I think Entreat the Angels is better than Decree of Justice, it's one less mana, and makes up for lack of cycling with a topdeck I win clause. It's the most cubable miracle IMO.
1. Tinker - getting these in the 1st pack gives time to find a target.
2. Lightning Bolt - great burn spell, goes in any red deck.
3. Sad Robot - only really goes in control decks but its colourless.
We usually play FFA. But for really big games (6+) we sometimes play "borders" It's still FFA but with the added rule you can only interact with your immediate neighbours, even Wrath of God only hits you and the players left and right of you. This reduces the complexity of the game a little and speeds things up a bit because you don't have to lean over the table to see whats going on over there.
This deck needs a complete overhaul to help it scale up to multiplayer.
I wouldn't recommend one shot effects to protect your creatures. Mother of Runes (as Frosty mentioned) is a great solution albeit a little pricey. Soltari Visionary is a repeatable source of enchantment removal for those pesky O-Rings.
Overall, I don't think Balefire Liege is a great strategy. It encourages red AND white creatures but unfortunately they just arn't good for multiplayer.
Perhaps change the decks direction to something more effective for multiplayer:
My meta game consists of two big threats, one being myself We both have decks with powerful game changing cards like Armageddon, Ensnaring Bridge, Exsanguinate, Oona, Queen of the Fae and Wrath effects like Martial Coup. He's usually playing a defensive deck with a sinister end game win condition. I'm usually sporting something fast and aggressive like a combo deck or a creature/token strategy. Sometimes I can alpha strike him early on with his guard down or get lucky and combo out.
Despite the difference in play skill and deck quality between our players, everyone seems to win regularly. We often have card nights where the most inexperienced player wins the most games. It's a strange phenomenon. The running joke is that we just forget about him. My theory is that everyone is most concerned with eliminating the greatest threat.
I agree with Cz (or is it still tich?) that one-time sorcery speed spot removal is bad, but sometimes you need an Oblivion Ring or Vindicate to remove a game ending threat or a combo piece... Not! There's always a better alternative to spot removal. You can try to incorperate a repeatable removal effect (eg. Aura Shards) or a mass effect spell (eg. Austere Command) instead. Or better is to completely blank theatening cards from being a threat to you while they remain a big problem for the other players at the table (eg. Propaganda, Leyline of Sanctity, Privileged Position, or even an Eldrazi just so you can't be milled).
WWWWW
Cathars’ Crusade - Playing something likeIncreasing Devotion the turn after gives you a lot of huge creatures!
Herald of War - This could be the lord that angel deck's have been looking for
Silverblade Paladin - Double strike on a Soulbound guy should pair well with many aggro decks.
UUUUU
Infinite Reflection has lots of potential. Turn your Fog Banks and Enclave Cryptologists into the biggest threat on the table.
Mass Appeal - this is one of the many cards that make me want to make a tribal human deck.
BBBBB
Dark Impostor - His ability is too expensive for my taste but I can see him being good in multiplayer.
Griselbrand - I'm having dreams about casting this guy with a Lightning Greaves in play.
Soulcage Fiend - Scales to multiplayer, but doesn't seem good to me.
RRRRR
Aggravate looks like a fun and potentially powerful card.
Burn at the Stake - this card does a whopping 21 damage if you tap 7 creatures. Siege-Gang Commander and Kher Keep come to mind as enablers.
Falkenrath Exterminator - has potential, especially with proliferate, Doubling Season, etc.
Malignus - 5 mana for a 10/10 is scary. The second ability is handy against protection red creatures, Fog Bank, Fog, etc.
Vexing Devil - good in some metas, bad in others.
GGGGG
Descendants’ Path - great with a changeling in play.
Nightshade Peddler - Combos with pinging cards.
Primal Surge - Not a bad card to build around. Simmilar too Genesis Wave which is an amazing card.
Revenge of the Hunted - I think this card is worth the full 6 in most situations.
Somberwald Sage - 1 mana less than Elvish Piper, 7 mana on turn 4 is nice.
Soul of the Harvest - draws you cards late game when you most need them.
Ulvenwald Tracker - Great with Stuffy Doll or Magebane Armor.
Wolfir Silverheart - Soulbound +4/+4 is a lot of power.
WUBRG
Bruna, Light of Alabaster, Gisela, Blade of Goldnight, and Sigarda, Host of Herons are all good in the right decks.
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Conjurer’s Closet is a great enabler for flicker decks.
Moonsilver Spear - I'll be putting one of these in my equipment deck.
LAND
Seraph Sanctuary - the land for angel decks is here.
It's too bad theres no black miracles, Vampiric Tutor and Liliana Vess are left wanting.
Is Natural End cubable lol? I never cubed with Krosan Grip but many did. Absorb and Lightning Helix shows that 3 life is worth a W.
2. Lightning Bolt - great burn spell, goes in any red deck.
3. Sad Robot - only really goes in control decks but its colourless.
He'sIt's a knight and its something you can spend mana on when your hand is empty.I think Knight of the White Orchid should be a 4-of in a mono-white knight deck. You could replace some Plains with Fieldmist Borderpost to increase the effect. Limited Resources would be a good way to go.
Tibalt is not a multiplayer card, I don't like any Planeswalkers in Free-for-all's because they just get attacked straight away.
This deck reminds me of the Forced Fruition deck.
Some cards that might help:
Skullclamp is broken in this deck (no surprise).
4 Hunted Dragon
4 Wall of Omens
2 Fumiko the Lowblood
2 Soltari Visionary
2 Viashino Heretic
2 Taurean Mauler
1 Tuktuk the Explorer
3 Wall of Razors
4 Ghostly Prison
4 Grand Melee
2 Vow of Duty
2 Vow of Lightning
2 Norn's Annex
1 Sol Ring
3 Boros Signet
6 Plains
6 Mountain
2 Forgotten Cave
2 Secluded Steppe
2 Boros Garrison
4 Battlefield Forge
I wouldn't recommend one shot effects to protect your creatures. Mother of Runes (as Frosty mentioned) is a great solution albeit a little pricey. Soltari Visionary is a repeatable source of enchantment removal for those pesky O-Rings.
Overall, I don't think Balefire Liege is a great strategy. It encourages red AND white creatures but unfortunately they just arn't good for multiplayer.
Perhaps change the decks direction to something more effective for multiplayer:
Despite the difference in play skill and deck quality between our players, everyone seems to win regularly. We often have card nights where the most inexperienced player wins the most games. It's a strange phenomenon. The running joke is that we just forget about him. My theory is that everyone is most concerned with eliminating the greatest threat.
I agree with Cz (or is it still tich?) that one-time sorcery speed spot removal is bad, but sometimes you need an Oblivion Ring or Vindicate to remove a game ending threat or a combo piece... Not! There's always a better alternative to spot removal. You can try to incorperate a repeatable removal effect (eg. Aura Shards) or a mass effect spell (eg. Austere Command) instead. Or better is to completely blank theatening cards from being a threat to you while they remain a big problem for the other players at the table (eg. Propaganda, Leyline of Sanctity, Privileged Position, or even an Eldrazi just so you can't be milled).