Well , this deck is about building up you mana pool, so you will be able to aford casting Enduring Ideal while not taking to much damage in the progress.
Enduring Ideal, starts the great and awsome process that each upkeep lets you get to search for enchantments and put them into play.
The enchantments that locks down the field is:
*Form of the Dragon: This card makes it unpossible for creatures without flying to attack you, burns 5 damage every upkeep to creatures or players and on every endstep your life will become 5.
Form of the Dragon is the main and only win-con for this deck before sideboard
*Dovescape: This card Counters every non-creature spell, but the caster of the spell gets X numbers of 1/1 flying tokens into the field were X is the mana cost.
Dovescape is the main lockdown spell for burn, and interference with your win-con
*Meishin, the Mind Cage: This card lowers all the creatures attack power with X were X is the numbers of cards in your hand.
Meishin, the Mind Cage is great at making the tokens and all outher flyers that Form of the Dragon can't stop usless and therefor completes the lockdown.
*Leyline of Sanctity for me is self explanitory, it keeps the burn and hand-control away in early game.
The loop-whole to this lockdown, is creatures that destroys enchantments like Qasali Pridemage and cards like this, so you might not be 100% safe even if all the parts to the lock are down, but what i have learned playing this deck is that you shouldn't get too greedy and get Form of the Dragon out too early, because sometimes the other player get an enchantment removal and then you will sit there with nothing and you life has got down to 5 and he can just finish you off with some lame creatures.
Instead you should get Dovescape, that card, locks down pretty much every enchantment removal and other spells that could f**k the combo up. When the field is locked it's LOCKED, which mean that they wont be able to do anything about your Dragon. By then it doesn't matter how many turns it takes to burn him down, so don't be greedy and risk too much by geting the Form of the Dragon out too early, that card makes you vulnerable if you can't defend it.
*Path to Exile: a cheap removal good for nearly every match ups.
For the mana ramp and digging spells i have chosen to go with following:
*Pentad Prism, which is a great 2 mana boost artifact spell for a one time use, like casting Enduring Ideal.
*Sylvan Ranger, which lets you serch for lands while are a okey chumper for you opponents monsters, and therefor he doen't only look for lands he often prevents damage from creatures hitting me.
*Sakura-Tribe Elder, which looks for land and chumps, almost same as the Gatecreeper Vine, but the effect doesn't go through untill he gets sacrificed so sometimes the effect have to be used before it gets to chump, but you shouldn't be too hasty with the sacrificing if you don't need the mana directly he might aswel stay a bit longer on the field.
*Court Hussar, which can be used as both digging for Enduring and digging for mana, aswell as chumping or even standing his ground against some creatures.
*Augury Owl, which is there for the scy effect obviously and chumping of course ;)
*See Beyond, which is a good use for digging and throwing the enchantments back from your hand to the library.
The reason I choosed alot of creatures for digging and ramping is to prevent alot of damage to the lifepoint by creatures my opponent throw at me, and that makes me get a litle more time to set up the lock i need.
In the land pool I have only one thing to coment on. I have put one Stomping ground in there so i could with some help from Pentad Prism cast Form of the dragon directly from my hand. This is only the last way out or if your opponent keeps a realy slow tempo. I have actually won a couple of games by casting that from my hand.
I have tried cards like Lotus Bloom and Peer Through Depths which is good on the papper, but then you get a lack of creature defence early on, and sometimes it takes a couple of more turns to dig up that card you need from your library and by then it might be too late since you have already have taken to much damage.
SIDEBOARD:
*Phyrexian Unlife: It's a realy good savior card for those uncertain situations!
*Greater Auramancy: For more protection from enchantment destroy.
*Leyline of the Void: Use against the grave depending decks.
*Nevermore: Great for countering you opponents sidebord, for example Gaddock Teeg and Qasali Pridemage.
*Volition Reins: Instead of destroying, why not take it over?
*Genju of the Realm: An easy alternative win-con.
*Celestial Archon: An alternative win-con. Most of the times combined with Eldrazi Conscription, but might sometime Bestow another creature for the victory.
*Eldrazi Conscription: Combined with a creature it's a deadly combo.
*Boseiju, Who Shelters: A land that makes spells like Enduring Ideal uncounterable for those enoying matchups.
*Sylvan Scrying: Is a good card for fetching Boseiju, Who Shelters, or other land cards if you already got is on the field.
*Supreme Verdict: A good card for clearing the field for those nasty aggro matches.
I realy enjoy combo decks and this deck i pretty damn cool, in my opinion. It's so fun to play. There is also alot of ways you can toy with the sideboard, which is awsome! It's also wining against the more "turnament qualified decks" which makes it so Enjoyable.
This deck is fun, this deck is good and this deck is EPIC! ;)