable in this verison, I did add an Endless Horizons and an Urza's Blueprints for more card advantage. I've been satisfied with their performance. Hitting land drops every turn is important in this deck with such a high costing general.
Comparitively speaking, they just aren't compelling targets to spend removal on when the format has lots of jitte[/card[, [card=Loxodon Warhammer]warhammers, and multiple [card=Sword of Fire and Ice]swords[/card running rampant.
1 Razia, Boros Archangel
Creatures
1 Bogardan Hellkite
1 Solemn Simulacrum
1 Akroma, Angel of Wrath
1 Karmic Guide
1 Duergar Hedge-Mage
1 Knight of the White Orchid
1 Adarkar Valkyrie
1 Balefire Liege
1 Serra Avenger
1 Battlegrace Angel
1 Twilight Shepherd
1 Exalted Angel
1 Guardian Seraph
1 Stonecloaker
1 Firemane Angel
1 Stonehewer Giant
1 Akroma, Angel of Fury
1 Reya Dawnbringer
1 Pristine Angel
1 Flametongue Kavu
1 Knight-Captain of Eos
1 Eternal Dragon
Artifacts
1 Lightning Greaves
1 Mind's Eye
1 Marble Diamond
1 Guardian Idol
1 Boros Signet
1 Loxodon Warhammer
1 Sword of Light and Shadow
1 Fire Diamond
1 Gilded Lotus
1 Sol Ring
1 Wayfarer's Bauble
1 Armillary Sphere
1 Sunforger
1 Sensei's Divining Top
1 Coalition Relic
1 Akroma's Memorial
1 Thunder Totem
1 Urza's Blueprints
1 Prismatic Lens
1 Foriysian Totem
1 Darksteel Ingot
1 Paradise Plume
1 Mind Stone
1 Glory of Warfare
1 Endless Horizons
1 Faith's Fetters
Instants
1 Path of Exile
1 Abolish
1 Char
1 Reiterate
1 Lightning Helix
1 Shunt
1 Ghostway
1 Orim's Thunder
1 Enlightened Tutor
1 Order // Chaos
Sorceries
1 Austere Command
1 Hallowed Burial
1 Final Judgement
1 Brightflame
Planeswalkers
1 Elspeth, Knight-Errant
1 Ajani Vengeant
Land
13 Plains
11 Mountains
1 Eiganjo Castle
1 Plateau
1 Sacred Foundry
1 Boros Garrison
1 Secluded Steppe
1 Drifting Meadows
1 Forgotten Cave
1 Smoldering Crater
1 Sunhome, Fortress of the Legion
1 Mistveil Plains
1 Naya Panorama
So the next card that I'm thinking of trying out in the deck is Urza's Incubator since I'm moving more and more towards a tribal Angel theme in the deck and angels cost ever so much.
9/14: I haven't changed the list since last time other than trying out a card here and there but I haven't made any decisions on what I want to keep. In the past few games, I've been able to stick urza's blue prints a few more times and found that it's extremely helpful to refill my hand. The deck still has problems with card advantage since the colors simply can't recur and reuse resources from the graveyard like other decks can.
My biggest problems so far are decks that rely on recursion and card advantage to grind away at other decks. Simply put, they last longer than I can. Short of putting in more graveyard hate, I don't know how else to combat this. This is especially true when I play against g/b decks that have so many ways of reusing cards more than once. Against those decks, reanimation has also been a problem for me. My creatures fall really easily to their removal and their reanimation effects that can pull things out of my graveyard makes them difficult to deal with. The same problem applies to decks that steal creatures. I'm getting pretty close to running brand.
One aspect of the deck that I do want to change are the planeswalkers. I've noticed that Elspeth and Ajani are great at drawing attention away from other threats at the table and onto me. Usually, all I get for my mana is an overcosted 1/1 and a fog or an overcosted lightning helix and a fog. I'm fairly certain that I want to replace them with actual removal spells at this point. I don't think I've ever been unhappy when I've had a char or lightning helix to take care of small and pesky problematic creatures. This also allows me to save more permanent forms of removal for the more problematic or just plain bigger creatures. I've noticed a fair amount of persist creatures causing problems so I'm thinking of trying out Puncture Blast. It's certainly no lightning bolt, but it's cost is not extremely prohibitive either.
I have looked into overhauling the entire way the deck plays to become closer to Brion Stoutarm deck if only to lower the curve. But I've decided against doing so because I really want to find a way to tune this current version and make it work. I think I'm coming to close to realizing all the shortcomings of the archetype that I'm running and am slowly tuning the list to fight against those problems.
As always, any suggestions are welcomed.
So here's the current list that I'm running:
1 Razia, Boros Archangel
Creatures
1 Solemn Simulacrum
1 Akroma, Angel of Wrath
1 Karmic Guide
1 Duergar Hedge-Mage
1 Knight of the White Orchid
1 Adarkar Valkyrie
1 Battlegrace Angel
1 Twilight Shepherd
1 Exalted Angel
1 Stonecloaker
1 Firemane Angel
1 Stonehewer Giant
1 Akroma, Angel of Fury
1 Reya Dawnbringer
1 Pristine Angel
1 Knight-Captain of Eos
1 Eternal Dragon
1 Guardian Seraph
1 Emeria Angel
1 Kor Cartographer
Artifacts
1 Lightning Greaves
1 Mind's Eye
1 Marble Diamond
1 Guardian Idol
1 Boros Signet
1 Loxodon Warhammer
1 Sword of Light and Shadow
1 Fire Diamond
1 Gilded Lotus
1 Sol Ring
1 Wayfarer's Bauble
1 Armillary Sphere
1 Sunforger
1 Coldsteel Heart
1 Coalition Relic
1 Star Compass
1 Akroma's Memorial
1 Thunder Totem
1 Foriysian Totem
1 Prismatic Lens
1 Mind Stone
1 Darksteel Ingot
1 Paradise Plume
1 Urza's Blueprints
1 Urza's Incubator
1 Faith's Fetters
1 Endless Horizons
1 Luminarch Ascension
Instants
1 Path of Exile
1 Abolish
1 Char
1 Reiterate
1 Lightning Helix
1 Wild Ricochet
1 Ghostway
1 Orim's Thunder
1 Enlightened Tutor
1 Return to Dust
Sorceries
1 Day of Judgement
1 Austere Command
1 Hallowed Burial
1 Final Judgement
1 Brightflame
Planeswalkers
1 Elspeth, Knight-Errant
1 Ajani Vengeant
Land
16 Plains
11 Mountain
1 Eiganjo Castle
1 Plateau
1 Sacred Foundry
1 Boros Garrison
1 Emeria, the Sky Ruin
1 Sunhome, Fortress of the Legion
1 Mistveil Plains
1 Naya Panorama
So the current thoughts on this deck is that it needs more recursion hate. Having one Stonecloaker is simply not enough since I don't have a way to tutor for it. Secondly, I'm nearing a point where I don't know what to cut for new cards anymore. I feel that most things are fairly efficient.
Anyways, I've updated the list with a few cards from zendikar and a few overall changes that I've been considering for a while. There are now a few more mana accelerators and a bit more artifact/enchantment removal. Overall, I've been pleased with the way that the deck plays out. I haven't lived the dream with some of the Zendikar additions yet. Most notably, I haven't had Emeria and seven plains in play together and I haven't had a Luminarch Ascension on turn two either. But I can't wait until it does happen. One change that I'm unsure about is taking out cycling lands for more plains. This was to help trigger Emeria a bit sooner. The lack of options worries me, but the deck is so mana hungry that I usually ended up playing them tapped. Since I rarely cycled them away, I suppose I won't miss the option.
I do love acceleration in this deck, so I've decided to stick with Urza's Incubator even if it does benefit my opponents. I mean, seriously, who doesn't run an angel or two in their EDH decks, other than the super-tuned, hyper-competitive lists that is.
The deck hasn't gone through any radical changes and I would still like to be able to generate a bit more card advantage. Other than that, I'm not sure where to take this deck next. I think it's fairly tuned, since I'm not sure what I would necessarily cut for other cards. Don't get me wrong, I'll definitely find a slot of both Iona and Baneslayer when I obtain copies of them, but for now, I simply don't know what to do with the deck.
As always, feedback. comments, and suggestions are welcome.
Nice anti-General cards you might consider: Oblation en Condemn.
Casual Commander player.
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I'm also looking at trying out browbeat, but I'm suspicious of how often it'll actually go off. I mean, it's usually multi-player, so I suppose people will just refuse to take damage in hopes that other people will.
I tried Armistice and I found it extremely difficult to find 5 mana to draw a card. Unlike Urza's Blueprints where an expensive intial investment yields honden-like results, finding 5 mana a turn is difficult... I will admit that I do like the applications in multi-player. It's great keeping around a friendly player, but since finding multi-player games have been difficult lately, I'll keep it out of the list for now.
Note: I still haven't acquired a copy of swords but I'm keeping my eye out.
Added some more thoughts to the first post.
Also, I'm really tempted to run mana flare but I have a feeling that it'll definitely benefit my opponents more than it'll benefit me. I say this because my high cost spells aren't necessarily more powerful than the high cost spells that my opponents are running. Usually, spending more mana means that you are getting a greater effect. But scanning the high cost cards in my deck tells me that they're mostly creatures, which aren't necessarily any better. They fall easily to most removal spells and wraths so allowing my opponents access to more mana seems dangerous. What I'm trying to say is that mana flare is very likely to benefit my opponents more than it benefits me.
As a side note, now that mana burn is gone, they wouldn't even take a few points of free damage from mana flare.
Tripple Posts are against the forum rules, warning issued.
~~ DC
Speaking of Zendikar cards. I've found that Kor Cartographer is great in the deck since it basically functions as a second copy of Solemn Simulacrum. I mean, drawing card when it dies is great, but I really only want it for the mana acceleration.
For some graveyard hate, you don't have too many options in RW. There's Relic of Progenitus, Scrabbling Claws, and Jotun Grunt.
Sword of Light and Shadow but no Sword of Fire and Ice--why?
I'd try to squeeze in Maze of Ith and Kor Haven. Desolation Giant is also perfect for this deck.
Cheers,
rant
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Honestly, I have not played your deck much and can't tell you what should leave, so suggested 'weak link': Urza's Incubator, since you do not have a really strong creature type theme here. Yeah, I see the angels, but you have enough accel to pump most out normally, i would bet. Just my thoughts, though.
Cheers!
-C.S. Lewis
EDH
Obzedat - Still Alive
Retired - Nicol Bolas
Yeah, options are fairly slim. Morningtide and Honor the Fallen were both recommended to me and I do want to try them out. The biggest problem is figuring out what to cut from the deck.
Yeah, about that... No one ever seems to want to trade away their swords. I will buy one eventually, and it'll go in, along with a Jitte that I'll also buy at some point in the future.
I can definitely see cutting 2 plains for those lands. Some attackers are rather pesky. I think I might try taking out Eiganjo Castle for a while I don't think that I've ever activated it's ability, and as a legendary land, it's probably more of a liability than anything else if I'm using it's prevention effect.
I'm unconvinced about Desolation Giant though, playing 6 mana for a 3/3 and a wrath effect, while perfectly acceptable, isn't the most exciting thing in the world. I think I'd rather run a Rout. Well, I currently don't have either card, but if I manage to get one, I'll try it out for a few games and then make my decision.
The lantern does look like it combos well with Sunforger. I don't think that I have mistveil plains in play too often, so having a second card that can do the same would be nice.
As for Urza's Incubator, paying full price for an angel, while not too problematic in this deck, is still very risky. Being able to pay 2 less allows me to keep up much more mana to do other things. Also, it's foil and signed. So I really want to show it off in some deck, and since I don't have a dedicated tribal deck yet, I figure this is the best place to play it. Also, casting Karmic Guide for 1WW isn't fair in any sense of the word.
first jus for say your list have 102 card lol
for the mana fix i sugges Arid Messa Marsh Flats Scalding Tarn you can take out Eiganjo Castle for play Kor Haven.
for the creature they are realymana hungry lol and again for the mana cuz is what you want land tax is one mana draw 3 card every turn... i think that sound good lol you need a sensei's divining top ad a scroll rack. and for your sunforger master warcraft, debt of loyauty...
in the new serie (dragon maze) we have the perfert enchantement for Glory of Warefare and Ghostway is Legion's initiative
And 4 more draw engein trading post, wheel of fortune, memory jar and reforge the soul. i hope that will help you h.a.n.d