I made a deck like this once before the Mare came out. I really like the idea but since you mentioned some struggles I have a couple thoughts. I think you should replace Liliana and Never to End with copies of Gifted Aetherborn a 2/3 deathtouch lifelink will contend with any creature even if it dies to abrade and fatal push. I also think Cast Out and Filigree Familiar are odd, they're expensive for their metagame value. I recommend instead just better removal like Blessed Alliance is really great.
Deck plays pretty consistently despite the wild nature, but as a synergy deck there are dead draws you need to mulligan away if possible. Grapple with the Past is excellent for a lot of situations, Jaddi can gain a lot of life as getting 2-3 land drops per turn is pretty common. Late gate animation lands is a real thing in particular Hostile Desert is easier to turn on than you would think. The Gitrog Monster is a powerhouse in a lot of board states. It suffers against high removal matchups but there is so much synergy that a few preferred pieces being snuffed away from you isn't that big of a deal usually. The manabase has a couple hiccups sometimes but it's still very good for a three color deck that needs a lot of basic lands.
For flatline's, I like that it plays on black's sometimes but exclusive trope on stealing creatures' abilities.
for hemlock, I would like it better if it was black & red, because it really feels black and red, but I appreciate enough creative one-drops that can grow in power and using red's flavor in chaos / randomness to feed upon.
Soldier of Advanced Training3W
Creature - Soldier {R}
When Soldier of Advanced Training enters the battlefield, choose one:
-3/2
-2/5
Then, choose another one:
-First Strike
-Vigilance
Soldier of Advanced Training has the chosen power and toughness, and the chosen ability. */*
Hero of Stone-Skin3WG
Creature - Monk {R}
When Hero of Stone-Skin enters the battlefield, you may put a stone counter on it.
Creatures with stone counters are no longer creatures and are artifacts in addition to their types. 1W: Put a stone counter on target creature you control. 1G: Remove a stone counter from target creature you control.
4/4 "We can last as long and as sturdy as the earth."
Voiding Power2BB
Enchantment {R}
Creatures with power more than three have power three instead. 1B, Sacrifice a creature you control: Destroy target creature with toughness four or greater. "The idea of negative numbers was first conceived by Mage Scholars with dark ambitions."
Chagrin of the Woods2GG
Sorcery - {M}
Choose one:
- Creatures you control get +3/+3 until end of turn
- Creatures you control gain trample until end of turn
- Creatures you control gain deathtouch until end of turn
- Creatures you control must be blocked if able this turn
Multi-pick - 1G (as you cast this spell, you may pay its multi-pick cost any number of times. If you do, choose an additional separate choice for each time the multi-pick cost was paid)
Sorin's Resolve2WB
Enchantment {R}
At the beginning of your upkeep, choose a life total that target player's life total is not equal to. At the end of that turn, if that player's life total is equal to the amount you chose, deal two damage to target creature or player and you gain two life. "To better yourself, take a step forward; to achieve greatness, leap!"
Spell Preparation 1 U/R
Instant (U)
Choose one:
- until the end of turn, the next non-instant spell you play has flash.
- until the end of turn, the next spell you play has split second.
- until the end of turn, you may look at and play the top card of your library.
Multi-pick UR - As you play this spell, you may pay it's Multi-pick cost any number of times. You may choose an additional separate choice for each time you do.
Drilling Machine1
Artifact {U} T: Put a dirt counter on Drilling Machine. T: Target creature is unblockable this turn. Activate this ability only if Drilling Machine has five or more dirt counters on it.
Brewery of the Militia2R
Enchantment - Aura {U}
Enchant Plains
Enchanted Plains has, "T: Target creature must attack this turn if able, and cannot block this turn." "Two silvers for a pint, five silvers for a pint and a brawl."
Lord of Cinder 1RR
Creature - Cinder(R)
When Lord of Cinder enters the battlefield, put a cinder counter on each creature your opponents control.
At the beginning of each upkeep, each creature with a cinder counter takes one damage.
Cinders you control have first strike.
2/2
(Split Card) Short4UU
Instant {M}
End the Turn
Split Second
///////////////////////// Sweet4UU
Instant {M}
Take an extra turn after this one
Fuse (you may play both spells for their combined costs)
Oracle of Separate Fates1UU
Creature - Wizard{R}
Suspend X - XUU (X can't equal 0)
While Oracle of Separate Fates is suspended, you may look at the top card of any opponent's library.
While Oracle of Separate Fates is in play, you may look at the top card of your library.
1/3 "We hold the future within us all; To see it, we must look within ourselves."
(Jund)
X4 Jaddi Offshoot
X2 Dragonmaster Outcast
X3 Fatal Push
X4 Sylvan Advocate
X4 Grapple with the Past
X2 Cryptolith Rite
X1 Ulvenwald Captive
X2 Nissa, Voice of Zendikar
X4 Ramunap Excavator
X4 Tireless Tracker
X2 Mina and Denn, Wildborn
X2 The Gitrog Monster
Land
X6 Forest
X4 Sheltered Thicket
X3 Evolving Wilds
X3 Hostile Desert
X2 Game Trail
X2 Hissing Quagmire
X2 Blooming Marsh
X2 Mountain
X2 Swamp
Deck plays pretty consistently despite the wild nature, but as a synergy deck there are dead draws you need to mulligan away if possible. Grapple with the Past is excellent for a lot of situations, Jaddi can gain a lot of life as getting 2-3 land drops per turn is pretty common. Late gate animation lands is a real thing in particular Hostile Desert is easier to turn on than you would think. The Gitrog Monster is a powerhouse in a lot of board states. It suffers against high removal matchups but there is so much synergy that a few preferred pieces being snuffed away from you isn't that big of a deal usually. The manabase has a couple hiccups sometimes but it's still very good for a three color deck that needs a lot of basic lands.
For flatline's, I like that it plays on black's sometimes but exclusive trope on stealing creatures' abilities.
for hemlock, I would like it better if it was black & red, because it really feels black and red, but I appreciate enough creative one-drops that can grow in power and using red's flavor in chaos / randomness to feed upon.
Soldier of Advanced Training 3W
Creature - Soldier {R}
When Soldier of Advanced Training enters the battlefield, choose one:
-3/2
-2/5
Then, choose another one:
-First Strike
-Vigilance
Soldier of Advanced Training has the chosen power and toughness, and the chosen ability.
*/*
Hero of Stone-Skin 3WG
Creature - Monk {R}
When Hero of Stone-Skin enters the battlefield, you may put a stone counter on it.
Creatures with stone counters are no longer creatures and are artifacts in addition to their types.
1W: Put a stone counter on target creature you control.
1G: Remove a stone counter from target creature you control.
4/4
"We can last as long and as sturdy as the earth."
Voiding Power 2BB
Enchantment {R}
Creatures with power more than three have power three instead.
1B, Sacrifice a creature you control: Destroy target creature with toughness four or greater.
"The idea of negative numbers was first conceived by Mage Scholars with dark ambitions."
Chagrin of the Woods2GG
Sorcery - {M}
Choose one:
- Creatures you control get +3/+3 until end of turn
- Creatures you control gain trample until end of turn
- Creatures you control gain deathtouch until end of turn
- Creatures you control must be blocked if able this turn
Multi-pick - 1G (as you cast this spell, you may pay its multi-pick cost any number of times. If you do, choose an additional separate choice for each time the multi-pick cost was paid)
Cryozenith, Flatline
Sorin's Resolve 2WB
Enchantment {R}
At the beginning of your upkeep, choose a life total that target player's life total is not equal to. At the end of that turn, if that player's life total is equal to the amount you chose, deal two damage to target creature or player and you gain two life.
"To better yourself, take a step forward; to achieve greatness, leap!"
Spell Preparation 1 U/R
Instant (U)
Choose one:
- until the end of turn, the next non-instant spell you play has flash.
- until the end of turn, the next spell you play has split second.
- until the end of turn, you may look at and play the top card of your library.
Multi-pick UR - As you play this spell, you may pay it's Multi-pick cost any number of times. You may choose an additional separate choice for each time you do.
Drilling Machine 1
Artifact {U}
T: Put a dirt counter on Drilling Machine.
T: Target creature is unblockable this turn. Activate this ability only if Drilling Machine has five or more dirt counters on it.
Brewery of the Militia 2R
Enchantment - Aura {U}
Enchant Plains
Enchanted Plains has, "T: Target creature must attack this turn if able, and cannot block this turn."
"Two silvers for a pint, five silvers for a pint and a brawl."
Bait out B
Instant {U}
Destroy target creature and all creatures blocking or blocked by it.
You should have stayed home today.
Lord of Cinder 1RR
Creature - Cinder(R)
When Lord of Cinder enters the battlefield, put a cinder counter on each creature your opponents control.
At the beginning of each upkeep, each creature with a cinder counter takes one damage.
Cinders you control have first strike.
2/2
(Split Card)
Short 4UU
Instant {M}
End the Turn
Split Second
/////////////////////////
Sweet 4UU
Instant {M}
Take an extra turn after this one
Fuse (you may play both spells for their combined costs)
Oracle of Separate Fates 1UU
Creature - Wizard{R}
Suspend X - XUU (X can't equal 0)
While Oracle of Separate Fates is suspended, you may look at the top card of any opponent's library.
While Oracle of Separate Fates is in play, you may look at the top card of your library.
1/3
"We hold the future within us all; To see it, we must look within ourselves."