This deck was a response to a Deck Challenge: http://forums.mtgvault.com/showthread.php?t=916 That's why all the enchantments are in there.
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If you played a game with this deck, it would go like this: -You don't draw your Amulet of Vigor at any point in the game (because there are only two in a 60-card deck; this means that by TURN ELEVEN, there's still only a 50% chance that you've drawn this card). -All your lands come in tapped and you can't play as many spells as your opponent. -MAYBE you get out an Eldrazi Monument before you die... in this case, you keep it for a turn and then lose it because you ran out of creatures to sacrifice (you only have 12 disposable creatures in the entire deck). -MAYBE you get out a Darksteel Colossus or a Platinum Angel, but by now your opponent's deck is moving at full-speed, and it takes him a maximum of two or three turns to kill it. -You desperately use Obelisk of Alara to gain 5 life per turn, but your opponent is dealing well over 10 damage per turn. -You lose, and that was a good game for your deck. The point of all this wasn't just to make you feel bad (we all used to make horrible decks), but do you see the REASON that it doesn't work? Anytime you put a card in your deck, you should think, "What is the probability of drawing this card early enough to beat my opponent?" "If I need both this card AND another card in order to win, what is the probability of drawing BOTH cards early enough?" "Is there a way I can get my game-winning cards earlier in the game?" "If I have a really bad game, and I don't draw ANY of my game-winning cards, then what cards DID I draw? Can I win the game using my deck's less-important cards?" TL;DR: You made the mistake of building a deck that is extremely powerful in a LUCKY game, but extremely weak in an UNLUCKY game. When building decks, you should always assume that you have horrible luck, and will draw only the worst cards in your deck.