darkat, you're going to want some more spot removal (Doom Blade or Go For the Throat).
Secondly, if you're having problems with not enough creatures early on, run Doomed Traveler. It blocks for you, maybe even goes in for some damage, and then when it dies it turns into another token. Vault of the Archangel is better in this deck than Gavony Township, partly because of the life gain and partly because it really effectively stops an opponent's alpha strike, especially with an Intangible Virtue to give your dudes vigilance.
If you are having problems with big dudes that you can't easily remove, or if you're getting wrecked by 'walkers, you might try running Despise.
I'd cut the Timely Reinforcements to the sideboard, they're not great in every matchup (they are really good against RDW). They're not a terrible choice, but there's better stuff for you. You could also use some artifact/enchantment hate in your sb, especially the enchantment hate that flashes back for green (forgot the name), since that will help in the mirror matches.
I think that Parallel Lives may be a little slow for the deck, but if you're seeing good results with it, then keep it in.
bokchoy, how do you sideboard against different matchups? I like your list, and may change mine to look more like it (I'm currently building King_shane's from the front page). Also, how does having no Despise work for you? It's been really good in the (admittedly minimal) testing I've done.
Power 2 or less. So if you have 1 out it still works.
Even so, I've found in my very limited playtesting that the deck has neither the spare mana nor the spare 3-drop. Not to mention, I don't find that I'm really running out of gas that often.
so when i posted earlier i asked what people think about splashing green just for township. The way i see it is that it gives you more options, if i was going to have land to splash the color i would say just sun petal grove. So far what has happen with testing is one of three things, one, i get vault or township and use it to my advantage, two, i dont have green for township but then i use township to activate vault, or three, have both and decided what to use based on the situation. either pump your guys so if they destroy your anthems your not stuck in the water or play the swing and gain life route, or save blockers for the deathtouch. IMO township just gives you more options without taking out any cards that are really effecting he game state
The only problem I can see there are the situations where you're stuck with a Sunpetal and a swamp, which hurts tempo. Might be worth testing to see if the benefits outweigh the drawbacks.
Have you tested Increasing Devotion though? It gives you against 5 tokens and against control decks the flashback could prove essential.
From the discussion that I've seen in this thread, it's not a terrible card to use, but it often just doesn't end up working out all that well. I think you might be able to get away with running one, especially if it playtests well in your meta.
*disclaimer* I've done no testing myself, I'm just re-stating what I've seen in the thread so far.
You might want to consider running Harrow over Cultivate, although I guess it's just a matter of preference. You might also want to run some slightly lower-cost things or run more ramp, since your curve is fairly high.
I guess it depends on the deck quality of your usual opponents though, since this certainly would've beaten anything I made as a new player.
If you're going a blue fliers route, may I suggest Cloud of Faeries? It's a nice two-drop and if you have multiples you can get aggressive guys on the board really fast.
It might go without saying, but you really want to make sure you can resolve Biorhythm when you cast it. So take into account that you're gonna want to have some extra mana on top of it's CC in order to hold for some kind of countermagic.
I'd like to find room for two Mutilate (they want to be Damnation, but I don't own those). What should I switch out? Is there anything I'm really missing?
Some general advice - find what cards really help you win the game, and run multiple copies of them. Lots of singletons makes an inconsistent deck - it's possible to make one that way, but it'll have a hard time competing with a better-built deck.
Also, remember to be careful about your mana curve. You want a reasonable number of cards that you can play at converted mana cost 1, 2, and 3 especially, but you'll also want some higher-costing cards for later in the game.
There is a soldiers primer on this forum which might help - here.
If it's what you've got to work with, then it's what you've got to work with.
I'd take out the toxic nim and the intangible virtue, and find a couple of cards to take their place.
What kinds of decks do you usually play against?
My concern about Krovikan Mist is that a sweeper that takes out other creatures will kill it (I lose my pumps then it dies to other damage). Still, worth a shot, since it flies and is at least a 1/1.
As for Preordain vs. Ponder, I think it's a toss-up. Arguably, the scry is better, but Ponder lets you dig a bit deeper. I will try to acquire some Preordain to test with (I own like 2+ playsets of Ponder). I have actually been running 2x Ponder 2x Brainstorm, and Ponder is definitely a better pick here, even though it's sorcery speed.
Mutavault is waaaay out of my price range, but I'd love to have some. I might try out the Conclaves if I have a problem with games running long with no creatures on the board.
I like Boomerang (might switch to Into the Roil) because it's cheaper and doesn't take up a whole turn. Plus, instant speed.
I'm trying to make this deck somewhat casual-friendly, and, while I have them in another deck, Aether Vial would not be appreciated in my meta. Same goes for Standstill. Plus, I do want to be casting a threat most turns, and Standstill works against that w/o the Vial.
Secondly, if you're having problems with not enough creatures early on, run Doomed Traveler. It blocks for you, maybe even goes in for some damage, and then when it dies it turns into another token.
Vault of the Archangel is better in this deck than Gavony Township, partly because of the life gain and partly because it really effectively stops an opponent's alpha strike, especially with an Intangible Virtue to give your dudes vigilance.
If you are having problems with big dudes that you can't easily remove, or if you're getting wrecked by 'walkers, you might try running Despise.
I'd cut the Timely Reinforcements to the sideboard, they're not great in every matchup (they are really good against RDW). They're not a terrible choice, but there's better stuff for you. You could also use some artifact/enchantment hate in your sb, especially the enchantment hate that flashes back for green (forgot the name), since that will help in the mirror matches.
I think that Parallel Lives may be a little slow for the deck, but if you're seeing good results with it, then keep it in.
Stony Silence games 2 and 3.
Even so, I've found in my very limited playtesting that the deck has neither the spare mana nor the spare 3-drop. Not to mention, I don't find that I'm really running out of gas that often.
The only problem I can see there are the situations where you're stuck with a Sunpetal and a swamp, which hurts tempo. Might be worth testing to see if the benefits outweigh the drawbacks.
From the discussion that I've seen in this thread, it's not a terrible card to use, but it often just doesn't end up working out all that well. I think you might be able to get away with running one, especially if it playtests well in your meta.
*disclaimer* I've done no testing myself, I'm just re-stating what I've seen in the thread so far.
I guess it depends on the deck quality of your usual opponents though, since this certainly would've beaten anything I made as a new player.
4 Swans of Bryn Argoll
4 Stuffy Doll
Spells:
4 Chain of Plasma
4 Lightning Helix
4 Slagstorm
4 Lightning Bolt
2 Pariah
2 Guilty Conscience
4 Oblivion Ring
Artifacts:
2 Elixir of Immortality
4 Boros Signet
4 Clifftop Retreat
4 Rugged Prairie
7 Plains
7 Mountain
3 Diregraf Ghoul
4 (DKA CARD)
4 Lord of the Undead
4 Cemetary Reaper
4 Death Baron
2 Undead Warchief
3 Dark Ritual
3 Go for the Throat
3 Victim of Night
3 Duress
3 Hymn to Tourach
2 Umezawa's Jitte
Land:
22 Swamp
I'd like to find room for two Mutilate (they want to be Damnation, but I don't own those). What should I switch out? Is there anything I'm really missing?
Also, remember to be careful about your mana curve. You want a reasonable number of cards that you can play at converted mana cost 1, 2, and 3 especially, but you'll also want some higher-costing cards for later in the game.
There is a soldiers primer on this forum which might help - here.
I'd take out the toxic nim and the intangible virtue, and find a couple of cards to take their place.
What kinds of decks do you usually play against?
Then proxy them, buy them, or trade for them.
If we don't know what your collection looks like, we can't help you make a deck from it.
As for Preordain vs. Ponder, I think it's a toss-up. Arguably, the scry is better, but Ponder lets you dig a bit deeper. I will try to acquire some Preordain to test with (I own like 2+ playsets of Ponder). I have actually been running 2x Ponder 2x Brainstorm, and Ponder is definitely a better pick here, even though it's sorcery speed.
Mutavault is waaaay out of my price range, but I'd love to have some. I might try out the Conclaves if I have a problem with games running long with no creatures on the board.
I like Boomerang (might switch to Into the Roil) because it's cheaper and doesn't take up a whole turn. Plus, instant speed.
I'm trying to make this deck somewhat casual-friendly, and, while I have them in another deck, Aether Vial would not be appreciated in my meta. Same goes for Standstill. Plus, I do want to be casting a threat most turns, and Standstill works against that w/o the Vial.
For bigger draw, I'm considering Fact or Fiction. Ancestral Vision is also a possibility, though.