Elves decks in modern need to be fast, and the posted list is not. Most decks will either run your deck over or set up a strong control state that you can't win against.
Elves need to either combo or win blisteringly fast, and sitting back and making elves for the sake of making elves isn't the way to win.
You need to decide on either Aggro or Combo, and then throw yourself into one or the other.
or you can use Gilt-Leaf Archdruid and make a deck that just decides to troll other people.
Well, The timmy in me loves the deck, "GRR! ME STOMPY!"
However, the serious player in me says, "woah, ninja. You need to seriously tweak your creature/spell ratio as well as have ways to interact with your opponent beside the red zone."
What makes Naya so good isn't the size of the creatures, but the power-to-mana cost ratio of the creatures. Also remember that "power" doesn't necessarily mean P/T, but just what they do for the mana cost.
Now, assuming that you don't have/can't acquire Tarmagoyfs and Fetches(thereby making Knight of the Reliquary a lot worse) here's a shoet list of good naya cards:
Noble Heirarch-I know it doesn't produce red, but it makes two out of three and can pump your early attackers.
Kird Ape-a solid 1-drop and an instant 2/3 with a stomping ground.
Steward of Valeron-another good two drop option if you still want to stick to ramp. Scab-clan Mauler the possibility of a 3/3 trample for two. The Bloodthirst affects playability sometimes, however.
The 2006 deck was one I really liked back in the day, and tried out when Modern was just getting started. It did not work out like I hoped, and cards I loved back then (burning tree shaman, scab-clan mauler) were very hard to justify in the deck. I also found it hard to justify not including goyf (aside from the fact that I don't own any), so I found the strict port to be ungood. that turned off too the archetype, but I will try again.
I remember that list as well. I really liked it, but it needs updating.
For one, we have Bolt, as well as Bloodbraid Elf.
Also, we have Stormblood Berserker, which is a better two drop than scab clan mauler.
However, I DO find burning tree Shaman to be good in this format, however, as it's a great way to add board pressure as well as severely hampering Twin.
I thought about a scepter package, but did not have enough confidence in the reliability with slots I would be able to devote to it. Your Witch idea gave me another...I wonder if playing Venser, the Sojourner would be worth my effort. I am not entirely sure I could actually use it at the time I would need it in to exile Hokori durring my untap step. As a matter of fact I am sure I can't, but it stimulates my brain pudding.
One of my favorite locks I use is Turn to Mist imprinted on an Isochron Scepter. Maybe try it with that?
Also, when you play Horoki, my advice is to use your non-land producers to cast him and then NEVER tap out first. You wanna use Horoki to push him into using his mana, then counter it.
This seems like a deck you want to make from all the sweet cards you got at the release.
This isn't a bat thing, but you also can't allow that to rule your card choices. There are a few good to very good undying creatures, but you shouldn't run all of them just to say they all have undying.
Bad Undying Cards:
Flayer of the Hatebound
Young Wolf
Vengeful Vampire
Geralf's Messenger (note:this is bad in this deck because of it's mana cost.)
once we remove those, you're left with some really solid ones for what you want:
Pyreheart Wolf-an aggro deck needs evasion, and this guy makes it really hard for opponents to block.
Vorapede-Just awesome, demands an answer twice, and more times if you have a parasite or Guildmage out.
As for spells, you need Thoughtsieze or Inquizition of Kozilek, as well as Terminate. And Malestrom Pulse if you can get your hands on some, as well as some blightning.
I like where you're going with this deck, but I think that you're trying to go too much in a certain direction. A more stable deck would be an equipment deck with a bunch of doublestrikers to greatly benefit from them.
Here's a RW Equipment deck I've been playing around with:
That's probably too many colossal mights and battle axes. You don't wanna be stuck with a hand full of equipment and pump and have your only creature removed. Talara's Battalion is a bit too situational for my tastes as well.
Rhys, the Redeemed is a decent card advantage engine but might be too slow
Those are all fun cards but I don't think that any of them are good cards for a competitive environment.
As for Battalion, she's good if you cast another creature, which is what you really wanna do mid game, and is great when you can refill your hand with Lead the Stampede.
What happens if the Skullmulcher or Summoner's Pact doesn't show up? Do you just go all out aggro?
Yep! while I try to win with the combo(and have a number of times) this deck can kill very quickly, or suddenly crap out enough tokens to force an opponent to have either a wrath or scoop.
Well, if you want a fast warrior deck, I would suggest a few cards:
Goblin Guide is an absolute must for any fast deck running red. He should be fairly cheap right now as well.
Giantbaiting is a huge game, sometimes giving you
2 5/5 Trample with haste. Also synergizes with Nettle Sentinel, as you tap them to conspire and then untap them when the spell resolves
Lead the Stampede usually draws you between 2-3 cards, and does something very improtant, it helps you keep the pressure on the opponent.
[Talara's Battalion[/c] isn't the best two drop in the deck, but it is AWESOME to see her in a grip of greatures mid-late game.
other then that, I would suggest getting rid of the pump in favor of removal/reach like Bolt and the like.
Elves need to either combo or win blisteringly fast, and sitting back and making elves for the sake of making elves isn't the way to win.
You need to decide on either Aggro or Combo, and then throw yourself into one or the other.
or you can use Gilt-Leaf Archdruid and make a deck that just decides to troll other people.
The idea is to combo out into a huge wave that gives you an archdruid and 7 other druids, then you steal all the opponents lands and then just win.
Obviously it's not tuned, but it's a different way to be different.
However, the serious player in me says, "woah, ninja. You need to seriously tweak your creature/spell ratio as well as have ways to interact with your opponent beside the red zone."
What makes Naya so good isn't the size of the creatures, but the power-to-mana cost ratio of the creatures. Also remember that "power" doesn't necessarily mean P/T, but just what they do for the mana cost.
Now, assuming that you don't have/can't acquire Tarmagoyfs and Fetches(thereby making Knight of the Reliquary a lot worse) here's a shoet list of good naya cards:
Noble Heirarch-I know it doesn't produce red, but it makes two out of three and can pump your early attackers.
Kird Ape-a solid 1-drop and an instant 2/3 with a stomping ground.
Watchwolf-it's a 3/3 for two mana. Very good.
Steward of Valeron-another good two drop option if you still want to stick to ramp.
Scab-clan Mauler the possibility of a 3/3 trample for two. The Bloodthirst affects playability sometimes, however.
Boggart Ramgang good three drop with haste.
Kitchen Finks- solid 3 drop that really slows down other aggro decks.
Burning-Tree Shaman- 3/4 and single-handedly shuts down Splinter Twin.
The only four drop you should run is Bloodbraid Elf, but if you want another option, Loxodon Heirarch is a very good option.
As for spells, I find 4 Path, 3 Bolt and 3 Lightning Helix will usually win it for you.
I remember that list as well. I really liked it, but it needs updating.
For one, we have Bolt, as well as Bloodbraid Elf.
Also, we have Stormblood Berserker, which is a better two drop than scab clan mauler.
However, I DO find burning tree Shaman to be good in this format, however, as it's a great way to add board pressure as well as severely hampering Twin.
One of my favorite locks I use is Turn to Mist imprinted on an Isochron Scepter. Maybe try it with that?
Also, when you play Horoki, my advice is to use your non-land producers to cast him and then NEVER tap out first. You wanna use Horoki to push him into using his mana, then counter it.
I have chosen instead to abuse the synergy between Molten Psyche, Cerebral Vortex, Temple Bell and Voltaic Key.
Also, I'd suggest a couple Wheel of fate to refill your hand.
Also, this deck seems like you really want to benefit from loss of life giving you a huge benefit with Deaths Shadow.
I would suggest the following:
Carnophage
Vendetta
Sign in Blood
Add Plunge into Darkness to find either Bushwhacker or another Deaths Shadow and you have a very surprising deck that can win out of nowhere.
This isn't a bat thing, but you also can't allow that to rule your card choices. There are a few good to very good undying creatures, but you shouldn't run all of them just to say they all have undying.
Bad Undying Cards:
Flayer of the Hatebound
Young Wolf
Vengeful Vampire
Geralf's Messenger (note:this is bad in this deck because of it's mana cost.)
once we remove those, you're left with some really solid ones for what you want:
Pyreheart Wolf-an aggro deck needs evasion, and this guy makes it really hard for opponents to block.
Vorapede-Just awesome, demands an answer twice, and more times if you have a parasite or Guildmage out.
you should also use some solid non-undying cards:
Sprouting Thrinax
Bloodbraid Elf
Bloodghast
As for spells, you need Thoughtsieze or Inquizition of Kozilek, as well as Terminate. And Malestrom Pulse if you can get your hands on some, as well as some blightning.
Here's a RW Equipment deck I've been playing around with:
Those are all fun cards but I don't think that any of them are good cards for a competitive environment.
As for Battalion, she's good if you cast another creature, which is what you really wanna do mid game, and is great when you can refill your hand with Lead the Stampede.
Yep! while I try to win with the combo(and have a number of times) this deck can kill very quickly, or suddenly crap out enough tokens to force an opponent to have either a wrath or scoop.
Goblin Guide is an absolute must for any fast deck running red. He should be fairly cheap right now as well.
Giantbaiting is a huge game, sometimes giving you
2 5/5 Trample with haste. Also synergizes with Nettle Sentinel, as you tap them to conspire and then untap them when the spell resolves
Lead the Stampede usually draws you between 2-3 cards, and does something very improtant, it helps you keep the pressure on the opponent.
[Talara's Battalion[/c] isn't the best two drop in the deck, but it is AWESOME to see her in a grip of greatures mid-late game.
other then that, I would suggest getting rid of the pump in favor of removal/reach like Bolt and the like.