Xira Arien is the big one for me. I know she looks like an insect, but her flavor text clearly states that she is in a costume. I know it ultimately doesn't matter, but this one bugs me every time I play her as I think she should just be a Human Wizard.
Played this a couple of times and liked the deck so far. But I'm no very fond of the remands.
Feel white is necessary only for the helix, real life saver on certain situations.
I played Izzet Charm and its works fine. Alternatively, if your meta is very aggro, you could go with 2 mainboard Angers.
I have cut Remand in favor of Izzet Charm and so far I have liked it so much better than Remand. Early game, it is a hard counter (was able to counter Nahiri a couple games on Turn 4) and late game it turns into a loot spell. I played a couple matches online where it, along with Bolt or Helix, also let me take down Tasigur.
I have Sleight of Hand in the deck instead of Visions of Beyond. I also went down to 2 Faithless Looting since I also run Izzet Charm. Sleight of Hand is effectively "draw 2, discard (put on bottom) 1". Visions are great once my graveyard is full but I have often found myself wanting to cast them earlier than that just to get a new card or transform Thing in the Ice.
I also added in 2 Bedlam Reveler and this made a couple of matches so much better since decks only have so much removal and it "refills" my hand.
I am trying to avoid going too heavy on Sorceries as I want to be able to Transform Thing in the Ice on an opponent's end step or in response to removal if needed so I will see how this list plays with Probes, Serum Visions, Faithless Looting, and Sleight of Hand.
I have added Blessed Alliance to the Sideboard. Blood Moon helped me a game against Grixis (which splashed white) by cutting them off of most of their U mana so I don't plan on cutting them yet as they are still good in certain matchups.
When asking for suggestions. it is probably just best to post your deck list in your thread rather than post an external link. Also, you probably want to post it to the Multiplayer Decklist Forum with an appropriate title:
For the two lands, I would recommend swapping them out for the new Blooming Marsh as it can at least enter untapped sometimes and Llanowar Wastes since it always gives you your colors when you need it and doesn't enter tapped.
Spike Weaver is much better than Spore Frog and the additional mana shouldn't matter too much as you won't often need a fog before turn 4 anyway. You could also look into Constant Mists for a "constant" fog.
Vulturous Zombie is just a worse Lord of Extinction. While not bad if you can get it down fairly early, it may not be all that impressive if you get it down later or if it is bounced. At least Lord of Extinction is always big (assuming there are cards in everyone's graveyards).
Aspect of Mongoose seems very limited. If you want something with a similar effect, I would just go with Asceticism to give all your creatures hexproof with the added bonus of regenerating creatures.
I tried out Koskun Falls in one of my decks and I never really felt I needed it. If you find it pulling its weight, feel free to retain it, but I think there are better cards.
Tribute to the Wild: Bane of Progress (which you are already running) covers this so much better and since it is a creature, you can recur it as needed to blow up artifacts and enchantments. Having each player sacrifice an artifact or enchantment of their choice will generally mean you won't get the one you want.
Ensnaring Bridge stops your creatures from attacking and that seems to be your main win condition so there seems to be a bit of anti-synergy there.
I don't think you are running enough lands to really make Mox Diamond worthwhile. You would probably be better off with Mana Crypt or Golgari Signet.
Unless you are running a Group Hug deck, Howling Mine is usually a bad choice since your opponents get use out of it first and it won't get you ahead. Add in Mind's Eye or even something like Moriok Replica or Erebos, God of the Dead to draw cards.
With your theme, I would think these would be good:
Chainer, Dementia Master (I can't count the number of games he has won for me and Diamond Valley or Miren the Moaning Well can offset the life loss) Corpse Dance (Always a good card for any reanimation strategy and Meren can get less useful creaturs out of the way) Wood Elves (I include this in almost every green deck because it gets you a Forest, which means Bayou or Overgrown Tomb, and it comes in untapped) Bayou (If you can afford it, this is pretty good) Massacre Wurm (instant Win against token decks) Phyrexian Reclamation (Get your stuff back)
I am also not sure about Dosan the Falling Leaf but if it has been pulling its weight without impacting you, it could be good.
And, last but not least, cut Vorinclex This is mostly facetious, but I hate this card with a passion and is the only Praetor I have never run. I don't run Jin-Gitaxias, Core Augur anymore either, but man do I hate Vorinclex.
That's not entirely correct, although the end result is essentially the same. The main clarification is that exiling a token is not a replacement effect. It is just a Rule regarding what happens when a token is somewhere other than the battlefield.
The main reason I wanted to clarify is that the way you worded it, tokens wouldn't die since the move to the graveyard is replaced. That isn't correct. Tokens can change zones just like everything else and they do go to the graveyard (or hand, library, or exile). They just cease to exist once State Based Actions are checked. This matters for anything that triggers off of them going to another zone.
The reason you can't respond is that State Based Actions are performed immediately before a player receives priority and SBA's don't use the stack.
110.5f A token that’s phased out, or that’s in a zone other than the battlefield, ceases to exist. This is a state-based action; see rule 704. (Note that if a token changes zones, applicable triggered abilities will trigger before the token ceases to exist.)
That's true. I have actually cast a Lightning Bolt followed by Remand to turn on Ascension, and Remanding the bolt, to draw a card and get 2 bolts (after casting it again and copying it). It is not the most efficient, but sometimes that extra 3 damage is all that is needed.
I have been testing Izzet Charm in place of Remand for now just to see what it does and I really like the card so far. I think you're right that a split is probably best and so far I think Izzet Charm fits somewhere in the deck.
I assume you are sacrificing Sidisi to her Exploit trigger?
In any case, there is no loop. Animate Dead enters the battlefield and its trigger causes Sidisi to enter the battlefield. When she does, her Exploit Trigger triggers, but Animate Dead's trigger finishes resolving, so it becomes attached to Sidisi. Then, Sidisi's trigger is put onto the stack and resolves (assuming no responses) and you can sacrifice a creature. If you sacrifice Sidisi, her second Triggered ability will trigger. Immediately before that trigger is put on the stack, Animate Dead will be put into the graveyard due to State Based Actions since it is no longer enchanting anything.
Then you resolve Sidisi's trigger as normal and search for your card.
I am not totally sure what you mean with this quote, but I am assuming you are referring to the "bounce" effect of Thing in the Ice bouncing your own creatures. If so, I just want to point out that Thing in the Ice does not bounce the Reveler as it is a Horror.
I have played this deck the last 3 times at my LGS and I really like the deck. The white splash (Lightning Helix specifically) has won me its fair share of games, so I will probably plan on continuing with White. I do have Blood Moons in the side but as others have pointed out, the white splash makes it awkward, so they will probably get cut.
My worst matchup so far has been against control decks. I played against a Grixis control deck and they just always seemed to have an answer to everything I cast. I just couldn't keep up. I am trying to figure out how to make that matchup better (if possible). Maybe it was just bad draws on my part.
I think I will be adding in 2 Revelers and cutting 2 Visions of Beyond as Kingfuzius suggested.
Remand can sometimes be awkward. I have had a couple scenarios where I wanted to transform Thing in the Ice, but the only instant I had was Remand and I couldn't cast it. Kitt suggested Izzet Charm and I think that is a pretty good card in place of Remand.
Boros Charm has been mentioned too, but I am not sure where I would fit that in.
Sounds like your 11 year old knows more than you give them credit for
You would indeed have to sacrifice a 4th creature. Sacrificing creatures to Voldaren Pariah is a cost. To pay that cost, you need to sacrifice 3 creatures specifically for her ability.
For the Mindbender, to Emerge it, you would have to sacrifice a creature specifically for its Emerge cost. You can't "double-dip" as it were.
A good analogy I have heard is think of paying costs in Magic to that of putting a dollar in a vending machine. To pay for Voldaren Pariah's ability, you need to pay 3 dollars (3 creatures). To pay for Mindbender's ability, you need to pay 1 dollar (1 creature). You can't pay the same dollar (creature) to both abilities.
As long as there is damage to trample over, and you choose to assign that damage to your opponent, Rakdos's ability will trigger. It doesn't matter that Rakdos is going to die. And, technically, Rakdos's trigger and Stinkweed's trigger go onto the stack at the same time (in APNAP order) so Rakdos isn't even dead yet when its trigger goes onto the stack.
However, Stinkweed Imp will already be dead due to having taken lethal damage, so your opponent cannot choose it as a permanent to sacrifice since it won't be on the battlefield.
The answer doesn't really change with much else. As long as Rakdos can deal damage to the opponent, his ability will trigger. Only if something with toughness 7 or greater or deathtouch and first strike blocks him will his ability not trigger as in those cases, he won't deal damage to the opponent. Or, if the opponent destroys Rakdos before Combat Damage is dealt.
Rakdos being blocked by Rakdos will still allow his trigger to occur since his toughness is 6 so you will be able to hit your opponent for 1 damage.
Tapping the land counts as tapping it for mana. Removing the counter is just an additional part of the cost but since you still have to tap the land to produce mana when you remove a counter, it will be affected by Contamination.
I'll give Lotus Cobra a look. I am not sure if I have a spot for it, but it is something I hadn't thought about. It seems like it would work fantastically with Splendid Reclamation.
Very good points on all, and glad I could be of help. Hopefully this gets you closer to where you want to be with the deck. You mentioned that Ghostly Prison was outside your price range but I just want to remind you that it was just reprinted in Conspiracy and the price is down to about $3. That may still be more than you want to spend, but it might be worthwhile to watch it to see if it gets down to where you want.
In any case, I like the idea of Mudslide. I will certainly have to keep that in mind for my own Enchantress build. Because you have the Enchantments sub theme and because it hurts you so little when compared to your opponents, that actually seems like a good mix of Control and Synergy with a number of parts of your deck.
I played a game the other night with these changes and these two cards basically won me the game. Early on, I cast Splendid Reclamation to get 8 lands back. Then, later in the game, I got Eternal Witness to get back Reclamation and I ended up with Sylvan Safekeeper and Ob Nixilis on the battlefield. This let me sacrifice most of my lands to give my three creatures Shroud and then cast Splendid Reclamation again to have one player lose 33 life and another lose 12. This let me end up with a 51/51 Ob Nixilis that I could win with next turn.
So, even after just 1 game, these two inclusions have already been very good.
I am still testing Throne of the High City but even though I got it a couple times in that game, I never wanted to play it or activate it. With the amount of card draw this deck has, this addition may end up being somewhat superfluous and might get cut again for another Swamp or Forest. In fact, I might try to cut a few different colorless lands to up my colored land count. There are a couple other colorless lands I am not fond of, such as Miren the Moaning Well and Drownyard Temple. The Temple seemed like it would be so much better, but I rarely find that I want to spend 3 mana to get it back.
Most likely, I will just add basics to make my fetches worthwhile later in the game, though I may try out Geier Reach Sanitarium. I am just finding that my green sources are scarce when I actually need them whereas I always have all the black mana I want.
The speed of the deck could be a concern, which is why I don't think you want to go too heavy on the enchantments and why you want the enchantments to either slow the rest of the game down or speed your deck up. The ones you have so far seem to be able to do that and Sphere of Safety is really good for that. You could also add Ghostly Prison to help slow down the token decks you mentioned.
If the idea is to "combo" with Sigil of the Empty Throne, Flickering Ward is a good choice. 2 mana to give yourself an Angel is not bad at all. You might want to think of picking up a Serra's Sanctum as well. With at least 1 enchantment, such as Darksteel Mutation it is no worse than a Plains but it can be so much more.
Just remember with Flameblade Angel that if someone kills you with 50 tokens, they won't take 50 damage since you will be dead and your triggers go away when you die. In this case, they would never even make it to the stack. But, if your meta has enough token decks, it could be useful to slow them down while you build up your board state.
Regarding card draw: Red/White does have a problem with keeping cards in hand. I run Magus of the Wheel, Wheel of Fortune and Reforge the Soul to keep my hand full. I know it gives others cards too and sometime it can backfire due to this, but if you are sitting with one card in hand, you probably aren't doing too well anyway. Beyond Sword of Fire and Ice I don't have anything else in my deck that really draws me cards since they are good enough that I don't feel I need anything more.
You could also run Sun Titan to keep getting back cards. It gets better with fetches (since you can "ramp" by recurring fetches) but he does let you get back a few smaller things. One neat interaction, if you play against anything with hexproof, is that it lets you get back Darksteel Mutation or and you can then attach it to a hexproof creature (like Sigarda, Host of Herons for example) so you can interact with it.
Anya, Merciless Angel (I personally don't like it since it doesn't have a huge impact though you may find otherwise) Flameblade Angel (1 Damage, or 2 with Gisela, isn't much if you can't really control it) Dawnbreak Reclaimer (I don't like giving my opponents their best dead creature back every turn) Twilight Shepherd (I think Faith's Reward and Second Sunrise are better for this effect) Angelic Renewal (I think Angelic Chorus is better) Reya Dawnbringer (I have a love/hate relationship with this card. I have tried on numerous occasions to make it work and I am never satisfied with the result due to the high cost) Dragon Breath (not high enough impact) Leonin Sun Standard (Cathars' Crusdae is better for this and Archangel of Thune works pretty well for this too) Coercive Portal (I think you have enough card draw and your opponent's are going to blow up your board when you don't want them to) Brightflame (Way too expensive and way to conditional. If you want a wrath based on damage, that could also be a win condition, just go with Rolling Earthquake. Or, Earthquake if you don't want to hit your fliers. Fated Retribution (I think good old Wrath of God is better or even Rout if you want the possibility of it being an instant. If planeswalkers are a big deal in your meta though, Fated Retribution isn't bad)
Also, do not cut Boros Charm. This card is really good in a number of situations. You should also add Return to Dust and Sunforger gets both cards as well as Swords to Plowshares and Path to Exile.
In your other thread, you mentioned the possibility of going a little more all in on Enchantments to make Sigil of the Empty Throne better, and here are a couple suggestions for that:
I see Assemble the Legion is in your "maybe" pile and I really like this card for an Enchantress deck. I play it in my Johan deck and so far it has been pretty overwhelming when it starts going. However, I cut it from Gisela because the deck is just too fast to really be worthwhile. I am always more concerned about casting something else for 5 mana that I am usually not happy to see it. However, with an Enchantress type theme, it is better so it could work in this deck.
I am not sure if you are looking at making Sigil of the Empty Throne work just because it makes Angels or because you are interested in an Enchantress build. If it is the latter, I would recommend adding green to the deck as green has so many good enchantments matter cards.
I have Sleight of Hand in the deck instead of Visions of Beyond. I also went down to 2 Faithless Looting since I also run Izzet Charm. Sleight of Hand is effectively "draw 2, discard (put on bottom) 1". Visions are great once my graveyard is full but I have often found myself wanting to cast them earlier than that just to get a new card or transform Thing in the Ice.
I also added in 2 Bedlam Reveler and this made a couple of matches so much better since decks only have so much removal and it "refills" my hand.
I am trying to avoid going too heavy on Sorceries as I want to be able to Transform Thing in the Ice on an opponent's end step or in response to removal if needed so I will see how this list plays with Probes, Serum Visions, Faithless Looting, and Sleight of Hand.
I have added Blessed Alliance to the Sideboard. Blood Moon helped me a game against Grixis (which splashed white) by cutting them off of most of their U mana so I don't plan on cutting them yet as they are still good in certain matchups.
http://www.mtgsalvation.com/forums/the-game/commander-edh/multiplayer-commander-decklists
Here is your current deck list so you can paste it into your original post for reference:
1 Meren of Clan Nel Toth
Land
1 Bojuka Bog
1 Cabal Coffers
1 Command Tower
9 Forest
1 Gaea's Cradle
1 High Market
1 Jungle Hollow
1 Overgrown Tomb
1 Phyrexian Tower
9 Swamp
1 Tainted Wood
1 Urborg, Tomb of Yawgmoth
1 Vivid Grove
1 Woodland Cemetery
Creatures
1 Acidic Slime
1 Avenger of Zendikar
1 Bane of Progress
1 Birds of Paradise
1 Brawn
1 Caustic Caterpillar
1 Deathrite Shaman
1 Dosan the Falling Leaf
1 Elvish Piper
1 Eternal Witness
1 Filth
1 Grim Flayer
1 Kalitas, Traitor of Ghet
1 Kokusho, the Evening Star
1 Liliana, Heretical Healer
1 Lord of Extinction
1 Lotus Cobra
1 Massacre Wurm
1 Merciless Executioner
1 Oracle of Mul Daya
1 Reclamation Sage
1 Sakura-Tribe Elder
1 Sheoldred, Whispering One
1 Shriekmaw
1 Solemn Simulacrum
1 Spore Frog
1 Terastodon
1 Vorinclex, Voice of Hunger
1 Vulturous Zombie
1 Wurmcoil Engine
1 Animate Dead
1 Aspect of Mongoose
1 Attrition
1 Awakening Zone
1 Bitterblossom
1 Defense of the Heart
1 Dictate of Erebos
1 Grave Pact
1 Koskun Falls
1 Necromancy
1 No Mercy
1 Oath of Druids
1 Pattern of Rebirth
1 Sylvan Library
Sorcery
1 Ashes to Ashes
1 Buried Alive
1 Damnation
1 Demonic Tutor
1 Diabolic Intent
1 Eldritch Evolution
1 Green Sun's Zenith
1 Maelstrom Pulse
1 Natural Order
1 Reanimate
1 Regrowth
1 Ritual of the Machine
1 Toxic Deluge
1 Victimize
1 Yawgmoth's Will
1 Beast Within
1 Entomb
1 Nature's Claim
1 Tribute to the Wild
1 Vampiric Tutor
Artifact
1 Ensnaring Bridge
1 Howling Mine
1 Mox Diamond
1 Phyrexian Altar
1 Sol Ring
Regarding your request, I would start by cutting these cards:
For the two lands, I would recommend swapping them out for the new Blooming Marsh as it can at least enter untapped sometimes and Llanowar Wastes since it always gives you your colors when you need it and doesn't enter tapped.
Spike Weaver is much better than Spore Frog and the additional mana shouldn't matter too much as you won't often need a fog before turn 4 anyway. You could also look into Constant Mists for a "constant" fog.
Vulturous Zombie is just a worse Lord of Extinction. While not bad if you can get it down fairly early, it may not be all that impressive if you get it down later or if it is bounced. At least Lord of Extinction is always big (assuming there are cards in everyone's graveyards).
Aspect of Mongoose seems very limited. If you want something with a similar effect, I would just go with Asceticism to give all your creatures hexproof with the added bonus of regenerating creatures.
I tried out Koskun Falls in one of my decks and I never really felt I needed it. If you find it pulling its weight, feel free to retain it, but I think there are better cards.
Tribute to the Wild: Bane of Progress (which you are already running) covers this so much better and since it is a creature, you can recur it as needed to blow up artifacts and enchantments. Having each player sacrifice an artifact or enchantment of their choice will generally mean you won't get the one you want.
Ensnaring Bridge stops your creatures from attacking and that seems to be your main win condition so there seems to be a bit of anti-synergy there.
I don't think you are running enough lands to really make Mox Diamond worthwhile. You would probably be better off with Mana Crypt or Golgari Signet.
Unless you are running a Group Hug deck, Howling Mine is usually a bad choice since your opponents get use out of it first and it won't get you ahead. Add in Mind's Eye or even something like Moriok Replica or Erebos, God of the Dead to draw cards.
With your theme, I would think these would be good:
Chainer, Dementia Master (I can't count the number of games he has won for me and Diamond Valley or Miren the Moaning Well can offset the life loss)
Corpse Dance (Always a good card for any reanimation strategy and Meren can get less useful creaturs out of the way)
Wood Elves (I include this in almost every green deck because it gets you a Forest, which means Bayou or Overgrown Tomb, and it comes in untapped)
Bayou (If you can afford it, this is pretty good)
Massacre Wurm (instant Win against token decks)
Phyrexian Reclamation (Get your stuff back)
I would also add in some more gravehate like Nihil Spellbomb and Agent of Erebos
I am also not sure about Dosan the Falling Leaf but if it has been pulling its weight without impacting you, it could be good.
And, last but not least, cut Vorinclex This is mostly facetious, but I hate this card with a passion and is the only Praetor I have never run. I don't run Jin-Gitaxias, Core Augur anymore either, but man do I hate Vorinclex.
The main reason I wanted to clarify is that the way you worded it, tokens wouldn't die since the move to the graveyard is replaced. That isn't correct. Tokens can change zones just like everything else and they do go to the graveyard (or hand, library, or exile). They just cease to exist once State Based Actions are checked. This matters for anything that triggers off of them going to another zone.
The reason you can't respond is that State Based Actions are performed immediately before a player receives priority and SBA's don't use the stack.
I have been testing Izzet Charm in place of Remand for now just to see what it does and I really like the card so far. I think you're right that a split is probably best and so far I think Izzet Charm fits somewhere in the deck.
In any case, there is no loop. Animate Dead enters the battlefield and its trigger causes Sidisi to enter the battlefield. When she does, her Exploit Trigger triggers, but Animate Dead's trigger finishes resolving, so it becomes attached to Sidisi. Then, Sidisi's trigger is put onto the stack and resolves (assuming no responses) and you can sacrifice a creature. If you sacrifice Sidisi, her second Triggered ability will trigger. Immediately before that trigger is put on the stack, Animate Dead will be put into the graveyard due to State Based Actions since it is no longer enchanting anything.
Then you resolve Sidisi's trigger as normal and search for your card.
I have played this deck the last 3 times at my LGS and I really like the deck. The white splash (Lightning Helix specifically) has won me its fair share of games, so I will probably plan on continuing with White. I do have Blood Moons in the side but as others have pointed out, the white splash makes it awkward, so they will probably get cut.
My worst matchup so far has been against control decks. I played against a Grixis control deck and they just always seemed to have an answer to everything I cast. I just couldn't keep up. I am trying to figure out how to make that matchup better (if possible). Maybe it was just bad draws on my part.
I think I will be adding in 2 Revelers and cutting 2 Visions of Beyond as Kingfuzius suggested.
Remand can sometimes be awkward. I have had a couple scenarios where I wanted to transform Thing in the Ice, but the only instant I had was Remand and I couldn't cast it. Kitt suggested Izzet Charm and I think that is a pretty good card in place of Remand.
Boros Charm has been mentioned too, but I am not sure where I would fit that in.
You would indeed have to sacrifice a 4th creature. Sacrificing creatures to Voldaren Pariah is a cost. To pay that cost, you need to sacrifice 3 creatures specifically for her ability.
For the Mindbender, to Emerge it, you would have to sacrifice a creature specifically for its Emerge cost. You can't "double-dip" as it were.
A good analogy I have heard is think of paying costs in Magic to that of putting a dollar in a vending machine. To pay for Voldaren Pariah's ability, you need to pay 3 dollars (3 creatures). To pay for Mindbender's ability, you need to pay 1 dollar (1 creature). You can't pay the same dollar (creature) to both abilities.
See above for the answer to your main question, but the word "Other" just means you can't sacrifice Voldaren Pariah to her own ability.
However, Stinkweed Imp will already be dead due to having taken lethal damage, so your opponent cannot choose it as a permanent to sacrifice since it won't be on the battlefield.
The answer doesn't really change with much else. As long as Rakdos can deal damage to the opponent, his ability will trigger. Only if something with toughness 7 or greater or deathtouch and first strike blocks him will his ability not trigger as in those cases, he won't deal damage to the opponent. Or, if the opponent destroys Rakdos before Combat Damage is dealt.
Rakdos being blocked by Rakdos will still allow his trigger to occur since his toughness is 6 so you will be able to hit your opponent for 1 damage.
In any case, I like the idea of Mudslide. I will certainly have to keep that in mind for my own Enchantress build. Because you have the Enchantments sub theme and because it hurts you so little when compared to your opponents, that actually seems like a good mix of Control and Synergy with a number of parts of your deck.
Here are the updates I made:
-Swamp (I found I had 43 lands and, even for this type of deck, I think that is too many)
-Decree of Pain
+Sylvan Safekeeper
+Ob Nixilis, the Fallen
I played a game the other night with these changes and these two cards basically won me the game. Early on, I cast Splendid Reclamation to get 8 lands back. Then, later in the game, I got Eternal Witness to get back Reclamation and I ended up with Sylvan Safekeeper and Ob Nixilis on the battlefield. This let me sacrifice most of my lands to give my three creatures Shroud and then cast Splendid Reclamation again to have one player lose 33 life and another lose 12. This let me end up with a 51/51 Ob Nixilis that I could win with next turn.
So, even after just 1 game, these two inclusions have already been very good.
I am still testing Throne of the High City but even though I got it a couple times in that game, I never wanted to play it or activate it. With the amount of card draw this deck has, this addition may end up being somewhat superfluous and might get cut again for another Swamp or Forest. In fact, I might try to cut a few different colorless lands to up my colored land count. There are a couple other colorless lands I am not fond of, such as Miren the Moaning Well and Drownyard Temple. The Temple seemed like it would be so much better, but I rarely find that I want to spend 3 mana to get it back.
Most likely, I will just add basics to make my fetches worthwhile later in the game, though I may try out Geier Reach Sanitarium. I am just finding that my green sources are scarce when I actually need them whereas I always have all the black mana I want.
If the idea is to "combo" with Sigil of the Empty Throne, Flickering Ward is a good choice. 2 mana to give yourself an Angel is not bad at all. You might want to think of picking up a Serra's Sanctum as well. With at least 1 enchantment, such as Darksteel Mutation it is no worse than a Plains but it can be so much more.
Just remember with Flameblade Angel that if someone kills you with 50 tokens, they won't take 50 damage since you will be dead and your triggers go away when you die. In this case, they would never even make it to the stack. But, if your meta has enough token decks, it could be useful to slow them down while you build up your board state.
You could also run Idyllic Tutor and Enlightened Tutor to help get to the enchantments you want. Plea for Guidance is another tutor. If you decide to pursue the idea of Sunforger, Mistveil Plains is a great addition. You can get it off of Fetch Lands, Knight of the White Orchid and Oreskos Explorer. Even without Sunforger, it gives you a way to keep re-using some of your spells.
Regarding card draw: Red/White does have a problem with keeping cards in hand. I run Magus of the Wheel, Wheel of Fortune and Reforge the Soul to keep my hand full. I know it gives others cards too and sometime it can backfire due to this, but if you are sitting with one card in hand, you probably aren't doing too well anyway. Beyond Sword of Fire and Ice I don't have anything else in my deck that really draws me cards since they are good enough that I don't feel I need anything more.
You could also run Sun Titan to keep getting back cards. It gets better with fetches (since you can "ramp" by recurring fetches) but he does let you get back a few smaller things. One neat interaction, if you play against anything with hexproof, is that it lets you get back Darksteel Mutation or and you can then attach it to a hexproof creature (like Sigarda, Host of Herons for example) so you can interact with it.
Anya, Merciless Angel (I personally don't like it since it doesn't have a huge impact though you may find otherwise)
Flameblade Angel (1 Damage, or 2 with Gisela, isn't much if you can't really control it)
Dawnbreak Reclaimer (I don't like giving my opponents their best dead creature back every turn)
Twilight Shepherd (I think Faith's Reward and Second Sunrise are better for this effect)
Angelic Renewal (I think Angelic Chorus is better)
Reya Dawnbringer (I have a love/hate relationship with this card. I have tried on numerous occasions to make it work and I am never satisfied with the result due to the high cost)
Dragon Breath (not high enough impact)
Leonin Sun Standard (Cathars' Crusdae is better for this and Archangel of Thune works pretty well for this too)
Coercive Portal (I think you have enough card draw and your opponent's are going to blow up your board when you don't want them to)
Brightflame (Way too expensive and way to conditional. If you want a wrath based on damage, that could also be a win condition, just go with Rolling Earthquake. Or, Earthquake if you don't want to hit your fliers.
Fated Retribution (I think good old Wrath of God is better or even Rout if you want the possibility of it being an instant. If planeswalkers are a big deal in your meta though, Fated Retribution isn't bad)
Also, do not cut Boros Charm. This card is really good in a number of situations. You should also add Return to Dust and Sunforger gets both cards as well as Swords to Plowshares and Path to Exile.
In your other thread, you mentioned the possibility of going a little more all in on Enchantments to make Sigil of the Empty Throne better, and here are a couple suggestions for that:
I see Assemble the Legion is in your "maybe" pile and I really like this card for an Enchantress deck. I play it in my Johan deck and so far it has been pretty overwhelming when it starts going. However, I cut it from Gisela because the deck is just too fast to really be worthwhile. I am always more concerned about casting something else for 5 mana that I am usually not happy to see it. However, with an Enchantress type theme, it is better so it could work in this deck.
I am not sure if you are looking at making Sigil of the Empty Throne work just because it makes Angels or because you are interested in an Enchantress build. If it is the latter, I would recommend adding green to the deck as green has so many good enchantments matter cards.