If any printing of a card you want to use is legal in Standard, then yes, you may use it in Standard tournaments (unless it's banned, but that's another story).
So you can have a deck with 4th Edition Terrors, Ice Age Swamps, and Caves of Koilos from Apocalypse and have it be Standard legal.
Where Ancients Tread's ability only triggers when a creature with power 5 or greater comes into play, before any player gets priority. By the time you can play Cylian Sunsinger's ability, it's too late for Where Ancients Tread to trigger.
And IMO, Dream Fracture in terms of card advantage is just a Cancel that speeds up the game slightly, and as a control deck, you don't want to speed up the game.
@ OP, I'd say that if yuo're playing 7 mana accel guys, 4 of which can help fix your mana pool, yuo may as well run the one Emperyial Archangel, sure is hard for your opponents to deal with if stoic is out (unless they pump a collosus and you don't block). At the very least its 8 life and a 5/8 flyer for 6 pretty much (as they need to get through it to get to you), which actually isn't that bad.
I agree with your points wholly, and maybe reconsider running 1 Empyrial Archangel.
What I believe, though, is by the time you have 4GWWU (turns 6-10, usually) available, it's essentially been decided whether you've won or lost and it just seems like unnesscessary insult to injury when you've already got a 5/5 lifelinked flier swinging each turn and you've completely shut down their creature base.
In my honest opinion, Dramatic Entrance has no place in this deck, as it would have to be run so that I could draw into it (a 3-of or more) AND primal into an Angel.
Esper Charm is not really good most of the time or necessary in this deck, and that would stress the already stretched-thin manabase even more. (I'm already running Stoic Angel and Cryptic Command in the same deck *yikes!*).
Mostly what I'm saying is they're not worth the slots. If I did +3 Dramatic Entrance, +1 Empyrial, +3 Esper charm, +2 rafiq, that's NINE slots I'd have to free up, which would take away from the acceleration and countermagic that makes this deck fast and effective.
As for Hindering Light, its in there as a two-of mainly to protect your angels against removal late game, and its a two-mana cantripping counterspell that's not as narrow as you'd think =D
i don't want too many token production in this deck
IMO, there is absolutely no reason whatsoever for a deck with all plains not to run Spectral Procession. It's the equivalent of playing three Suntail Hawks with one card. Major C.A., bro.
Seht's Tiger definitely shares the same "Narnia" feel as the rest of Bant, as well as having a "color matters" ability, it might have a good chance of being reprinted in Shards block but with all futureshift speculation there's no guarantee.
For example: Goldmeadow Lookout. Ever gonna get printed? I don't think so, it already missed the four sets in which it would have a chance.
So you can have a deck with 4th Edition Terrors, Ice Age Swamps, and Caves of Koilos from Apocalypse and have it be Standard legal.
Where Ancients Tread's ability only triggers when a creature with power 5 or greater comes into play, before any player gets priority. By the time you can play Cylian Sunsinger's ability, it's too late for Where Ancients Tread to trigger.
So they'd reprint a better Jackal Pup? I'm thinkin not.
Overrun does not target, so shroud has no effect on it. Your creatures will get +3/+3 and trample.
Putting a land into play bypasses the stack, meaning that you can't respond to playing a land.
It wouldn't really make sense rules-wise to make a card that allowed you to counter things that don't use the stack.
I could make a list of every card you missed, but that would be obnoxious so I won't.
I'm running Broken Ambitions over Dream Fracture mainly because Broken Ambitions at least has the chance to be a 2 CMC counter, while Dream Fracture does not.
And IMO, Dream Fracture in terms of card advantage is just a Cancel that speeds up the game slightly, and as a control deck, you don't want to speed up the game.
I agree with your points wholly, and maybe reconsider running 1 Empyrial Archangel.
What I believe, though, is by the time you have 4GWWU (turns 6-10, usually) available, it's essentially been decided whether you've won or lost and it just seems like unnesscessary insult to injury when you've already got a 5/5 lifelinked flier swinging each turn and you've completely shut down their creature base.
Esper Charm is not really good most of the time or necessary in this deck, and that would stress the already stretched-thin manabase even more. (I'm already running Stoic Angel and Cryptic Command in the same deck *yikes!*).
Rafiq of the Many seems like a pretty irrelevant win condition when compared to the raw power of Battlegrace Angel + Stoic Angel.
Mostly what I'm saying is they're not worth the slots. If I did +3 Dramatic Entrance, +1 Empyrial, +3 Esper charm, +2 rafiq, that's NINE slots I'd have to free up, which would take away from the acceleration and countermagic that makes this deck fast and effective.
As far as Mulldrifter goes, it's just an overcosted creature or a Counsel of the Soratami if you don't have anything that works well with it like Makeshift Mannequin or Reveillark and as far as this deck goes with Ponder, Hindering Light, and Cryptic Command, I believe its current level of card advantage is sufficient.
As for Hindering Light, its in there as a two-of mainly to protect your angels against removal late game, and its a two-mana cantripping counterspell that's not as narrow as you'd think =D
Thanks for the input.
4 Birds of Paradise
2 Steward of Valeron
2 Vendilion Clique
4 Stoic Angel
2 Mulldrifter
1 Battlegrace Angel
Instants/Sorceries
4 Ponder
4 Remove Soul
3 Bant Charm
2 Wrath of God
4 Cryptic Command
2 Primal Command
2 Oblivion Ring
Lands
3 Island
2 Forest
2 Adarkar Wastes
2 Flooded Grove
3 Mystic Gate
4 Reflecting Pool
4 Seaside Citadel
3 Yavimaya Coast
1 Wooded Bastion
2 Oblivion Ring
2 Cloudthresher
4 Hindering Light
4 Runed Halo
1 Wrath of God
2 Primal Command
I'm very open to constructive criticism, let me know your ideas.
*complete lack of cheers*
IMO, there is absolutely no reason whatsoever for a deck with all plains not to run Spectral Procession. It's the equivalent of playing three Suntail Hawks with one card. Major C.A., bro.
As for Rise of the Hobgoblins, well... this is a RW deck, so... why not?
Cenn's Enlistment is a bit unnecessary with the other two though.
EDIT: If you're not restricted to a budget Stillmoon Cavalier would be awesome MD or SB.
The Legend and Pet thing has definitely happened before.
For example: Goldmeadow Lookout. Ever gonna get printed? I don't think so, it already missed the four sets in which it would have a chance.