Tis basically a deck i have been working on for a while now, it started off with just Wort and whatever token generation and burn spells i could find lying around.
but after a while wasnt doing to good, so built it again from the ground up.
Now the basic idea is to get wort out as fast as possible, usually ends up turn 5 or so though,
and then start flinging huge amounts of burn at players, spells like Comet Storm in combination with Mana Geyser being basically game ending.
but just thought i would put it up here and see what people think
and maybe get a few tips to make it better.
Wort is a general that intrigues me to no end. I've never built one, but just looking at the list, Galvanoth has alot of anti-synergy with X spells. I like Kaervek's Torch more than Blaze, and Disintegrate more than either one. Boggart Ram-Gang is too vanilla I think... and you need Siege-Gang Commander. I would really like to have some draw stuff in there if I were you as well, especially with Bonfire floating around, so how about Mind's Eye? Goblin Warrens is decently good here as well as a token generator, I wouldn't worry about conspiring your green spells, just your red ones since you seem to be so focused on X spells. If you want green conspire, throw in Imperious Perfect and / or Ant Queen or Deranged Hermit / Thelonite Hermit... I think I'd find room for Hurricane if I'm going that route as well. Oh and last but not least, Kessig Wolf Run. Just do it.
I run a Wort deck from time to time. It can be very fun.
I've found cometstorm underwhelming. You can only damage a player for X total damage regardless of kickers. The multikicker spell you want is Strength of the Tajuru. By attacking with several tokens and then dumping counters on unblocked ones, you can often deal 3X damage or more.
Also, with that many X spells adding a Rosheen Meanderer if you have it.
@Nuclearsunburn yeah i have been thinking of dropping Galvanoth for a little while so i might just do that now, will defiantly drop Blaze for a better one.
with the Ram-Gang i think i really only put them in there because they are so vanilla and therefore nobody expects it, i dont know i might just be a little crazy with that one.
need to find room for Mind's Eye, no questions there. and i used to run a lot of token generation in here so that might be why i have sort of shy'd away from it but i really should sort of squeeze some in. Hurricane is just a straight up upgrade from Squall Line.
i was running Kessig Wolf Run for a while and it just didn't come up enough to warrant it, mostly i just never had the mana spare to utilize it.
@FuriouslySleepingIdea every time i have used Comet Storm it has been really deadly usually killing players, Strength of the Tajuru is super amazing, how have i not seen this card before, its going in. and if you look closely you can see the Meanderer hiding away.
@GFireflyE why thank you, i have certainly gained some ideas from that
@nuclearsunburn: You absolutely want to conspire your green spells as much as your red ones. Rampant Growth for two lands? Harmonize for six cards? Crush of Wurms for six tokens? Yes, please.
Couple more cards I would add to your list:
- Dragon Broodmother: She makes a lot of tokens really fast, and her babies are both red and green, so they conspire both ways.
- Charmbreaker Devils: Assuming you can manage to get at least one good spell in your yard every turn, it effectively draws you an extra card every upkeep.
- Asceticism: Wort's survival rating is REALLY low. Even if no one else at the table manages to kill her, I usually have to play some red sweeper effect that kills her off along with the rest of the board. Which leads to my next point...
- Chain Reaction: In a multi-player game, this might as well be Day of Judgment.
- Blasphemous Act: In a multi-player game, this might as well be "R: Destroy all creatures".
- Kodama's Reach, Rampant Growth, Nature's Lore, Explosive Vegetation, Skyshroud Claim: Excellent, CONSPIRE-able ramp spells with no penalties or conditions. All of them deserve a spot next to Wort.
- Faithless Looting: It's a draw spell, and you can play Regrowths to get your stuff back. Speaking of which...
- Regrowth, Recollect: Obviously better when conspired vs. not conspired, but getting another Bonfire or Harmonize is probably worth it.
- Primal Command: One of the most versatile cards you can conspire.
- Desert Twister: Unconditional removal, can be conspired.
- Gelatinous Genesis: One of my game-winners. Even if I don't conspire it, it's still a huge beating.
- Crush of Wurms: Another game-winner that only gets better when conspired.
- Insurrection: Conspiring it doesn't do much, but if it wins the game for you, so what?
- Kessig Wolf Run: Makes even the smallest creature into a big-time threat.
Cards I would definitely cut:
- Blaze: only because it's the worst X spell ever, and there are better ones out there.
- Shivan Meteor: For five mana, you can just play Fissure or Lava Flow. For four mana, you can just play Aftershock. All of these are more versatile.
- Thunderous Wrath, Lightning Bolt: Small burn spells like these are unplayable in this format.
- Beacon of Destruction: Players have 40 life in this format, not 20, and there is usually more than one opponent. Finite burn spells like this are no good.
- Birds of Paradise: When your fragile little birdie gets nuked by the wrath effect that everyone is likely packing, you'll wish you played a land-ramping spell instead.
- Mul Daya Channelers: Even if you had both of its advantages 100% of the time, it still wouldn't be all that good.
- Sunastian Falconer: Kudos for playing old cards, but you can't tap this for mana AND use it to conspire.
- Vessel of Endless Rest: If you want a Regrowth effect, play Regrowth. Green has so many more ramping options that you don't need to settle for this.
- Explorer's Scope: Again, green has lots of better ways to ramp that don't have so many conditions. For this to work, you need a creature, you need to equip this, you need that equipped creature to survive until combat, and you need to have a land on top of your deck. Or, you could save yourself the hassle and play a conspired ramp spell like Farseek.
- Warp World: You have less than 50% permanents in your deck, which means the odds of this working in your favor are not great.
- Firespout: This isn't Lorwyn/Shadowmoor Standard. People play Titans and Dragons and Eldrazi (oh my). This card is unplayable in this format.
- Slagstorm: See Firespout.
- Gleeful Sabotage: Wort already gives your stuff conspire, so having a built-in conspire doesn't make it better.
- Revenge of the Hunted: I wouldn't play this if it were an Aura that you could still conspire. Single-target pump spells are entirely unplayable in this format.
- Moonveil Dragon: You don't seem to have that many creatures, and I doubt you're gonna save this guy to conspire with, so it seems a little out of place here.
- Goblin Chieftain: Only playable in a dedicated tribal deck, which you are not.
- Bloodmark Mentor: Maybe it's just my meta being full of green fatties, but somehow a bunch of little 1/1s with first strike doesn't seem all that intimidating.
- Boartusk Liege: Kinda cute, but probably better off in a dedicated tribal/token deck.
- Boggart Ram-Gang: You must have really loved playing Standard in the Shadowmoor era. As good as Ram-Gangs were back in those days, they are just as not good in this format. Try to remember that you aren't playing a constructed match against one person with 20 life, but rather multiple people with 40 life EACH.
- Manamorphose: It doesn't do anything unless you conspire it, and even if you do, it's just a Dark Ritual.
@nuclearsunburn: You absolutely want to conspire your green spells as much as your red ones. Rampant Growth for two lands? Harmonize for six cards? Crush of Wurms for six tokens? Yes, please.
Couple more cards I would add to your list:
- Dragon Broodmother: She makes a lot of tokens really fast, and her babies are both red and green, so they conspire both ways.
- Charmbreaker Devils: Assuming you can manage to get at least one good spell in your yard every turn, it effectively draws you an extra card every upkeep.
- Asceticism: Wort's survival rating is REALLY low. Even if no one else at the table manages to kill her, I usually have to play some red sweeper effect that kills her off along with the rest of the board. Which leads to my next point...
- Chain Reaction: In a multi-player game, this might as well be Day of Judgment.
- Blasphemous Act: In a multi-player game, this might as well be "R: Destroy all creatures".
- Kodama's Reach, Rampant Growth, Nature's Lore, Explosive Vegetation, Skyshroud Claim: Excellent, CONSPIRE-able ramp spells with no penalties or conditions. All of them deserve a spot next to Wort.
- Faithless Looting: It's a draw spell, and you can play Regrowths to get your stuff back. Speaking of which...
- Regrowth, Recollect: Obviously better when conspired vs. not conspired, but getting another Bonfire or Harmonize is probably worth it.
- Primal Command: One of the most versatile cards you can conspire.
- Desert Twister: Unconditional removal, can be conspired.
- Gelatinous Genesis: One of my game-winners. Even if I don't conspire it, it's still a huge beating.
- Crush of Wurms: Another game-winner that only gets better when conspired.
- Insurrection: Conspiring it doesn't do much, but if it wins the game for you, so what?
- Kessig Wolf Run: Makes even the smallest creature into a big-time threat.
Cards I would definitely cut:
- Blaze: only because it's the worst X spell ever, and there are better ones out there.
- Shivan Meteor: For five mana, you can just play Fissure or Lava Flow. For four mana, you can just play Aftershock. All of these are more versatile.
- Thunderous Wrath, Lightning Bolt: Small burn spells like these are unplayable in this format.
- Beacon of Destruction: Players have 40 life in this format, not 20, and there is usually more than one opponent. Finite burn spells like this are no good.
- Birds of Paradise: When your fragile little birdie gets nuked by the wrath effect that everyone is likely packing, you'll wish you played a land-ramping spell instead.
- Mul Daya Channelers: Even if you had both of its advantages 100% of the time, it still wouldn't be all that good.
- Sunastian Falconer: Kudos for playing old cards, but you can't tap this for mana AND use it to conspire.
- Vessel of Endless Rest: If you want a Regrowth effect, play Regrowth. Green has so many more ramping options that you don't need to settle for this.
- Explorer's Scope: Again, green has lots of better ways to ramp that don't have so many conditions. For this to work, you need a creature, you need to equip this, you need that equipped creature to survive until combat, and you need to have a land on top of your deck. Or, you could save yourself the hassle and play a conspired ramp spell like Farseek.
- Warp World: You have less than 50% permanents in your deck, which means the odds of this working in your favor are not great.
- Firespout: This isn't Lorwyn/Shadowmoor Standard. People play Titans and Dragons and Eldrazi (oh my). This card is unplayable in this format.
- Slagstorm: See Firespout.
- Gleeful Sabotage: Wort already gives your stuff conspire, so having a built-in conspire doesn't make it better.
- Revenge of the Hunted: I wouldn't play this if it were an Aura that you could still conspire. Single-target pump spells are entirely unplayable in this format.
- Moonveil Dragon: You don't seem to have that many creatures, and I doubt you're gonna save this guy to conspire with, so it seems a little out of place here.
- Goblin Chieftain: Only playable in a dedicated tribal deck, which you are not.
- Bloodmark Mentor: Maybe it's just my meta being full of green fatties, but somehow a bunch of little 1/1s with first strike doesn't seem all that intimidating.
- Boartusk Liege: Kinda cute, but probably better off in a dedicated tribal/token deck.
- Boggart Ram-Gang: You must have really loved playing Standard in the Shadowmoor era. As good as Ram-Gangs were back in those days, they are just as not good in this format. Try to remember that you aren't playing a constructed match against one person with 20 life, but rather multiple people with 40 life EACH.
- Manamorphose: It doesn't do anything unless you conspire it, and even if you do, it's just a Dark Ritual.
Hope that's helpful for you.
These are all very, very solid suggestions. Dragon Broodmother is especially helpful here. What do you think about Bloodbraid Elf? I think that it has quite a bit of synergy with Wort. Dragonmaster Outcast can build up quite a bit of advantage. And remember you're in the right colors for Parallel Lives and Doubling Season, so those might be worth a look. Sarkhan Vol and Garruk, Primal Hunter can also be good token sources, and Garruk can even help you draw as well. Mogg Infestation can serve multiple purposes, it's really awful against a tokens player but pretty good elsewhere. It can even double you up on tokens if for some reason your board consists of mostly those. Pretty versatile thing to have I think.
If you're playing with mana geyser you might want to include a couple wheel of fortune type spells to pair with it. You're hopefully winning the game that turn so filling your opponents hand is not an issue. Inner Fire is also amazing, especially paired with Praetor's Counsel.
Ive had wort laying around dfor a while and you inspired me to build one, I'lll share it with you in a day or two.
What about past in flames?
Past in Flames, I like it. A lot. I also really like Wurmcalling and Shattering Pulse. And as previously mentioned Gelatinous Genesis is very good to conspire as well. Tooth and Nail should definitely be here along with Chord of Calling and Green Sun's Zenith. I could see Defense of the Heart having a place here too of course, these are just green staple cards but they really have a spot with Wort. What's that buyback saproling spell with convoke on it too? That'd be good I imagine as well. I'm still thinking Mogg Infestation is a must have here, and definitely Boseiju, who Shelters All.
First all, thanks all for the feedback, wasn't actually expecting this much input, and thought put into. so in light of that i will be dropping the following;
and no i will not be dropping Lightning Bolt as the amount of times it has saved me amongst my playgroup are more than i can count on one hand, just always seems to come up. and with Gleeful Sabotage its because it already has conspire that its useful, wort gives it a second instance of conspire meaning i can make 2 copies. and Manamorphose isnt just for mana, it is card draw too.
and i will be adding (at least for now)
and once again no i still wont be adding the wolf run back, it was almost never useful to me in the past so i dont see that changing any time soon, Bloodbraid Elf just doesnt work with the amount of X cost spells i have, used to run it but i almost always turned up a fireball or something.
i love the idea of trying Inner Fire with Preator's Council, and i will try and find room after testing these changes, which i won't get a chance to do till mid next week unfortunately :(.
Nice, I've been wanting to build a deck like this with Rosheen, however wort is definitely the stronger one here.
Have you considered trying some symmetrical and asymmetrical turbo ramp? Here are some that I would try in my rosheen.
The asymmetrical ones that only help you. However these also draw the most hate. They're also relative expensive so when you do drop them you won't be doing much else that turn:
Symmetrical ones, are the cheapest, and most efficient. They help your opponents too but often times you're the one who benefits the most from all that mana. My favourite ones here are Heartbeat of the Spring and Mana Flare usually in the late game you you drop them and use the mana on the same turn (turning 15 mana into 24 etc.) before your opponents get to use them:
Other than the ramp, your strategy seems to be quite vulnerable to disruption, namely counterspells. You do have Vexing Shusher in there, how about Dosan the Falling Leaf and City of Solitude for more protection?
This deck looks sick! How does it do in games usually?
but after a while wasnt doing to good, so built it again from the ground up.
Now the basic idea is to get wort out as fast as possible, usually ends up turn 5 or so though,
and then start flinging huge amounts of burn at players, spells like Comet Storm in combination with Mana Geyser being basically game ending.
but just thought i would put it up here and see what people think
and maybe get a few tips to make it better.
1 Wort, the Raidmother
X Burn
1 Titan's Revenge
1 Red Sun's Zenith
1 Ghitu Fire
1 Fireball
1 Blaze
1 Bonfire of the Damned
1 Devil's Play
1 Banefire
1 Demonfire
1 Fanning the Flames
1 Rolling Thunder
1 Comet Storm
Basic Burn
1 Fire Servant
1 Shivan Meteor
1 Thunderous Wrath
1 Lightning Bolt
1 Beacon of Destruction
Copies
1 Reverberate
1 Wild Ricochet
1 Increasing Vengeance
1 Dual Casting
1 Reversal of Fortune
1 Chandra, the Firebrand
Mana/Land
1 Rampant Growth
1 Mana Geyser
1 Cultivate
1 Explore
1 Yavimaya Elder
1 Oracle of Mul Daya
1 Mul Daya Channelers
1 Birds of Paradise
1 Rosheen Meanderer
1 Sunastian Falconer
1 Harrow
1 Battle Hymn
1 Vessel of Endless Rest
1 Sol Ring
1 Gruul Signet
1 Firewild Borderpost
1 Darksteel Ingot
1 Explorer's Scope
1 Garruk Wildspeaker
1 Squall Line
1 Warp World
1 Price of Progress
Removal
1 Firespout
1 Slagstorm
1 Gleeful Sabotage
1 Beast Within
1 Naturalize
Creatures and Buffs
1 Savage Beating
1 Overwhelming Stampede
1 Revenge of the Hunted
1 Moonveil Dragon
1 Goblin Chieftain
1 Bloodmark Mentor
1 Boartusk Liege
1 Boggart Ram-Gang
Draw
1 Harmonize
1 Vengeful Rebirth
1 Eternal Witness
1 Skullclamp
1 Manamorphose
Other Stuff
1 Galvanoth
1 Vexing Shusher
1 Lightning Greaves
Land
1 Vivid Grove
1 Tranquil Thicket
1 Temple of the False God
1 Rootbound Crag
1 Raging Ravine
14 Mountain
1 Karplusan Forest
1 Highland Weald
1 Gruul Turf
1 Forgotten Cave
7 Forest
1 Command Tower
1 Fungal Reaches
1 Skarrg, the Rage Pits
I've found cometstorm underwhelming. You can only damage a player for X total damage regardless of kickers. The multikicker spell you want is Strength of the Tajuru. By attacking with several tokens and then dumping counters on unblocked ones, you can often deal 3X damage or more.
Also, with that many X spells adding a Rosheen Meanderer if you have it.
I based it on a ramp & burn theme, right up your alley from the looks of it. It's a little dated, still packs a punch.
| B Erebos, God of VampiresB | GYeva SmashG | RBosh ArtifactsR | GURAnimar +1 BeatsGUR | RBVial's Secret Hot SauceRB | UBRNekusar, Draw if you DareUBR | RGBDarigaaz'z DragonsRGB | GBSlimeFEETGB | UBOn-Hit LazavUB | URBrudiclad's Artificer InventionsUR | GUBMuldrotha's ElementalsGUB | WUGKestia's EnchantmentsWUG | GUTatyova - Draw, Land, Go!GU | WGArahbo's EquipmentWG | BUWVarina's ZOMBIE HORDESBUW | WLyra's Angelic SalvationW | WBChurch of TeysaWB | UAzami...WizardsU
with the Ram-Gang i think i really only put them in there because they are so vanilla and therefore nobody expects it, i dont know i might just be a little crazy with that one.
need to find room for Mind's Eye, no questions there. and i used to run a lot of token generation in here so that might be why i have sort of shy'd away from it but i really should sort of squeeze some in.
Hurricane is just a straight up upgrade from Squall Line.
i was running Kessig Wolf Run for a while and it just didn't come up enough to warrant it, mostly i just never had the mana spare to utilize it.
@FuriouslySleepingIdea every time i have used Comet Storm it has been really deadly usually killing players, Strength of the Tajuru is super amazing, how have i not seen this card before, its going in. and if you look closely you can see the Meanderer hiding away.
@GFireflyE why thank you, i have certainly gained some ideas from that
Couple more cards I would add to your list:
- Dragon Broodmother: She makes a lot of tokens really fast, and her babies are both red and green, so they conspire both ways.
- Charmbreaker Devils: Assuming you can manage to get at least one good spell in your yard every turn, it effectively draws you an extra card every upkeep.
- Asceticism: Wort's survival rating is REALLY low. Even if no one else at the table manages to kill her, I usually have to play some red sweeper effect that kills her off along with the rest of the board. Which leads to my next point...
- Chain Reaction: In a multi-player game, this might as well be Day of Judgment.
- Blasphemous Act: In a multi-player game, this might as well be "R: Destroy all creatures".
- Kodama's Reach, Rampant Growth, Nature's Lore, Explosive Vegetation, Skyshroud Claim: Excellent, CONSPIRE-able ramp spells with no penalties or conditions. All of them deserve a spot next to Wort.
- Faithless Looting: It's a draw spell, and you can play Regrowths to get your stuff back. Speaking of which...
- Regrowth, Recollect: Obviously better when conspired vs. not conspired, but getting another Bonfire or Harmonize is probably worth it.
- Primal Command: One of the most versatile cards you can conspire.
- Desert Twister: Unconditional removal, can be conspired.
- Gelatinous Genesis: One of my game-winners. Even if I don't conspire it, it's still a huge beating.
- Crush of Wurms: Another game-winner that only gets better when conspired.
- Insurrection: Conspiring it doesn't do much, but if it wins the game for you, so what?
- Kessig Wolf Run: Makes even the smallest creature into a big-time threat.
Cards I would definitely cut:
- Blaze: only because it's the worst X spell ever, and there are better ones out there.
- Shivan Meteor: For five mana, you can just play Fissure or Lava Flow. For four mana, you can just play Aftershock. All of these are more versatile.
- Thunderous Wrath, Lightning Bolt: Small burn spells like these are unplayable in this format.
- Beacon of Destruction: Players have 40 life in this format, not 20, and there is usually more than one opponent. Finite burn spells like this are no good.
- Birds of Paradise: When your fragile little birdie gets nuked by the wrath effect that everyone is likely packing, you'll wish you played a land-ramping spell instead.
- Mul Daya Channelers: Even if you had both of its advantages 100% of the time, it still wouldn't be all that good.
- Sunastian Falconer: Kudos for playing old cards, but you can't tap this for mana AND use it to conspire.
- Vessel of Endless Rest: If you want a Regrowth effect, play Regrowth. Green has so many more ramping options that you don't need to settle for this.
- Explorer's Scope: Again, green has lots of better ways to ramp that don't have so many conditions. For this to work, you need a creature, you need to equip this, you need that equipped creature to survive until combat, and you need to have a land on top of your deck. Or, you could save yourself the hassle and play a conspired ramp spell like Farseek.
- Warp World: You have less than 50% permanents in your deck, which means the odds of this working in your favor are not great.
- Firespout: This isn't Lorwyn/Shadowmoor Standard. People play Titans and Dragons and Eldrazi (oh my). This card is unplayable in this format.
- Slagstorm: See Firespout.
- Gleeful Sabotage: Wort already gives your stuff conspire, so having a built-in conspire doesn't make it better.
- Revenge of the Hunted: I wouldn't play this if it were an Aura that you could still conspire. Single-target pump spells are entirely unplayable in this format.
- Moonveil Dragon: You don't seem to have that many creatures, and I doubt you're gonna save this guy to conspire with, so it seems a little out of place here.
- Goblin Chieftain: Only playable in a dedicated tribal deck, which you are not.
- Bloodmark Mentor: Maybe it's just my meta being full of green fatties, but somehow a bunch of little 1/1s with first strike doesn't seem all that intimidating.
- Boartusk Liege: Kinda cute, but probably better off in a dedicated tribal/token deck.
- Boggart Ram-Gang: You must have really loved playing Standard in the Shadowmoor era. As good as Ram-Gangs were back in those days, they are just as not good in this format. Try to remember that you aren't playing a constructed match against one person with 20 life, but rather multiple people with 40 life EACH.
- Manamorphose: It doesn't do anything unless you conspire it, and even if you do, it's just a Dark Ritual.
Hope that's helpful for you.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
These are all very, very solid suggestions. Dragon Broodmother is especially helpful here. What do you think about Bloodbraid Elf? I think that it has quite a bit of synergy with Wort. Dragonmaster Outcast can build up quite a bit of advantage. And remember you're in the right colors for Parallel Lives and Doubling Season, so those might be worth a look. Sarkhan Vol and Garruk, Primal Hunter can also be good token sources, and Garruk can even help you draw as well. Mogg Infestation can serve multiple purposes, it's really awful against a tokens player but pretty good elsewhere. It can even double you up on tokens if for some reason your board consists of mostly those. Pretty versatile thing to have I think.
What about past in flames?
Currently Playing
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Tahngarth, Talruum Hero
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Past in Flames, I like it. A lot. I also really like Wurmcalling and Shattering Pulse. And as previously mentioned Gelatinous Genesis is very good to conspire as well. Tooth and Nail should definitely be here along with Chord of Calling and Green Sun's Zenith. I could see Defense of the Heart having a place here too of course, these are just green staple cards but they really have a spot with Wort. What's that buyback saproling spell with convoke on it too? That'd be good I imagine as well. I'm still thinking Mogg Infestation is a must have here, and definitely Boseiju, who Shelters All.
and i will be adding (at least for now)
Bloodbraid Elf just doesnt work with the amount of X cost spells i have, used to run it but i almost always turned up a fireball or something.
i love the idea of trying Inner Fire with Preator's Council, and i will try and find room after testing these changes, which i won't get a chance to do till mid next week unfortunately :(.
Currently Playing
UTron
Tahngarth, Talruum Hero
TRADE ME!!!
Have you considered trying some symmetrical and asymmetrical turbo ramp? Here are some that I would try in my rosheen.
The asymmetrical ones that only help you. However these also draw the most hate. They're also relative expensive so when you do drop them you won't be doing much else that turn:
Mana Reflection
Doubling Cube
Vorinclex, Voice of Hunger
Extraplanar Lens
Gauntlet of Power
Caged Sun
Symmetrical ones, are the cheapest, and most efficient. They help your opponents too but often times you're the one who benefits the most from all that mana. My favourite ones here are Heartbeat of the Spring and Mana Flare usually in the late game you you drop them and use the mana on the same turn (turning 15 mana into 24 etc.) before your opponents get to use them:
Heartbeat of Spring
Mana Flare
Rites of Flourishing
Upwelling
Collective Voyage
New Frontiers
Other than the ramp, your strategy seems to be quite vulnerable to disruption, namely counterspells. You do have Vexing Shusher in there, how about Dosan the Falling Leaf and City of Solitude for more protection?
This deck looks sick! How does it do in games usually?