So the deck really revolves around the High Alert enchantment. When it works, it works really well, but it seems hit and miss and I can't seem to get the combo out fast enough. Not sure if i need to switch in some Opts for some of these options. I've got the Selective Snare in there as I run into Simic Merfolk counters and Rakdos goblins regularly in my FNM store
3 High Alert
1 Eyes Everywhere
1 Angelic Exaltation
Creatures
3 Looming Altisaur
4 Wall of Runes
2 Siren Stormtamer
3 Rustwing Falcon
1 Daybreak Chaplain
1 Concordia Pegasus
1 Wall of Mist
1 Senate Courier
Planeswalkers
1 Teyo, the Shieldmage
1 Kamsina, Enigmatic Mentor
Responses
2 Essence capture
2 Perilous Voyage
2 Secrets of the Golden City
1 Dive Down
1 Negate
1 Spell Pierce
1 Essence Scatter
1 Absorb
1 Dovin's Veto
1 Ixalan's Binding
2 Sky Tether
2 Sentinel's Mark
2 Aegis of the Heavens
1 Arcane Flight
1 Azorius Guildgate
10 Plains
11 Islands
1 Huatli, the Sun's Heart
2 Secrets of the Golden City
1 Elite Guardmage
1 Azorius Knight-Arbiter
1 Selective Snare
1 Zephyr Charge
1 Ghostform
1 Revitalize
1 Daybreak Chaplain
2 Mist-Cloaked Herald
1 Omenspeaker
1 Spirit of the Spires
1 Amaranthine Wall
So the deck really revolves around the High Alert enchantment. When it works, it works really well, but it seems hit and miss and I can't seem to get the combo out fast enough. Not sure if i need to switch in some Opts for some of these options. I've got the Selective Snare in there as I run into Simic Merfolk counters and Rakdos goblins regularly in my FNM store
You also should get 4 Law Rune Enforcers as well. You also have too much random things here and there be consistent.
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