You could also look into daru warchief to help the costs.
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Take the pikemasters out and put in field marshals. Provides the first strike, and a boost. Adaptive automatons would also help.
Also, because I didn't think about it. The magemark enchantments. These give each enchanted creature bonuses for each in play. they might go well with your buff creatures. YMMV
A few thoughts. Nomad mythmaker / dousing shaman. These bring enchantments back from the graveyard, allowing for more power. Enchanted evening. All permanents are enchantments. This plus multani's decree = board wipe + tons of life. Dauntless Escort. This makes all your stuff indestructible for one round. See use above to not wipe your board.
Here is a thought. You have enchanting evening, and dauntless escort. Why not throw in a destroy all enchantments from either white of green. Multani's decree will life boost your pants off, and if you sac a dauntless, all of your stuff will survive.
Um... isn't that one well timed fog away from a loss?
Call to the Grave kills Grave Titan. Just keep that in mind.
Elvish Promenade - Doubles the number of elves on the field...
Turn one you don't have enough cards to get seven creatures, concordant crossroads, beastmaster, and the mana production for it. You can't pull this off turn one.
There are a few other legendary snakes that fit well into this. When I get a chance I'll find them and let you know.
You'll have to be careful with call to the grave, you have some non zombies in here.
I fail to see how you could trigger the beastmaster one turn one.
My brain is wired to not think of non-basic lands as having basic land types. So I just glossed over the type of temple garden. I stand corrected.
You are missing lands. Land grant does nothing as this is built.
Kor duelist
Ok. So there are two major routes you can go, and I'm going to outline them below. I'm happy to help you with either path if you decided to work on it. Path 1 - Soldier focus: This path focuses more on the creatures and less on what they are equipped with. On this path you should focus on low cost equipments, and creatures that make your soldiers stronger. Things like Cenn's tactition, Field Marshall, Daru Warchief. Focus on getting as many creatures on the field as you can, and let low cost equipment like leonin scimitar, bonesplitters and bone saws to the extra damage. I would also recommend a catapult master or two to deal with opposing creatures. You would also want to remove the windwalker as your equip costs would be low. Path 2 - Equipment This deck is where you focus on having the right equipment to destroy your opponents. Trepidation Blades, Slagwurm Armor, and Vetran's Armamant should be added. Also look into other ledendary equipment like the kaldera gear. Add leonin shikari to make equips instants. Puresteel paladin makes them free. Raksha golden cub boosts all your cats, and steekshaper apprentice gets the equipment when you need them. This build focuses on overwhelming using a smaller number of creatures.
I would recomend a card like dawn elemental. Will work well with your pariah's shield. Something that can't be dealt damage.
Pyromancer's Ascention. It lets you double up on spells cast, but if you plan on using it, think about condensing your spell list into playsets.
It took me 6 hands to get a hand that would start this pattern off. This needs some tweaking.
And getting the golem you need to pull this off doesn't seem as likely as you would need. The swing is just too big.
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