How the deck plays:
1) Ramp like crazy. Fetch primarily for plains to activate Emeria.
2) Control the board with Child of Alara sweeps, sac'ing it with High Market / Diamond Valley and then returning it with Eternal Witness / Genesis / Emeria as necessary
3) Win with Maze's End (Scapeshift + Amulet of Vigor helps), Avacyn / Emeria + Child lock, Prismatic Omen + Valakut, creature + Kessig Wolf Run, Duskmantle Seer for hilarious group pain
So far I played two games with it and won both. First game I managed to do the Scapeshift + Amulet of Vigor combo with Maze's End. Second game was much more clunky. My hand started running dry and I couldn't do much until an opponent made copies of Duskmantle Seer with a kicked Rites of Replication, which helped refill my hand while killing my opponents. I slowly and painfully grinded out the win with Genesis + Child lock aided by Kessig Wolf Run.
I think the deck is fun, but it's a bit of a headache to run since I waste so much time shuffling.
Deck feels like it might want more than one maze effect -- how about Ice Floe (or Mystifying Maze if you need it to tap for mana)?
Also, at least in my meta, I would cut at least some shocks for basics for defence against Path to Exile, Ghost Quarter, New Frontiers, and Blood Moon. Your deck may be 5C but it doesn't seem THAT colour intensive.
Oh yeah, and since you have a ton of recursion, crucible with multiple ways to search for it, and a money-is-no-object type list so far... Bazaar of Baghdad?
1 Child of Alara
Lands (56)
1 Academy Ruins
1 Arid Mesa
1 Azorius Guildgate
1 Bayou
1 Bloodstained Mire
1 Bojuka Bog
1 Boros Guildgate
1 Breeding Pool
1 Cephalid Coliseum
1 Diamond Valley
1 Dimir Guildgate
1 Emeria, the Sky Ruin
1 Flooded Strand
1 Glacial Chasm
1 Godless Shrine
1 Golgari Guildgate
1 Gruul Guildgate
1 Hallowed Fountain
1 High Market
1 Izzet Guildgate
1 Kessig Wolf Run
1 Marsh Flats
1 Maze of Ith
1 Maze's End
1 Misty Rainforest
1 Nomad Stadium
1 Orzhov Guildgate
1 Overgrown Tomb
1 Pretrified Field
1 Plateau
1 Polluted Delta
1 Rakdos Guildgate
1 Riftstone Portal
1 Savannah
1 Scalding Tarn
1 Scrubland
1 Selesnya Guildgate
1 Simic Guildgate
1 Steam Vents
1 Stomping Ground
1 Strip Mine
1 Taiga
1 Temple Garden
1 Tolaria West
1 Tranquil Thicket
1 Tropical Island
1 Tundra
1 Underground Sea
1 Valakut, the Molten Pinnacle
1 Verdant Catacombs
1 Volrath's Stronghold
1 Watery Grave
1 Windswept Heath
1 Wooded Foothills
1 Gatecreeper Vine
1 Azusa, Lost but Seeking
1 Drift of Phantasms
1 Eternal Witness
1 Knight of the Reliquary
1 Tilling Treefolk
1 Trinket Mage
1 Duskmantle Seer
1 Oracle of Mul Daya
1 Child of Alara
1 Genesis
1 Sun Titan
1 Avacyn, Angel of Hope
Sorceries (9)
1 Demonic Tutor
1 Explore
1 Life From the Loam
1 Summer Bloom
1 Treasure Hunt
1 Wargate
1 Yawgmoth's Will
1 Scapeshift
1 Urban Evolution
Artifacts (7)
1 Amulet of Vigor
1 Expedition Map
1 Sensei's Divining Top
1 Nim Deathmantle
1 Crucible of Worlds
1 Horn of Greed
1 Oblivion Stone
Instants (9)
1 Brainstorm
1 Crop Rotation
1 Enlightened Tutor
1 Mystical Tutor
1 Vampiric Tutor
1 Chaos Warp
1 Intuition
1 Realms Uncharted
1 Ad Nauseam
1 Burgeoning
1 Exploration
1 Manabond
1 Prismatic Omen
1 Rites of Flourishing
Planeswalker (1)
1 Jace, the Mind Sculptor
How the deck plays:
1) Ramp like crazy. Fetch primarily for plains to activate Emeria.
2) Control the board with Child of Alara sweeps, sac'ing it with High Market / Diamond Valley and then returning it with Eternal Witness / Genesis / Emeria as necessary
3) Win with Maze's End (Scapeshift + Amulet of Vigor helps), Avacyn / Emeria + Child lock, Prismatic Omen + Valakut, creature + Kessig Wolf Run, Duskmantle Seer for hilarious group pain
So far I played two games with it and won both. First game I managed to do the Scapeshift + Amulet of Vigor combo with Maze's End. Second game was much more clunky. My hand started running dry and I couldn't do much until an opponent made copies of Duskmantle Seer with a kicked Rites of Replication, which helped refill my hand while killing my opponents. I slowly and painfully grinded out the win with Genesis + Child lock aided by Kessig Wolf Run.
I think the deck is fun, but it's a bit of a headache to run since I waste so much time shuffling.
UBRThraximundar, Tribal ZombiesUBR
WURZedruu's Great TradesWUR
Kor Haven, mystifying maze, thespian stage, vesuva for more attack deterring.
Loyal Retainers is great for recurring child for cheap, and getting avacyn out quicker.
Karmic Guide and Reveillark
Sunder, Creeping Renaissance and Seismic Assault is one huge combo win but also are cards good on their own.
How do you like the guildgates?
checkout my deck list for more ideas
Mimeoplasm Midrange, CHAINER CHAINER HIGH VOLTAGE
Rafiq of the Astral Slide, 67land.dec Child of Alara, Gisela <3 Sunforger
TRADE!?WUBRGMy Pauper Cube
Sek'Kuar, Deathkeeper, Phage the Uncastable, Azusa Lost but Stompy, Crosis Combo Breaker, All-In-Skullbriar, Rafiq/Jenara ETB army, Hazezon Swarm, Glissa Voltron!, Jarad Zombie Tribal, Zedruu Pillowfort, Reaper King Artifact Shenanagains
Deck feels like it might want more than one maze effect -- how about Ice Floe (or Mystifying Maze if you need it to tap for mana)?
Also, at least in my meta, I would cut at least some shocks for basics for defence against Path to Exile, Ghost Quarter, New Frontiers, and Blood Moon. Your deck may be 5C but it doesn't seem THAT colour intensive.
Oh yeah, and since you have a ton of recursion, crucible with multiple ways to search for it, and a money-is-no-object type list so far... Bazaar of Baghdad?