I like that but I think the sideboard needs a plan for how to deal with the Gruul riot decks, maybe one of the 'sacrifice all creatures with power 4 or greater' cards?
I don't want to derail too much, but I also was into more of a U/W aggro plan that relies on Dovin, who I think is way too good to not run in a deck like this. If you go t1 1 drop, t2 two one drops, and t3 dovin +1, the next turn you can already ult him. He has really, really good synergy with legion's landing and I think makes it so that it's very difficult for other aggro/midrange decks to stabilize.
I was thinking something like this: 17 one drops, 8 of which are great at holding onto Curious Obsession for t1. You run Adanto Vanguard (duh) which has great synergy with Tetsuko (again, great synergy with Dovin), and then my three drop of choice was kinjalli's sunwing to prevent bigger decks from getting blockers down, but I could see history of benalia being better there.
Run a light disruption package of 4 counters - two anti-settle (admiral's orders) and 2 anti large creature, and we run the dowsing dagger both for more reach in the early game and later to power out the cards that we're drawing with curious obsession and Dovin. Finally, depose/deploy can be used on offense to get creatures through or later on to generate surprise attackers/gain life.
I have a hard time seeing the deck except as a super durdle deck with a lot of synergies - here is an example, use the walls as fodder to protect getting to your superfriends. You have a recursive loop with regenesis + mirari conjecture, and some nice synergies with some of the 1-ofs. Sai sacrifices your golden guardian who makes Karn happier, Chamber Sentry can be played for 1 to help your saruli caretaker ramp, your golden guardian can kill your own gleaming barrier to get a treasure to make sure you get to teferi mana, and you have settle and warrant along with all the walls to get to the point where you can do all these shenanigans. Incubation/incongruity also does some good work here as a way to dig for your silver bullet creatures early (or late) or just make a threatening creature a 3/3 which doesn't do much vs your deck.
I can also see just a brutal opening of t1 saruli, t2 wall of mist, t3 arcades, and then t4 swing for 11 out of pretty much nowhere and drop a karn. And again, with the chromatic lantern and treasures from the gleaming barrier and treasure map + the mana from the saruli + the mana from any color from the gold forge garrison, it shouldn't be too difficult to cast and recur a giant Chamber Sentry late game.
I definitely think the deck needs 1-2 more lands, and the answer is probably cutting the the regenesis/mirari conjecture package for it...but I do think you have a lot of mana and card selection from the creatures.
I'm interested in going in a non-blood moon direction, which may be crazy, but i really like the courser/tracker combo. so to maximize it i'm into the ramunap excavator + wayward swordtooth plan, which allows us to leverage fetchlands, a singleton horizon canopy, and ghost quarter to destroy more lands over the course of a long game, letting us cut down on win-cons to basically a singleton primeval titan, stormbreath, nissa vastwood seer and chandra, with 3 of those fetchable by the primal command. We can get away with this because the swordtooth, tracker, and wolf-run can also turn into threats that end the game rather quickly.
Why configure the deck like this? Because we have no 'bad' hits from the BBE - no doubling up on blood moons, hitting a lightning bolt or beast within that are suboptimal. You are going to hit acceleration, a value creature, or a land destruction spell. Your value creatures synergistically build on each other, with the only one that does actual nothing in duplicate being the excavator. I could see replacing the 2nd one with an E-witness to even get rid of that issue.
I was thinking something like this: 17 one drops, 8 of which are great at holding onto Curious Obsession for t1. You run Adanto Vanguard (duh) which has great synergy with Tetsuko (again, great synergy with Dovin), and then my three drop of choice was kinjalli's sunwing to prevent bigger decks from getting blockers down, but I could see history of benalia being better there.
Run a light disruption package of 4 counters - two anti-settle (admiral's orders) and 2 anti large creature, and we run the dowsing dagger both for more reach in the early game and later to power out the cards that we're drawing with curious obsession and Dovin. Finally, depose/deploy can be used on offense to get creatures through or later on to generate surprise attackers/gain life.
3x Legion’s landing
4x Mist-Cloaked Herald
4x Siren Stormtamer
4x Skymarcher Aspirant
2x Dauntless Bodyguard
4x Adanto Vanguard
2x Tetsuko Umezawa
2x Kinjalli's Sunwing
2x admiral’s order
2x Essence Capture
Card Draw
4x Curious Obsession
Utility
2x Dowsing Dagger
2x Depose/Deploy
Planeswalkers
3x Dovin Grand Arbiter
4x Glacial Fortress
4x Hallowed Fountain
1x Memorial to Glory
6x Islands
5x Plains
I can also see just a brutal opening of t1 saruli, t2 wall of mist, t3 arcades, and then t4 swing for 11 out of pretty much nowhere and drop a karn. And again, with the chromatic lantern and treasures from the gleaming barrier and treasure map + the mana from the saruli + the mana from any color from the gold forge garrison, it shouldn't be too difficult to cast and recur a giant Chamber Sentry late game.
I definitely think the deck needs 1-2 more lands, and the answer is probably cutting the the regenesis/mirari conjecture package for it...but I do think you have a lot of mana and card selection from the creatures.
4x Saruli Caretaker
2x Wall of Mist
4x Gleaming Barrier
2x Arcades, the Strategist
2x Golden Guardian
1x Chamber Sentry
1x Sai, Master Thopterist
Planeswalkers:
3x Karn, Scion of Urza
3x Teferi, Hero of Dominaria
4x Treasure Map
1x Chromatic Lantern
Enchantments
1x High Alert
1x The Mirari Conjecture
Instants
1x Regenesis
2x Settle the Wreckage
Split
3x Incubation/Incongruity
2x Warrant/Warden
23 lands.
4x Grappling Sundew
3x Knight of Autumn
2x Icy Manipulator
2x Thaumatic Compass
2x Amulet of Safekeeping
2x Sorcerous Spyglass
I'm interested in going in a non-blood moon direction, which may be crazy, but i really like the courser/tracker combo. so to maximize it i'm into the ramunap excavator + wayward swordtooth plan, which allows us to leverage fetchlands, a singleton horizon canopy, and ghost quarter to destroy more lands over the course of a long game, letting us cut down on win-cons to basically a singleton primeval titan, stormbreath, nissa vastwood seer and chandra, with 3 of those fetchable by the primal command. We can get away with this because the swordtooth, tracker, and wolf-run can also turn into threats that end the game rather quickly.
Why configure the deck like this? Because we have no 'bad' hits from the BBE - no doubling up on blood moons, hitting a lightning bolt or beast within that are suboptimal. You are going to hit acceleration, a value creature, or a land destruction spell. Your value creatures synergistically build on each other, with the only one that does actual nothing in duplicate being the excavator. I could see replacing the 2nd one with an E-witness to even get rid of that issue.
7x Forest
4x Wooded Foothills
4x Ghost Quarter
1x Horizon Canopy
4x Stomping Ground
1x Mountain
1x Kessig Wolf Run
Creatures (24)
4x Arbor Elf
4x Courser of Kruphix
4x Bloodbraid Elf
3x Tireless Tracker
1x Nissa, Vastwood Seer
1x Stormbreath Dragon
1x Primeval Titan
2x Birds of Paradise
2x Ramunap Excavator
2x Wayward Swordtooth
4x Utopia Sprawl
3x Molten Rain
4x Stone Rain
1x Primal Command
1x Chandra, Torch of Defiance
3x Relic of Progenitus
4x Ancient Grudge
3x Anger of the Gods
3x Choke
2x Beast Within