Pelt Collector is doable but you have to put in the fetches to realistically make it work. Hierarch seems like it be a good idea but its the card you dont normally want to use to attack so its more a turn 2 card but it actuality its a turn one card to help develop turn 2-4 if possible, so it conflicts decently with how this deck runs. You want aggro turn one in any of the usual 1 drops this deck sports.
The big issue is that its a self defeating card advantage engine. Shapers' Sanctuary works cause its cheap and a enchantment. Meaning that unless the removal player has a way to get rid of enchantments its a pretty safe card. Its not the best SB card but in removal heavy metagames it at least can sneak in early and provide card advantage. The Mammoth being 5cc and having that stapled on even with foretell isn't as good since it only takes one type of removal to get rid of your mammoth then they keep on removing without giving you any advantage.
That and even with the foretell cost its 6cc over 2 turns and we have many better things to play in the 2nd-4th turns.
Its not a bad card by any means and could be a really good alternate card, but I see the cant be chumped by 2/2 tokens/creatures as more threat. It could overall be a meta card depending on what is in your area since as you say it does replace itself after a point and the mana ramp could be relevant.
I would personally say rams though since while it does cost one more if used with a large Avatar you get excess burn dmg. Also instant speed. Both are of course better with death touch creatures and the 1cc for swipe would make that shine better if this deck did run such creatures. But the sorcery speed timing in a deck loaded with sorcery speed casts seems ok but not great. Admittedly this is without any gameplay backing either of the assumptions up.
I agree the free equip is a great benefit and I hate to use the dies to removal argument but the re-equip cost is really high for this deck so if/when the creature its on is removed by path, push, bolt, smother, ect it just lays there doing nothing and the mana you would need to re equip it is probably going to be used to cast a creature or spell rather than re-equip regardless of the devotion it brings. Don't get me wrong its initial usefulness can be tremendously swingy but if it cant get there after its been un-equipped it is really dead for the board state. That is why even without the free equip the adventuring gear is superior in that regard as we could actually swing the 1 equip cost and play another beater even though it wont initial equip to the creature. If we ran extra mana sources in the deck I would say the pickaxe would be the superior card since the offset of mana sources could re-equip the card.
I can see what your leaning toward but the issue is as always going to be the re equip cost, and Adventuring Gear has that beat hands down and we still don't play it. If we bounced artifacts or permanent's in some way beneficial to us overall then it wouldn't be a issue. As it stands anything we would equip it to basically has a target painted on it, that it may only get one swing or two if possible and while those swings could be very very big ones it still shrinks at end of turn.
Its not bad unkicked, not that great either but not bad. In Stompy id be more interested in swarm shambler since it can plus itself later on and it has a semi replacement effect in the insect token. Dunno if it replace anything mind but its something to test at least. Admittedly I'm interested in g/w and Conclave Mentor with some of this stuff, but that's just me
or if you can put deathtouch and trample on the same creature you can assign one point to anything and the rest as burn. Still kill the biggest thing they got and if the burn doesn't kill'em your still on a upside.
I think fiend artisan is a interesting card to look at. Dont know if we want a pair or a 3 pack but I can see it being decent late game as a big beater. The search ability isn't bad but dont know if we would make alot of use from that.
Yeah but those are not free spells and they are pump spells not as utility as once upon is. The two miracle spells depend on targets already in play to get the utility out of them rather than cards in the deck, that and on there own the CMC of them is horrible if you haven't manipulated them to the 1 mana cost miracle. At least once upon is base CMC 2 which is more doable and if you need to dig for either side its playable. Not perfect but playable