It's an Ephara deck. It's a bit pillowfort-y, a little control-y, and goes for the expected plan of trying to drop creatures on everyone's turn, not just its own.
Solitary Confinement is nuts with a general who feeds it, for hopefully obvious reasons. I think Reveillark is going to become Miraculous Recovery, because the instant speed and increased number of targets is a much better plan for this deck. Worn Powerstone is probably better as a two drop mana rock to hit a turn 3 Ephara. Mana myr are a definite possibility there, because they don't become useless later. It still needs some noncreature hate, probably starting with Return to Dust and moving on to new and different options. Moorland Haunt and Springjack Pasture are both possibilities, to improve the odds of getting creatures down in other turns. It did a pretty good job stalling and hitting land drops while playing earlier, so having a couple more expensive options isn't terrible. Mystifying Maze is another defensive possibility, though I'd like it a lot more if it could hit my own guys.
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[Pr]Jaya | Estrid | A rotating cast of decks built out of my box.
It seems like a little blinking could be very beneficial with her. Have you considered running Deadeye Navigator or Mistmeadow Witch? Even if you don't want a large focus on flickering or blinking, Venser the Sojourner would be a great card in this list.
Considered and passed on. I find Navigator to be a singularly unexciting card most of the time. Witch is tempting, but there wasn't one sitting in the surrounding stacks of cards when I put the deck together. It will likely make an appearance at some point soon. Venser isn't really appealing. He only hits creatures on my turn, when I can play them anyways, and there are only ~9 creatures worth blinking (some of whom are questionably good targets anyways). This deck doesn't do a terrible job of protecting walkers, but it's nowhere near good enough in that category to ensure his ultimate a reasonable part of the time, and the unblockability isn't super attractive for most of my creatures - pretty much just Medomai and Sword carriers. I'll think about him, but I'm not convinced he's very good here.
1 Ephara, God of the Polis
//Creatures
1 Academy Rector
1 Ætherling
1 Angel of Finality
1 Aven Mindcensor
1 Emeria Angel
1 Hero of Bladehold
1 Knight of the White Orchid
1 Medomai the Ageless
1 Phantasmal Image
1 Phyrexian Metamorph
1 Pilgrim's Eye
1 Restoration Angel
1 Reveillark
1 Snapcaster Mage
1 Stonecloaker
1 Sun Titan
1 Teferi, Mage of Zhalfir
1 Trinket Mage
1 Venser, Shaper Savant
1 Voidmage Husher
//Planeswalker
1 Elspeth, Sun's Champion
//Artifacts
1 Azorius Signet
1 Chromatic Lantern
1 Expedition Map
1 Fellwar Stone
1 Helm of Possession
1 Mox Diamond
1 Talisman of Progress
1 Tormod's Crypt
1 Scroll Rack
1 Sol Ring
1 Strionic Resonator
1 Sword of Feast and Famine
1 Sword of Light and Shadow
1 Umezawa's Jitte
1 Vedalken Orrery
1 Wayfarer's Bauble
1 Worn Powerstone
1 Aura of Silence
1 Ghostly Prison
1 Luminarch Ascension
1 Martyr's Cause
1 Mind Unbound
1 Propaganda
1 Rest in Peace
1 Righteous Aura
1 Sacred Mesa
1 Solitary Confinement
1 Sphere of Safety
//Instants
1 Cackling Counterpart
1 Cryptic Command
1 Enlightened Tutor
1 Path to Exile
1 Pongify
1 Rapid Hybridization
1 Swords to Plowshares
//Sorceries
1 Austere Command
1 Curse of the Swine
1 Decree of Justice
1 Gift of Estates
1 Martial Coup
1 Savor the Moment
1 Wrath of God
//Lands
1 Celestial Colonnade
1 Command Tower
1 Flooded Strand
1 Glacial Fortress
1 Hallowed Fountain
1 High Market
1 Kjeldoran Outpost
1 Mystic Gate
1 Nimbus Maze
1 Prahv, Spires of Order
1 Reliquary Tower
1 Tolaria West
1 Tower of the Magistrate
1 Tundra
1 Winding Canyons
11 Island
10 Plains
Solitary Confinement is nuts with a general who feeds it, for hopefully obvious reasons. I think Reveillark is going to become Miraculous Recovery, because the instant speed and increased number of targets is a much better plan for this deck. Worn Powerstone is probably better as a two drop mana rock to hit a turn 3 Ephara. Mana myr are a definite possibility there, because they don't become useless later. It still needs some noncreature hate, probably starting with Return to Dust and moving on to new and different options. Moorland Haunt and Springjack Pasture are both possibilities, to improve the odds of getting creatures down in other turns. It did a pretty good job stalling and hitting land drops while playing earlier, so having a couple more expensive options isn't terrible. Mystifying Maze is another defensive possibility, though I'd like it a lot more if it could hit my own guys.
I was considering Ethereal Usher. It grabs Ætherling, Medomai the Ageless, Sun Titan, Elspeth, Sun's Champion, Mind Unbound, and Austere Command, which is a pretty respectable little toolbox. It doesn't hurt that most of my wins were on the back of Medomai or Solitary Confinement, so having another card that can tutor up one of those sounds good to me.