(75% because I have no intention of utter brutality. Infinite combos, if any, are to be left at the door.)
I will admit I'm worried if my chart is doing that good a job of cohering to both precepts. (Probably not.) You'll never find me content with just goodstuff, so I hit upon the idea of going after enemy material and adding it to my own. But to make sure Muldrotha wasn't there just for her colors, I began looking into EtB effects that could aid the effort. The good news is, there are creatures with EtB capture effects (e.g. Gonti, Lord of Luxury, Hostage Taker, Sower of Temptation), so it doesn't seem to be a hopeless effort.
Some of my potentially odder picks can probably be ascribed to my attempt to get all three colors as balanced as possible (that is how I discovered, for instance, Mist of Stagnation). That said, I know there are capture cards, like Master Thief, that I overlooked.
Main concerns:
--Keeping average CMC at least somewhat low. This makes it easier for Muldrotha to recover multiple cards in a turn, if need be.
--Finding more enchantment/artifact creatures and spellbombs for this. Try as I might, the only spellbomb that caught my fancy was Horizon Spellbomb. I'm not sure that's enough.
--Theme consistency. As I noted above, I'm worried the two themes won't really mesh together all that well. If so, should I focus on permanent theft, or aristocratic EtB? (In which case, I may have to fish out more sacrifice outlets. Malevolent Awakening, for instance? Hell's Caretaker strikes me as too fragile...)
My very first chart (which actually got published on WotC's site just after Fate Reforged was released!) was a Jenara chart that relied on +1/+1 counters as a way to grant creatures extra abilities through the outlast mentors. (I still think they used it as a substrate for the Atraxa precon; Brave the Sands is not exactly an obvious inclusion for a +1/+1-is-the-primary-theme deck.) Later on, with Yasova and Shu Yun, I toyed with the idea of a deck whose strategy was to manipulate who was blocking/could block whom. Small wonder, then, that I ultimately decided to combine the two precepts. And at least for now, the best commander for that seems to be Marath (red and white for such things as Boros Battleshaper, green for the other outlasters.).
(Usual note: Haven't played yet, not yet in any position to play with the nearest game store that I know hosts Commander 36 miles/45 minutes away, want to have something hammered out in advance so I don't waste money on unneeded cards in the end.)
In addition, besides Rhythm of the Wild, there are several other RNA cards that I think might work, although I have yet to figure out a place for them:
In my conceitedness, I'm thinking of this as intelligent aggro--attack in such a way as to keep everything in your favor. I am, however, worried about what to do when key cards, such as Brave the Sands and Invasion Plans, don't pop up when I want them to...
(And for the record, I have no interest in going infinite.)
Ha, I was kind of thinking of firearms, there. Basically, do you necessarily have, for lack of a better phrase, selective pressure for firearms when wands exist? (This may vary depending on how easily wands are mass-produced. As well as how dense and fast a wand can make a chunk of ice.)
Granted we do have firearms in one place--namely, wherever it is the Alaborn exist--but those don't have magazines. (Yet.) The question might be, are the kinds of technology we're familiar with inevitable in technological progression? Especially if sorcery can meet the demand for the function you'd otherwise use machinery for more readily and/or safely. (This is actually the attitude Krynn of Dragonlance has. At least, with regard to Minoi technology. Gnomoi technology is a lot less cumbersome...but also a lot less well-known, outside of Taladas.)
But I know what it will look like, because that look is set in stone already in pop culture and I will eat my slipper if an MtG set of that sort would diverge significantly from popular imagination - should it be printed.
I know that precept worried me about Amonkhet. I was hoping it would hew more to actual Kemetic myth, if not all of the custom, because it would actually make for a more novel story for the mostly Anglophone audience. (I suppose I can forget for now my hopes of an Indonesia-inspired plane...)
It does seem a bit odd that people want the same style/story/etc. repeated ad infinitum (whether we're talking pop understandings of Kemet/Scandinavia/etc. or archetypal 1980s fantasy). Why do they not get tired of it? I honestly wonder whether what they're actually looking for isn't a new story, but rather constant validation. Which...runs into the problem of "fantasy" so often being slotted into "wish-fulfillment". I know David Brin has said that fantasy is primarily/inherently (I forget which) conservative/reactionary in nature, as opposed to science fiction. I wonder if the validation/wish-fulfillment aspect is to blame.
I suppose what I want is for the fantasy to actually hew to science fiction ideals (your choice whether soft or hard). Sci-fi that replaces FTL and high technology with sorcery, perhaps. Rosewater did say that Kaladesh was very likely the most technologically sophisticated we'd get for a plane...And it actually makes sense, given that sorcery probably does certain things better than machinery ever could.
Regarding homogenization of art style (rather than how men and/or women are portrayed), I think that's largely the result of modern reliance on computer techniques in minor, and desire for sky-high realism (well, as realistic as a world of sorcery can be compared to our sorcery-less world) in major. In a word, immersion. It's a concern I have with how computer games are marketed, at least by word-of-mouth, that immersion is a major selling factor. I do worry that people are often looking to utterly forget the physical world for a time. Yet I fear that that way lies addiction.
As for fantasy aesthetics "properly" being that which proliferated in the 1980s...At least one problem. Namely, the very subjectivity of the term "fantasy". Cleaving to the 1980s variant usually means sticking to a fantasy that was mostly defined by young white males, whom I wouldn't be surprised to learn defined their "ideal" men and women to comport to their peers (q.v. the toxic variety of masculinity being in large part performative--towards other men). Which largely precludes females and non-whites already. And then there's the matter of how extra-voluptuous might not be an omnipresent desire. (I know I'll take "lithe" over "voluptuous" any day...) It's arguably a form of...ageism?...in that it says that the older aesthetic ought to be catered to just because it's been around longer. That essentially denies the validity of younger fantasies. By that logic, one could say that 1920s/1930s fantasies should receive priority over 1980s fantasies (and I doubt too many people in this day and age would like relentless Conan-cover art, Vallejo fans aside--and possibly even with them. Note, by the way, that Robert Howard was kind of notorious for his racism even back then, so at least his precepts weren't omnipresent then.).
This is why someone like, say, Alesha is important. She, in effect, supplies a fantasy of strength et al. for transwomen that doesn't require them to abjure their particular experiences. I also appreciate Alesha because her existence, among other details, acknowledges the Multiverse as being its own place, not just a vehicle for wish fulfillment, with many of the details our own non-sorcerous world contains. (Let's just say my suspension of disbelief can only go so far, yes?)
I would expect WotC, even without shareholder pressure, to want to expand the audience of the game beyond just 1980s/1990s archetypal fantasy, if only out of love for the game, and thus desire for it to be enjoyed by more people. That requires them to encompass the younger fantasies' precepts--and their critiques of older fantasies. Just because it's a fantasy, doesn't mean it should be immune to analysis and criticism.
(And as a note to 652089...Your denigration of groups isn't really a good idea. Humans are, for the most part, intrinsically social. Seeking a group identity is kind of a default setting for the dominant, allistic set--and that's not necessarily a flaw in their psyche. I don't feel the need to be part of a group, but that's probably ascribable to my autism.)
I will confess I'm not sure how likely this is to place even Tier 2, given the lack of one-drops and low card draw. (No Coiling Oracle or equivalent available to my knowledge, for starters. Merfolk Branchwalker doesn't quite come up to it.) I also wonder if the Ruses could be replaced by Quench, or even Absorb. I will freely confess that the main impetus behind crafting this plan was simple RAV-TSP nostalgia, though, alongside a strong desire to have my deck's centerpiece be Frilled Mystic. (And now Deputy of Detention is running a close second. Even if I haven't had cause/means to try out, say, Ravager Wurm.)
I've tried out your pattern (although with one less each of Wildgrowth Walker and Knight of Autumn, simply because the idea of running less than 24 lands unnerves me). It actually works pretty nicely, except it's still possible to hit a creature deadlock if the Deputies/Mystics aren't cooperating. (At least the recent deadlock I remember was broken with my own Finality...) So once again, I'm looking for a good flier...except I wouldn't know what to displace for it. The Walkers, maybe? In any case, I'm actually thinking Angel of Grace (you don't have to cast it in response to a fatal strike, after all. Especially given how easily mana for a Portal/Ruse is left over.).
Mission Briefing is there specifically to reactivate Justiciar's Portal (you didn't think four blinks would be enough, did you?)--taking the place of Momentary Blink's flashback, basically. Still, I know I can't always expect to have a Portal in my graveyard, so I fluffed out the spells with Nature's Spiral, Settle the Wreckage, and Warrant // Warden. (That's the hard part; figuring out how many spells I need to make sure Mission Briefing has a chance at something to do, while giving Justiciar's Portal a good range of potential jobs.)
Although I have wound up replacing the Warrant // Wardens with Hydroid Krases, after realizing I wasn't using Warrant all that often. So that leaves a question of what other spells I could be putting in. Without kicking out Mission Briefing (we are agreed that the Portal is the keystone of the deck, yes?).
Note that Emissary of Sunrise is used rather than Jadelight Ranger primarily to even out color representation (I'm worried about land/card mana mismatch, even with this many dual lands). End-Raze Forerunners and Vivien Reid...I'm not entirely decided which one I want. Forerunners can benefit from Portal, while Reid isn't nearly as expensive to summon.
Figures that the way you were talking about it, I thought the Benthid was your idea of a "heavy hitter". I was hoping for something that wasn't overused (Carnage Tyrant), at the very least. Not to mention that would tie directly into the flicker theme. At least, despite the whopping eight mana, End-Raze Forerunners qualifies.
Looking back over my list, it seems I utterly neglected to even think about discrete "win conditions", expecting instead to chip away at the opponent with the 3- and 4-power creatures. Failed to remember that even in my old RAV-TSP Blink deck, I had a couple of Simic Sky Swallowers for deadlock breaking.
Some notes after a bit of Arena play (and after swapping out the Wayfinders for End-Raze Forerunners and a fourth Deputy)...
--Deputy is proving invaluable in here.
--Frilled Mystic really is pretty sticky to cast in three-color.
--We're sure Incubation Druid isn't a good idea? The Branchwalkers don't actually accelerate your land drops, and with the Mystic's stickiness...If only Seaside Citadel were Standard-legal...Granted I only have two of each dual land at the moment, but...
--I'm sorely tempted, on the other hand, to find some way to get River's Rebuke in. It may just be inexpertise with the deck, but deadlocks pop up pretty often.
Just a quick note: If you're looking to capitalize on the Mystic, Siren's Ruse would be a very nice inclusion, even if you don't have any pirates. Once the first Mystic comes down, the opponent will probably be wary when you have GGUU open. Not so wary if you have "only" two mana (one blue, obviously).
Took your implicit advice and removed the Krases, and instead put in two Warrant // Warden (either a flyer or getting a dangerous attacker out of my hair for two turns, effectively) and a Camaraderie (which I'm hesitant about; should it have instead been a third Silhana Wayfinder, or Huatli even as a one-of?).
I'll admit that I'm trying to keep to the suggestion offered, when I was tending towards Sultai, to keep creatures and spells fairly balanced with regards to each other, in case I have a Portal drought while Mission Briefing comes up.
{sigh} And the posts don't change when the deck does, even if the link took the form of the deck number...
Mm, with the Nova I was thinking of what I at least thought was a hard rule--if the mana base lets you, always have sweepers to break deadlocks. I'll look into Settle the Wreckage, though, and possibly River's Rebuke (although my deck has blue overreach as is).
Lyra had actually been a recommendation of the advisor on TappedOut (likewise the Wayfinder), as a possible brawler, along with Growth-Chamber Guardian and Adanto Vanguard. The only reason she was one-of was because I was struggling to figure out who I wanted more, her or the Benthid. (That, and I'm still hesitant to put more than one of anything legendary in a deck.)
That said, I'm considering Huatli anew, primarily for the card draw her emblem lets us get from flickering. Might consider Camaraderie, despite it being a massive six mana.
EDIT: This time, I've put Mystic Justice on the on-site deck archive, so the list on this post is going to be changing with my edits.
Emissary of Sunrise, rather than Jadelight Ranger, is in mostly to avoid making color imbalance too severe.
That said, are you sure removing the Angels is a good idea? I don't see anything in your mainboard or sideboard that can interdict fliers that make it on-board (well, aside from the Deputy exiling them, but besides that...).
(Now I find out that we're able to discuss RNA-including decks here...I'd thought that was relegated to New Card Discussion until at least the 17th.)
Frilled Snake...Justiciar's Portal...and Mission Briefing...It's not quite RAV-TSP Blinking Snake, as there's no flashback to make the repeat dependable, but I think we could have something.
Nice as it would be to have Siren's Ruse in, despite there being no pirates (unless you somehow vector Arcane Adaptation in, and I don't think that's worth it), I didn't have room for that.
I will admit I'm worried if my chart is doing that good a job of cohering to both precepts. (Probably not.) You'll never find me content with just goodstuff, so I hit upon the idea of going after enemy material and adding it to my own. But to make sure Muldrotha wasn't there just for her colors, I began looking into EtB effects that could aid the effort. The good news is, there are creatures with EtB capture effects (e.g. Gonti, Lord of Luxury, Hostage Taker, Sower of Temptation), so it doesn't seem to be a hopeless effort.
1 Muldrotha, the Gravetide
Creatures (35)
1 Acidic Slime
1 Coffin Queen
1 Deadeye Tracker
1 Dimir Doppelganger
1 Eternal Witness
1 Farhaven Elf
1 Frilled Mystic
1 Glen Elendra Archmage
1 Gonti, Lord of Luxury
1 Hostage Taker
1 House Guildmage
1 Hypnotic Siren
1 Korozda Guildmage
1 Lotleth Troll
1 Murder of Crows
1 Murkfiend Liege
1 Noxious Gearhulk
1 Nyx Weaver
1 Pelt Collector
1 Poison-Tip Archer
1 Prized Amalgam
1 Puppeteer Clique
1 Reaper of the Wilds
1 River Kelpie
1 Sakura-Tribe Elder
1 Siren Stormtamer
1 Sower of Temptation
1 Sphinx of Foresight
1 Sultai Soothsayer
1 Sylvok Replica
1 Thief of Sanity
1 Undercity Necrolisk
1 Underrealm Lich
1 Vigorspore Wurm
1 Wizard Replica
1 Attrition
1 Bounty of the Luxa
1 Deathreap Ritual
1 Guardian Project
1 Gutter Grime
1 Journey to Eternity
1 Mist of Stagnation
1 Perilous Forays
1 Seal of Doom
1 Seal of Primordium
1 Secrets of the Dead
1 Unfulfilled Desires
1 Vampiric Rites
1 Vessel of Nascency
Artifacts (5)
1 Commander's Sphere
1 Helm of Awakening
1 Horizon Spellbomb
1 Perpetual Timepiece
1 Sol Ring
Planeswalkers (1)
1 Kiora, Master of the Depths
Sorceries (4)
1 Cultivate
1 Extract from Darkness
1 Primal Growth
1 Ritual of the Machine
Instants (3)
1 Grisly Salvage
1 Growth Spiral
1 Putrefy
Lands (37)
6 Island
6 Forest
6 Swamp
1 Alchemist's Refuge
1 Bojuka Bog
1 Breeding Pool
1 Command Tower
1 Drowned Catacomb
1 Exotic Orchard
1 Flooded Grove
1 Hinterland Harbor
1 Myriad Landscape
1 Opulent Palace
1 Overgrown Tomb
1 Sunken Ruins
1 Temple of Deceit
1 Temple of Malady
1 Temple of Mystery
1 Thran Quarry
1 Twilight Mire
1 Watery Grave
1 Woodland Cemetery
Some of my potentially odder picks can probably be ascribed to my attempt to get all three colors as balanced as possible (that is how I discovered, for instance, Mist of Stagnation). That said, I know there are capture cards, like Master Thief, that I overlooked.
Main concerns:
--Keeping average CMC at least somewhat low. This makes it easier for Muldrotha to recover multiple cards in a turn, if need be.
--Finding more enchantment/artifact creatures and spellbombs for this. Try as I might, the only spellbomb that caught my fancy was Horizon Spellbomb. I'm not sure that's enough.
--Theme consistency. As I noted above, I'm worried the two themes won't really mesh together all that well. If so, should I focus on permanent theft, or aristocratic EtB? (In which case, I may have to fish out more sacrifice outlets. Malevolent Awakening, for instance? Hell's Caretaker strikes me as too fragile...)
(Usual note: Haven't played yet, not yet in any position to play with the nearest game store that I know hosts Commander 36 miles/45 minutes away, want to have something hammered out in advance so I don't waste money on unneeded cards in the end.)
1 Marath, Will of the Wild
Creature
1 Shinewend
1 Fertilid
1 Rockslide Elemental
1 Pelt Collector
1 Balefire Liege
1 Retaliator Griffin
1 Ainok Bond-Kin
1 Abzan Falconer
1 Tuskguard Captain
1 Rishkar, Peema Renegade
1 Aurelia, Exemplar of Justice
1 Knight of Autumn
1 Abzan Battle Priest
1 Battlefront Krushok
1 Tireless Tracker
1 Armorcraft Judge
1 Boros Reckoner
1 Bellowing Aegisaur
1 Odric, Master Tactician
1 Shalai, Voice of Plenty
1 Polis Crusher
1 Captivating Crew
1 Naya Sojourners
1 Boros Battleshaper
1 Forgestoker Dragon
1 Molten Primordial
1 Vigor
1 Invasion Plans
1 Close Quarters
1 Stand or Fall
1 Ion Storm
1 Triumph of Ferocity
1 Fervor
1 Martial Law
1 Ooze Flux
1 Gleam of Battle
1 Hardened Scales
1 Brave the Sands
1 Cathars' Crusade
1 Ghostly Prison
1 Colossal Majesty
1 Rhythm of the Wild
Land
1 Thran Quarry
1 Fire-Lit Thicket
1 Wooded Bastion
1 Gavony Township
1 Slayers' Stronghold
1 Temple of Abandon
1 Temple of Triumph
1 Temple of Plenty
1 Exotic Orchard
1 Rootbound Crag
1 Sunpetal Grove
1 Command Tower
1 Jungle Shrine
7 Forest
6 Mountain
6 Plains
1 Rugged Prairie
1 Clifftop Retreat
1 Temple Garden
1 Sacred Foundry
1 Stomping Ground
1 Vorrac Battlehorns
1 Sol Ring
1 Commander's Sphere
1 Nevinyrral's Disk
1 Thaumatic Compass
1 Grappling Hook
Instant
1 Shattering Pulse
1 Strength of the Tajuru
1 Boros Charm
1 Valorous Stance
1 Inspiring Call
1 Master Warcraft
1 Miraculous Recovery
Sorcery
1 Decimate
1 Map the Wastes
1 Regrowth
1 Cultivate
1 Response // Resurgence
Planeswalker
1 Sarkhan Vol
1 Nissa, Voice of Zendikar
In addition, besides Rhythm of the Wild, there are several other RNA cards that I think might work, although I have yet to figure out a place for them:
--Clan Guildmage
--End-Raze Forerunners
--Guardian Project
--Incubation Druid
--Ravager Wurm
--Skarrgan Hellkite
--Thrash // Threat
--Trove of Temptation (Yes, I realize that's an Ixalan card, quiet.)
--Unbreakable Formation
--Wilderness Reclamation
In my conceitedness, I'm thinking of this as intelligent aggro--attack in such a way as to keep everything in your favor. I am, however, worried about what to do when key cards, such as Brave the Sands and Invasion Plans, don't pop up when I want them to...
(And for the record, I have no interest in going infinite.)
Granted we do have firearms in one place--namely, wherever it is the Alaborn exist--but those don't have magazines. (Yet.) The question might be, are the kinds of technology we're familiar with inevitable in technological progression? Especially if sorcery can meet the demand for the function you'd otherwise use machinery for more readily and/or safely. (This is actually the attitude Krynn of Dragonlance has. At least, with regard to Minoi technology. Gnomoi technology is a lot less cumbersome...but also a lot less well-known, outside of Taladas.)
I know that precept worried me about Amonkhet. I was hoping it would hew more to actual Kemetic myth, if not all of the custom, because it would actually make for a more novel story for the mostly Anglophone audience. (I suppose I can forget for now my hopes of an Indonesia-inspired plane...)
It does seem a bit odd that people want the same style/story/etc. repeated ad infinitum (whether we're talking pop understandings of Kemet/Scandinavia/etc. or archetypal 1980s fantasy). Why do they not get tired of it? I honestly wonder whether what they're actually looking for isn't a new story, but rather constant validation. Which...runs into the problem of "fantasy" so often being slotted into "wish-fulfillment". I know David Brin has said that fantasy is primarily/inherently (I forget which) conservative/reactionary in nature, as opposed to science fiction. I wonder if the validation/wish-fulfillment aspect is to blame.
I suppose what I want is for the fantasy to actually hew to science fiction ideals (your choice whether soft or hard). Sci-fi that replaces FTL and high technology with sorcery, perhaps. Rosewater did say that Kaladesh was very likely the most technologically sophisticated we'd get for a plane...And it actually makes sense, given that sorcery probably does certain things better than machinery ever could.
As for fantasy aesthetics "properly" being that which proliferated in the 1980s...At least one problem. Namely, the very subjectivity of the term "fantasy". Cleaving to the 1980s variant usually means sticking to a fantasy that was mostly defined by young white males, whom I wouldn't be surprised to learn defined their "ideal" men and women to comport to their peers (q.v. the toxic variety of masculinity being in large part performative--towards other men). Which largely precludes females and non-whites already. And then there's the matter of how extra-voluptuous might not be an omnipresent desire. (I know I'll take "lithe" over "voluptuous" any day...) It's arguably a form of...ageism?...in that it says that the older aesthetic ought to be catered to just because it's been around longer. That essentially denies the validity of younger fantasies. By that logic, one could say that 1920s/1930s fantasies should receive priority over 1980s fantasies (and I doubt too many people in this day and age would like relentless Conan-cover art, Vallejo fans aside--and possibly even with them. Note, by the way, that Robert Howard was kind of notorious for his racism even back then, so at least his precepts weren't omnipresent then.).
This is why someone like, say, Alesha is important. She, in effect, supplies a fantasy of strength et al. for transwomen that doesn't require them to abjure their particular experiences. I also appreciate Alesha because her existence, among other details, acknowledges the Multiverse as being its own place, not just a vehicle for wish fulfillment, with many of the details our own non-sorcerous world contains. (Let's just say my suspension of disbelief can only go so far, yes?)
I would expect WotC, even without shareholder pressure, to want to expand the audience of the game beyond just 1980s/1990s archetypal fantasy, if only out of love for the game, and thus desire for it to be enjoyed by more people. That requires them to encompass the younger fantasies' precepts--and their critiques of older fantasies. Just because it's a fantasy, doesn't mean it should be immune to analysis and criticism.
(And as a note to 652089...Your denigration of groups isn't really a good idea. Humans are, for the most part, intrinsically social. Seeking a group identity is kind of a default setting for the dominant, allistic set--and that's not necessarily a flaw in their psyche. I don't feel the need to be part of a group, but that's probably ascribable to my autism.)
2 Sailor of Means
2 Trostani Discordant
4 Deputy of Detention
4 Merfolk Branchwalker
4 Jadelight Ranger
4 Knight of Autumn
4 Frilled Mystic
2 Azor, the Lawbringer
Land
2 Glacial Fortress
2 Sunpetal Grove
4 Hinterland Harbor
2 Island
2 Plains
2 Forest
3 Temple Garden
3 Hallowed Fountain
4 Breeding Pool
4 Siren's Ruse
4 Justiciar's Portal
Sorcery
2 Find // Finality
2 Deathgorge Scavenger
2 Amulet of Safekeeping
2 Crushing Canopy
3 Absorb
2 Rampage of the Clans
3 Unbreakable Formation
I will confess I'm not sure how likely this is to place even Tier 2, given the lack of one-drops and low card draw. (No Coiling Oracle or equivalent available to my knowledge, for starters. Merfolk Branchwalker doesn't quite come up to it.) I also wonder if the Ruses could be replaced by Quench, or even Absorb. I will freely confess that the main impetus behind crafting this plan was simple RAV-TSP nostalgia, though, alongside a strong desire to have my deck's centerpiece be Frilled Mystic. (And now Deputy of Detention is running a close second. Even if I haven't had cause/means to try out, say, Ravager Wurm.)
Although I have wound up replacing the Warrant // Wardens with Hydroid Krases, after realizing I wasn't using Warrant all that often. So that leaves a question of what other spells I could be putting in. Without kicking out Mission Briefing (we are agreed that the Portal is the keystone of the deck, yes?).
2 Sailor of Means
2 Trostani Discordant
4 Deputy of Detention
4 Merfolk Branchwalker
4 Jadelight Ranger
4 Knight of Autumn
4 Frilled Mystic
2 Azor, the Lawbringer
Land
2 Glacial Fortress
2 Sunpetal Grove
4 Hinterland Harbor
2 Island
2 Plains
2 Forest
3 Temple Garden
3 Hallowed Fountain
4 Breeding Pool
4 Siren's Ruse
4 Justiciar's Portal
Sorcery
2 Find // Finality
2 Deathgorge Scavenger
2 Amulet of Safekeeping
2 Crushing Canopy
3 Absorb
2 Rampage of the Clans
3 Unbreakable Formation
Note that Emissary of Sunrise is used rather than Jadelight Ranger primarily to even out color representation (I'm worried about land/card mana mismatch, even with this many dual lands). End-Raze Forerunners and Vivien Reid...I'm not entirely decided which one I want. Forerunners can benefit from Portal, while Reid isn't nearly as expensive to summon.
Looking back over my list, it seems I utterly neglected to even think about discrete "win conditions", expecting instead to chip away at the opponent with the 3- and 4-power creatures. Failed to remember that even in my old RAV-TSP Blink deck, I had a couple of Simic Sky Swallowers for deadlock breaking.
--Deputy is proving invaluable in here.
--Frilled Mystic really is pretty sticky to cast in three-color.
--We're sure Incubation Druid isn't a good idea? The Branchwalkers don't actually accelerate your land drops, and with the Mystic's stickiness...If only Seaside Citadel were Standard-legal...Granted I only have two of each dual land at the moment, but...
--I'm sorely tempted, on the other hand, to find some way to get River's Rebuke in. It may just be inexpertise with the deck, but deadlocks pop up pretty often.
I'll admit that I'm trying to keep to the suggestion offered, when I was tending towards Sultai, to keep creatures and spells fairly balanced with regards to each other, in case I have a Portal drought while Mission Briefing comes up.
{sigh} And the posts don't change when the deck does, even if the link took the form of the deck number...
Lyra had actually been a recommendation of the advisor on TappedOut (likewise the Wayfinder), as a possible brawler, along with Growth-Chamber Guardian and Adanto Vanguard. The only reason she was one-of was because I was struggling to figure out who I wanted more, her or the Benthid. (That, and I'm still hesitant to put more than one of anything legendary in a deck.)
That said, I'm considering Huatli anew, primarily for the card draw her emblem lets us get from flickering. Might consider Camaraderie, despite it being a massive six mana.
EDIT: This time, I've put Mystic Justice on the on-site deck archive, so the list on this post is going to be changing with my edits.
2 Sailor of Means
2 Trostani Discordant
4 Deputy of Detention
4 Merfolk Branchwalker
4 Jadelight Ranger
4 Knight of Autumn
4 Frilled Mystic
2 Azor, the Lawbringer
Land
2 Glacial Fortress
2 Sunpetal Grove
4 Hinterland Harbor
2 Island
2 Plains
2 Forest
3 Temple Garden
3 Hallowed Fountain
4 Breeding Pool
4 Siren's Ruse
4 Justiciar's Portal
Sorcery
2 Find // Finality
2 Deathgorge Scavenger
2 Amulet of Safekeeping
2 Crushing Canopy
3 Absorb
2 Rampage of the Clans
3 Unbreakable Formation
Emissary of Sunrise, rather than Jadelight Ranger, is in mostly to avoid making color imbalance too severe.
That said, are you sure removing the Angels is a good idea? I don't see anything in your mainboard or sideboard that can interdict fliers that make it on-board (well, aside from the Deputy exiling them, but besides that...).
4 Frilled Mystic
3 Deputy of Detention
3 Exclusion Mage
3 Incubation Druid
3 Knight of Autumn
2 Angel of Grace
2 Hydroid Krasis
2 Silhana Wayfinder
1 Lyra Dawnbringer
1 Mesmerizing Benthid
Sorceries
2 Cleansing Nova
2 Nature's Spiral
4 Justiciar's Portal
4 Mission Briefing
Lands
3 Forest
2 Plains
4 Island
2 Sunpetal Grove
2 Temple Garden
2 Hinterland Harbor
3 Breeding Pool
3 Glacial Fortress
3 Hallowed Fountain
3 Absorb
3 Unbreakable Formation
2 Amulet of Safekeeping
2 Crushing Canopy
2 Deathgorge Scavenger
2 Rampage of the Clans
Frilled Snake...Justiciar's Portal...and Mission Briefing...It's not quite RAV-TSP Blinking Snake, as there's no flashback to make the repeat dependable, but I think we could have something.
Nice as it would be to have Siren's Ruse in, despite there being no pirates (unless you somehow vector Arcane Adaptation in, and I don't think that's worth it), I didn't have room for that.
4 Frilled Mystic
3 Deputy of Detention
3 Exclusion Mage
3 Incubation Druid
3 Knight of Autumn
2 Angel of Grace
2 Hydroid Krasis
2 Riverwise Augur
1 Huatli, Radiant Champion
Sorceries
2 Cleansing Nova
Instants
4 Justiciar's Portal
4 Mission Briefing
3 Unbreakable Formation
Lands
4 Forest
4 Plains
4 Island
2 Sunpetal Grove
2 Temple Garden
2 Hinterland Harbor
2 Breeding Pool
2 Glacial Fortress
2 Hallowed Fountain
(Land setup obviously not final.)
I've been apprised of other viable denizens of the deck--Mesmerizing Benthid, Forbidding Spirit, and Tempest Caller, for instance--so there's probably still some flex to think about. I'm also considering End-Raze Forerunners as a deadlock breaker, and Wilderness Reclamation to make off-turn initial casts of the Mystic and (if included) Spirit easier.
(Now if only we had something like Cloudstone Curio coming up in War of the Spark...)