I don't have to tell you that Thragtusk and Restoration Angel are the go-to guys in Junk for fighting off Burn, and they work especially well with Trostani in here.
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Boggart Ram-Gang is a fantastic card that will help with Primalcrux's Chroma ability.
This more of a personal preference, but I've found that spells with flashback, i.e. Think Twice and Desperate Ravings are very useful in any deck using both Guttersnipe and Goblin Electromancer. And since those are both card-drawing instants, they can be used to help achieve miracles on your opponent's turn.
Kavu! The greatest tribe to ever exist! I have a few suggestions, for you. The first are Horned Kavu and Sparkcaster. These are my personal favorite Kavu and they allow you to abuse the ETB effects of Flametongue Kavu, Kavu Monarch, and even Kavu Climber if you add it in later. Secondly, you seem to have an odd form of mana acceleration in your deck. The crop rotation and nature's lores could easily be replaced with Rampant Growth. Finally, I think that two Invasion-era enchantments would be nice fits for your deck. Fires of Yavimaya gets your Kavus attacking the turn they hit the field and also gives them some protection, or an extra punch when needed. Aether Rift can beither help you get out your Kavus a lot sooner or can deal massive amounts of damage to your opponents. Thank you for keeping the Kavu dream alive.
Restoration Angel and Cloudshift would make for some good alternatives for flickering.
I think that some man acceleration, Sphere of Suns or even Manalith, and some draw power would be helpful in getting your most powerful cards together. You might want to find an alternative heavy hitter though, Phyrexian Obliterator's mana cost makes it extremely unwieldy.
I would swap out the Patricians for Vampire Interlopers because you can get a lot more use oout of a cheaper creature and one with evasion at that. I also recommend that you take out some of the kill spells for a set of Sign in Blood. Love the idea of Mutilate as a potential game-ender.
I would do this: Take Out -4 Unsummon -2 Elixir of Immortality -2 Devastation Tide -2 Jace, Memory Adept -4 Talrand's Invocation -4 Vanishment -4 Think Twice -4 Negate Put In +4 Vapor Snag +4 Gitaxian Probe +4 Ponder +4 Delver of Secrets +4 Gut Shot +2 Runechanter's Pike +4 Dissipate The Delvers should give you some more early game presence, and cards like Dissipate and Gut Shot help maintain board control. The Miracle Cards are nice, but with Talrand a lot of smaller spells are going to be much more devastating than a few big ones.
Would it be worth splashing Red just for Immerwolf? You'd get another Lord effect and the Mayor would be more reluctant to turn back.
I'd say drop the Devil's Play in favor of more creatures so that Blasphemous Act isn't such a chore to cast.
I think that this looks like a very fun version of infect to play! I especially like how Livewire Lash and Wild Defiance hinder the usual removal spells.
The new Vexing Devil from Avacyn Restored looks like he'd fit perfectly in here.
You've only got 58 cards in there. But besides that, this would probably be really improved by more consistency, and the new Phantasmal cards from M12 would fit wonderfully in here, not to mention Lord of the Unreal.
What do you suggest I remove to make room for those?