It's a pretty good start, yes. Aven Mimeomancer is sneaky good indeed.
There are a couple of dead cards in there, though, and you're very reliant on having your creatures in play.
I wouldn't run Sage of Epityr - he's a pretty dead late-game draw. I think the card I'd probably want instead is Drift of Phantasms - it provides solid flying defense at a pinch, and tutors for all of your key cards (Mimeomancer, Augury Adept, Steel of the Godhead). Stonybrook Banneret is probably also borderline - you really don't want to topdeck that when you're looking for game-ending solutions, and you're pretty light-on for non-creature removal, so I think I'd be tempted to recommend swapping the Banneret for something along those lines. Capsize will hold things off for a while and be tutorable with Drift of Phantasms. Austere Command would be somewhat of a silver bullet for you, too.
I can also recommend Emeria Angel as a creature in this style of deck.
I would also drop Steel of the Godhead. There are a lot of removals that don't care about indesctruble creatures like Oblivion ring. If you want more beating power, Battle Screech provides you with 4 tokens, with even one Favorable Winds in play this is a high damage output. Godhead of Awe is another option. Downgrade your opponents stuff while Pride of the Clouds will keep its bonus and your creatures will be stronger with the boost from Favorable Winds and Gravitational Shift (wher e the later one will turn your opponents crits into 0/1 wheenies).
I had a playtest and it seems pretty good. My only concerns with it were that it felt maybe one or two land short (or perhaps a good draw spell or two short), and that it remains very vulnerable to creature wipes.
I'm not sure how you make it less vulnerable, other than running something that handles Wraths in place of Hindering Light. Either a hard counter, or Rootborn Defenses, I guess, but either way, they'll sit in your hand and be dead draws half the time.
I wonder if Windreader Sphinx is worth a thought, just to accelerate the card draw in the mid-to-late game? His CC frightens me a bit, though... you really want the card draw to help you pick the rest of your lands up, and you need those lands already to cast Windreader...
Either way, it's definitely a list to try out in its current form.
Would you suggest replacing Hindering Light with Negate instead and exchanging a Steel of the Godhead for another land?
I think I'll pass on that Sphinx. Like you said, the CC is scary and what we need it most for is pumping out land which by then we wont need.
Thanks a lot for helping me fine tune this. I was having zero luck finding input elsewhere.
Creatures
Enchantments
Instants
Lands
There are a couple of dead cards in there, though, and you're very reliant on having your creatures in play.
I wouldn't run Sage of Epityr - he's a pretty dead late-game draw. I think the card I'd probably want instead is Drift of Phantasms - it provides solid flying defense at a pinch, and tutors for all of your key cards (Mimeomancer, Augury Adept, Steel of the Godhead).
Stonybrook Banneret is probably also borderline - you really don't want to topdeck that when you're looking for game-ending solutions, and you're pretty light-on for non-creature removal, so I think I'd be tempted to recommend swapping the Banneret for something along those lines. Capsize will hold things off for a while and be tutorable with Drift of Phantasms. Austere Command would be somewhat of a silver bullet for you, too.
I can also recommend Emeria Angel as a creature in this style of deck.
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I would also drop Steel of the Godhead. There are a lot of removals that don't care about indesctruble creatures like Oblivion ring. If you want more beating power, Battle Screech provides you with 4 tokens, with even one Favorable Winds in play this is a high damage output. Godhead of Awe is another option. Downgrade your opponents stuff while Pride of the Clouds will keep its bonus and your creatures will be stronger with the boost from Favorable Winds and Gravitational Shift (wher e the later one will turn your opponents crits into 0/1 wheenies).
I'm not sure how you make it less vulnerable, other than running something that handles Wraths in place of Hindering Light. Either a hard counter, or Rootborn Defenses, I guess, but either way, they'll sit in your hand and be dead draws half the time.
I wonder if Windreader Sphinx is worth a thought, just to accelerate the card draw in the mid-to-late game? His CC frightens me a bit, though... you really want the card draw to help you pick the rest of your lands up, and you need those lands already to cast Windreader...
Either way, it's definitely a list to try out in its current form.
My Stupidly Large Number of Current Decks
PucaTrade with me!
The Multiplayer Power Rankings
Cube: the Gittening (My Multiplayer Cube) - MTGS Cube List | @ CubeTutor
The N00b Cube (Peasant cube for new players) - MTGS Cube List | @ CubeTutor
I think I'll pass on that Sphinx. Like you said, the CC is scary and what we need it most for is pumping out land which by then we wont need.
Thanks a lot for helping me fine tune this. I was having zero luck finding input elsewhere.