Here is what I would try it's 61 total, 24 lands will make sure you get enough opening hand to start your early onslaught. Wild Defiance just sucks unless it's sideboarded against red burn. Most other instants or sorcerys that you yourself don't cast are ones that negate the +3/+3 by either killing or bouncing the creature outright. Even cloudshift wouldn't work because the creature leaves play after getting the boost, thus losing it. Increasing Savagery works much better and the flashback is awesome. CloudShift really won't do anything but reset your huge creatures to original size. Divine Reflection is cool you could cut one of either Champion to fit in 2 of them. I think you have a good build here that with the right tweeks could be very competitive.
And if you highlight a card or cards you can click one of the card icons at the top of this message box and put tags on your deck and individual cards as I did. This is just friendly advice but it helps to have things tagged people tend to respond more to tagged threads. Happy spell slinging
Try this. It will be MUCH more consistent. You have explosive draws, you have 8 pumpers with the Mayors and Captains. You get rid of all the dead situational stuff and go straight aggro.
Bottom line in deckbuilding is determine what you want to accomplish. GW humans wants to win by turn 4/5. Using 3 mana enchantments and such that are sometimes good/sometimes bad is not a good strategy for consistent fast wins. Revenge of the Hunted is an automatic mulligan if you draw it in your opening hand. Wild Beastmaster is bad, except when it is win-more. In other words, if you already have a lambholt and/or other pumpers out there, it is good. If you already have these, you are already winning. Basically, this deck punishes durdling. If the opponent keeps a do-nothing hand, you win. There is no chance that you have a do-nothing hand. If the game goes long, you probably lose. However, Sigarda and Sublime can win out of nowhere, so they give you a bit of a chance beyond the swarm strategy.
Edited for deck tags. Check this thread for info on how to use these. ~parinoid
In summation.....Star Trek wins a prolonged naval battle against superior, yet less technologically advanced, numbers, with Picard leading the assault, while Kirk takes your soul by laying out Solo and probably his manservant Chewy as well, before impregnating and ditching your Princess.
Wild Defiance at first glance seems like a card that wants to be in an explosive deck like the one you had built. In reality, it belongs in a long range controllish build as a way to punch through large chunks of damage to finish a game off with a single, difficult to deal with creature. It's a card that relies on two separate conditions to be fulfilled in order to be effective. First, you need a creature. Second, you need an actual spell to cast that specifically targets that creature. If someone keeps killing your dudes, it leaves you with a dead card on the board and more dead cards in hand. It's built in card disadvantage that only works in a deck that can generate card advantage consistently, such as a Bant control deck, or that takes extra advantage of what Defiance does, such as an Infect deck.
I tend to like build around cards and I liked the design of Wild Defiance. If you really want to see it in action, I would recommend a W/U/g/r deck.
This is a deck that wants the game to go long. You should be able to run a decent number of 1-2 ofs in the deck with a good enough removal/card draw suite. Basically, the idea is to get a Sigarda or Invisible Stalker on the board along with Defiance and a board state where you can end the game with one good swing.
Sorry if this is completely a non-sequitur to what you were trying to accomplish, but I feel like you might just have wanted to play with the card and rather than just shooting it down, I thought I'd provide a suggestion with a different idea for it.
Thanks for all the feedback, decided to cut wild defiance. I'm going to play around with Arcanis's list.
Enjoy dude, I think that like me sometimes you see a card and know it can be awesome and wanna build with it but just can't make it happen. It sucks but once in awhile you get a card that everyone else hates and you know is awesome and you can make it work. Mist of Stagnation was one such card where everyone I told I was building around laughed until it was finished and it won, a lot. So don't always believe others, but this time definitely do. LOL good luck in your spell slinging Planeswalker