replenish is another reanimator spell. not that you really need another, but it is there.
Your decks looks pretty costly mana-wise, maybe some cheaper spells so you can do something on the first 2 turns besides birds? some removal like path to exile/swords to plowshares are nice, and noble hierarch can be useful as both a buff and mana fix.
I've played enchantment/aura decks a lot and here's the basics from what I've learned:
- Play a fair amount of "enchantresses" (= Kor Spiritdancer, Argothian Enchantress etc.): massive draw --> massive card advantage --> you win. I've found that eight is the appropriate number since you usually don't want more than two in play at once.
- Play lots of cheap aura's: This maximizes your card profit from Kor Spiritdancer and from the buff-abilities of your creatures. Lots of small aura's are better than fewer powerful ones. I'll usually play around 30 enchantments.
- accelerate your mana with aura's: Wild Growth, Utopia Sprawl > Birds of Paradise etc. since they draw you cards with Kor Spiritdancer etc. and buff Aura Gnarlid
I would personally rather play more aura's than Umbra Mystic - maybe Hyena Umbra and/or Spider Umbra. You probably won't need more protection and they'll both boost your creatures and draw you cards which are the main points in this deck.
I've always liked Uril the Miststalker as a concept but never played him. I simply feel he's too slow and clumsy and the RGW mana requirement is tough too. I'd loose him and red altogether.
If you play cheap auras and some (6-8) of them are mana-boosters (Wild Growth etc.) 18 lands is probably enough. I wouldn't play more than 12-15 creatures since it is imperative to have lots of auras.
I don't have an aura deck per se at the moment but here is my enchantress deck:
Lots of mana acceleration usually gets me a fast start, the enchantresses draw me loads of cards, newly drawn mana auras instantly ramp my mana and Treachery untaps five aura-buffed lands for even more draw and auras. I keep myself safe with Energy Field, clear opponents field with Enchanted Evening + Calming Verse and win with Aura Gnarlid, stolen creatures and/or a random creature enchanted with Ancestral Mask. The point is that loads of good cheap auras combined with enchantresses creates a very potent draw engine with lots of synergy that'll often win you the game. I play my deck in both duels and multiplayer and I rarely loose with it.
is enchanted evening also considered an aura? But at the moment i am thinking i may just use green/blue idea for enchantment deck sense i am not sure how to go along with the white and green one. I like kor spiritdancer but can do with out him.
ahh alright i see thank you =) but Thanks MR. Sinister i am going to make this exact deck i think. Looks really fun. They only thing i am going to change iseladamri's vineyard, i dont like the idea of helping my oppenents =p i might just switch it with fertile ground or get some totem armor enchantents in there like spider umbra. Becasue my friends have lots of removal and i would be screwed if all my aura gnarlids get destroyed or exiled. I am going to order this deck soon though. Thanks again!!! I will prolly make a green/white enchantment deck to so i can have kor spiritdancer just becuase i like that card a lot.
You're welcome!:) Actually I'm just about to remove the vineyard myself. It is from back when mana burn still existed so it's gotten a lot less attractive since then. If you want something really mean you could add Wheel of Sun and Moon alongside Energy Field...
This deck takes a midrange approach. It uses Pacifism-type auras as quasi-removal, then wipes the board with Wrath of God and replays all the auras with Retether. Green-white hybrid creatures enchanted with Shield of the Oversoul get to ignore Wrath.
As a cantrip, Hobble is surprisingly effective as an adjunct to an enchantment draw engine like Kor Spiritdancer. It really shines in midrange with sweepers and Retether, allowing you to get even more card draw with every Retether.
That said, it's feeble in aggro decks due to allowing the creature to block.