If you put it in Deck Tags, it's a lot easier for people to read and they can click on all the cards they're unfamilar with in order to give you better advice.
Looks like a pretty decent 5-color deck. Not sure it's strong enough though. There are a lot of fun Domain cards.
Allied Strategies is very powerful. Things like Wandering Stream are nice for Multiplayer. Also Tribal Flames is a 5 damage sorcery for 2 mana.
Maybe inlude things like Harrow to balance out the mana more. It helps a lot because you're saccing lands if you have too many of them and you get to put in 2 lands untapped into play.
Fusion Elemental is a little boring but still a very large body that can come out as early as turn 3 or 4.
Joiner Adept - maybe put 2 of these guys in. It helps balance out your mana a bit. Sure, it doesn't help with Domain spells because you won't actually have the Land Types, but you will be able to make the actual mana for things. Although most of your spells are pure Domain spells that rely on having all 5 basic land types. There is an Enchantment version of this guy that makes all your lands all of the land types at once, it costs 1G, so on turn 2 you have all 5 land types even though you only have 2 lands.
Exploding Borders - I'd run at least 2 of these. I believe you search for the land THEN deal the damage. So save it for when you've got 3-4 land types out already, and for 4 mana you get to get another land type out and deal 4-5 damage to an opponent in one card, it's nice.
Dragonsoul Knight - in case you need creatures for the early game. 2/2 First Strike for 2R isn't horrible, but once you get all the mana, he turns into a pretty big threat, a 7/5 flying first strike trampling dragon.. Plus it will make your opponents spend their burn/removal spells on this guy for fear of what he is GOING to be, which means they waste a removal spell and it's less likely your Draco will get removed later.
There's a white version of this guy Paragon of the Amisha and he turns into a 5/5 flying first strike lifelink angel.
Depends on how you look at it. With Kodamas Search you're not saccing any lands, but you're putting one into play tapped and one into your hand, as oppposed to two lands into play untapped. Harrow makes your game a lot faster.
Draco is good. You could run him AND Cromat or something if you wanted. It doesn't need to be an Either/Or kind of thing. However, try something like Stratadon - it's like Dracos little brother or something. You can usually bring him around turn 4-5, and it's a 5/5 trample which isn't bad.
I'd put 2 harrows in place of the 2 rampant growths. 2 Stratadon's in place of 2 firespouts. I'd also take out Zuran Orb. You don't really want to be sacrificing land for 2 life in this deck. Also, yeah, it's a free Artifact, but what if it's the mid/late game and you're out of cards in your hand and you've got all the basic land types but you just need something to help you end the game right now. You'd rather draw Draco or Allied Strategies or something instead of the Orb.
To answer your question, the deck is ok, but not great.
I am not going to tell you all things that should or should not be done but I do think with all your artifacts a Academy Ruins would be good. As I am on the subject of mana base I would clean it up slightly, again thats for you to figure out though.
Also, Harrow is an instant, which gives you much more flexibility.
Honestly, exploding borders is the only auto-4 in both decks. You can say it's too late for mana fix, but it's still cheaper than a lot of the creatures he's trying to bring out. Not to mention, when do you not want to hit for five?
Armillary Sphere is a close second. If you're going to be trying to get out 5 colors, Armillary Spheres are a must.
Kaleidostone, I really underestimated at first. They seem very "meh" for one domain cost, and would've been much better in 5th dawn than conflux...
Until I put them in my deck. I generally forget about little abilities like "draw a card" when I make a deck, but it's so nice.
I can't tell you how many times I haven't really needed the mana, but just have been happy to have the draw off of a kaliedostone.
The mana is nice too. I won my last draft tourney by saccing a kaliedostone.
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Edit: I'd also replace the Sakura with Quirion Elvesor Farhaven Elf Slower, but no saccing required.
// Lands
4 [10E] Terramorphic Expanse
6 [GUR] Forest
2 [GUR] Plains
2 [GUR] Island
4 [GUR] Mountain
4 [GUR] Swamp
// Creatures
3 [FD] Etched Oracle
3 [FD] Bringer of the Black Dawn
4 [CHK] Sakura-Tribe Elder
2 [PS] Draco
// Spells
2 [10E] Rampant Growth // Edge of Autumn
1 [AP] Legacy Weapon
3 [CHK] Kodama's Reach
2 [CNF] Obelisk of Alara
4 [SHM] Firespout
1 [IA] Zuran Orb
3 [IN] Global Ruin
4 [ALA] Oblivion Ring
3 [PS] Allied Strategies
2 [IN] Collective Restraint
thnx
If you put it in Deck Tags, it's a lot easier for people to read and they can click on all the cards they're unfamilar with in order to give you better advice.
Looks like a pretty decent 5-color deck. Not sure it's strong enough though. There are a lot of fun Domain cards.
Allied Strategies is very powerful. Things like Wandering Stream are nice for Multiplayer. Also Tribal Flames is a 5 damage sorcery for 2 mana.
Maybe inlude things like Harrow to balance out the mana more. It helps a lot because you're saccing lands if you have too many of them and you get to put in 2 lands untapped into play.
Fusion Elemental is a little boring but still a very large body that can come out as early as turn 3 or 4.
Cromat is a lot of fun, too.
Joiner Adept - maybe put 2 of these guys in. It helps balance out your mana a bit. Sure, it doesn't help with Domain spells because you won't actually have the Land Types, but you will be able to make the actual mana for things. Although most of your spells are pure Domain spells that rely on having all 5 basic land types. There is an Enchantment version of this guy that makes all your lands all of the land types at once, it costs 1G, so on turn 2 you have all 5 land types even though you only have 2 lands.
- edit: Prismatic Omen
Exploding Borders - I'd run at least 2 of these. I believe you search for the land THEN deal the damage. So save it for when you've got 3-4 land types out already, and for 4 mana you get to get another land type out and deal 4-5 damage to an opponent in one card, it's nice.
Dragonsoul Knight - in case you need creatures for the early game. 2/2 First Strike for 2R isn't horrible, but once you get all the mana, he turns into a pretty big threat, a 7/5 flying first strike trampling dragon.. Plus it will make your opponents spend their burn/removal spells on this guy for fear of what he is GOING to be, which means they waste a removal spell and it's less likely your Draco will get removed later.
There's a white version of this guy Paragon of the Amisha and he turns into a 5/5 flying first strike lifelink angel.
Coalition Victory is fun.
Exotic Disease is a 10 point life swing, not bad.
Currently Playing:
tribal flame is very good, but i will remove whith card?
Draco is good. You could run him AND Cromat or something if you wanted. It doesn't need to be an Either/Or kind of thing. However, try something like Stratadon - it's like Dracos little brother or something. You can usually bring him around turn 4-5, and it's a 5/5 trample which isn't bad.
Strength of Unity or Manaforce Mace can make him a 10/10 trample on the turn he attacks.
I'd put 2 harrows in place of the 2 rampant growths. 2 Stratadon's in place of 2 firespouts. I'd also take out Zuran Orb. You don't really want to be sacrificing land for 2 life in this deck. Also, yeah, it's a free Artifact, but what if it's the mid/late game and you're out of cards in your hand and you've got all the basic land types but you just need something to help you end the game right now. You'd rather draw Draco or Allied Strategies or something instead of the Orb.
Currently Playing:
edit: the vivid lands don't really help with your Domain effects, wasn't thinking.
I am not going to tell you all things that should or should not be done but I do think with all your artifacts a Academy Ruins would be good. As I am on the subject of mana base I would clean it up slightly, again thats for you to figure out though.
Also, Harrow is an instant, which gives you much more flexibility.
Dr.KnowMaD
If you want a big hitter, solarion is nice.
Honestly, exploding borders is the only auto-4 in both decks. You can say it's too late for mana fix, but it's still cheaper than a lot of the creatures he's trying to bring out. Not to mention, when do you not want to hit for five?
Armillary Sphere is a close second. If you're going to be trying to get out 5 colors, Armillary Spheres are a must.
Kaleidostone, I really underestimated at first. They seem very "meh" for one domain cost, and would've been much better in 5th dawn than conflux...
Until I put them in my deck. I generally forget about little abilities like "draw a card" when I make a deck, but it's so nice.
I can't tell you how many times I haven't really needed the mana, but just have been happy to have the draw off of a kaliedostone.
The mana is nice too. I won my last draft tourney by saccing a kaliedostone.
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Edit: I'd also replace the Sakura with Quirion Elvesor Farhaven Elf Slower, but no saccing required.