If you go up to 80 cards, you can use Yorion, Sky Nomad as companion. Yorion is crazy good with Charming Princes and Flickerwisps. You can blink your entire board every turn and make lots of goats. I would even play a Yorion in the main deck as well.
Back when going to the LGS was still a thing, I played Standard Artisan: Commons/Uncommons only. I found it a remarkably deep format, cheap and fun. I brewed two dozen decks for it with the Standard cardpool alone. Imagine what you can do with a larger format.
I would get rid of Juniper Order Ranger, Conclave Cavalier, and Wilt-Leaf Liege. Good cards, but they cost a lot of mana and they don't shore up one of the deck's weaknesses (like getting out-valued, sweepers, or combo.)
You need Knight of Autumn. Great card at tackling a wide variety of problems.
If you're set on building around Vraska, Regal Gorgon, I would focus on her mana cost. 7 is a lot! A wise man once said that 7 mana is 2 more than 6 (meaning it'll probably take you a couple of turns before you find that 7th land.)
You need mana ramp to hurry things along, and you need removal so you don't get run over. Fortunately, you're in the perfect colors for that. I would look for cards that do either of these things (or even both: Deathsprout, Binding the Old Gods) and take a good, hard look at anything that does not fit into this game plan. Menace/deathtouch synergies or +1/+1 counter synergies are cute, but they won't matter if you never make it to turn 7.
I'm looking to build a Yorion deck myself. What I plan to focus on is:
Keep the number of colors down. Your deck needs WWWUUUBBRRR to cast all its spells. I would rather build, for instance, a WR Yorion deck and a UB Yorion deck than a WUBR Yorion deck. The mana is better, and each deck can focus on different synergies.
Game plan: Vomit my hand onto the battlefield and then blink ALL THE THINGS. If I have to wait for Gearhulks, that's... slow. I'd rather cast Ravenous Chupacabra on turn 4 and blink that on turn 5 than cast Noxious Gearhulk on 6 and blink it on 7. Elspeth Conquers Death and The Eldest Reborn are also slow but at least they also slow the opponent down (and curve nicely with Brago, King Eternal.)
I had hoped to try and make historic or pioneer style deck around him.
I know. I'm only suggesting you check out Commander decklists for ideas. If I'm looking for synergies with a legendary creature, chances are someone made a Commander deck with it that's full of synergies.
The deck builds up massive card advantage and eventually exiles the opponent's entire board--lands included. Many little combos, lots of fun to play.
Interactions:
Skybind & Sundial of the Infinite: Exile your opponent's stuff, then end the turn when the "return it to the battlefield" trigger goes onto the stack, it's gone forever!
The "Mike & Trike" combo: Mikaeus, the Unhallowed + Triskelion. Let Trike ping itself--let it resolve, to avoid shenanigans--then ping your opponent in the face, twice. Trike will die, and Mike will bring it back. Repeat FTW.
Not sure what the best approach is, though... paying 7 mana to mutate Nethroi onto a manadork, or casting it for 5 and them mutating some random Cubwarden/Gemrazer/Migratory Greathorn/Necropanther onto it. I think I'd rather pay the 7, since I'd rather fill my deck with manadorks than mutate critters.
There's a lot of cool stuff but none of it has that "OMG I need it" quality. Nightmare Shepherd seems to have the most potential, but I still don't have any specific ideas what to do with it.
Seriously, who made this?
You need Knight of Autumn. Great card at tackling a wide variety of problems.
The Warp World deck I made was mono-Red and used Cloudpost and Solemn Simulacrum for ramp:
2 Duplicant
1 Imperial Recruiter
1 Inferno Titan
2 Kiki-Jiki, Mirror Breaker
4 Mogg War Marshal
1 Ogre Battledriver
4 Solemn Simulacrum
2 Wurmcoil Engine
4 Expedition Map
4 Mirrorworks
4 Panharmonicon
4 Prophetic Prism
1 Spine of Ish Sah
4 Warp World
1 Warstorm Surge
4 Cloudpost
4 Glimmerpost
10 Mountain
1 Smoldering Crater
2 Thespian's Stage
You need mana ramp to hurry things along, and you need removal so you don't get run over. Fortunately, you're in the perfect colors for that. I would look for cards that do either of these things (or even both: Deathsprout, Binding the Old Gods) and take a good, hard look at anything that does not fit into this game plan. Menace/deathtouch synergies or +1/+1 counter synergies are cute, but they won't matter if you never make it to turn 7.
Some good ramp:
- Sakura-Tribe Elder
- Nature's Lore
- Llanowar Elves
- Llanowar Tribe
- Farseek
- Skyshroud Claim
- Elvish Rejuvenator
Some good removal:- Ravenous Chupacabra
- Shriekmaw
- The Eldest Reborn
- Elspeth's Nightmare
You also need to actually find Vraska. Vraska's Stoneglare (from the same deck) is alright.- Wildfire Devils
- Flayer of the Hatebound
- Footlight Fiend
- Sin Prodder
- Bedevil
Some more cool demons:4 Skybind
4 Sundial of the Infinite
2 Séance
Fuel and grease
4 Courser of Kruphix
4 Eternal Witness
4 Satyr Wayfinder
3 Vessel of Nascency
3 Wild Growth
2 Sylvan Library
1 Eidolon of Blossoms
1 Garruk Wildspeaker
1 Nyxbloom Ancient
1 Sterling Grove
1 Trostani, Selesnya's Voice
2 Unbridled Growth
1 Utopia Sprawl
5 Forest
4 Temple Garden
4 Selesnya Sanctuary
4 Temple of Plenty
4 Windswept Heath
1 Hall of Heliod's Generosity
The deck builds up massive card advantage and eventually exiles the opponent's entire board--lands included. Many little combos, lots of fun to play.
Interactions:
Any suggestions on how to improve this further would be welcomed.
There are plenty "total power 10 or less" creature combos you can grab that win on the spot. For instance...
- Enigmatic Incarnation
- Kunoros, Hound of Athreos
- Nightmare Shepherd
- Medomai's Prophecy
There's a lot of cool stuff but none of it has that "OMG I need it" quality. Nightmare Shepherd seems to have the most potential, but I still don't have any specific ideas what to do with it.