Not bad. Wish I had the rares to try this out myself... One thing though, have you considered Honor of the Pure? A static +1/+1 to all your white creatures for 2 mana isn't bad.
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Sprout Swarm seems bad (5 mana to produce 1 Saproling), even I was sceptical about it... until I used it, again, and again, and again... The fact that it has convoke is what makes it worthwhile. Don't forget that you can tap creatures with summoning sickness for convoke, including the Saproling it produced in its previous casting.
Sprout Swarm
Solidarity of Heroes doubles the +1)+1 counters on a creature at instant speed. This allows for mana surprise tricks, including doubling the counters on Hangarback just before it dies; doubling the counters on any unblocked creature(s); and doubling the counters to save from burn spells (and -X/-X spells).
Glad to help :P
A Dredge deck list I found to be good, even if just for reference:http://www.channelfireball.com/articles/the-dredge-primer/
Setessan Oathsworn gets 2 +1/+1 counters per heroic trigger. Solidarity of Heroes doubles the counters on a creature.
Not sure if I'd drop Elvish Mystic, it is mana ramp. Only time I'd drop it is to replace it with Birds of Paradise. The mana ramp these mana dorks provide is very important. Dropping down to 2 colours does eliminate the need for mana fixing from the Leafcaller, so there I agree.
Raid Bombardment is an awesome card, just wish I had more of it... Impact Tremors should work nicely in here. You know, you could easily include the Midnight Guard + Presence of Gond combo in here too. You could also include my all time favourite token producing card: Sprout Swarm :P
This seems to be about average for a modern mill deck. You'll do ok with it, but if you choose to concentrate a bit more on one effect, you may get a bit more reliable wins. There's so many mill variations in Modern that it can be difficult to choose one, so most tend to spread themselves a little too thin by trying to incorporate too many variations. I'm going to suggest a few specific cards that work well, but of course are better in a more focused deck. Mesmeric Orb is killer against most deck types. Remember, the opponent mills first, plus you have a lot of extra mill cards to back it up. This is a good addition to most mill types, but works best with stuff that purposely tap the opponent's stuff(especially multiple things for minimal cost to you). If you're worried about milling yourself too much, you have options like Dimir Aqueduct that adds 2 mana.Archive Trap is frigging awesome with Ghost Quarter (and Path to Exile, if you don't mind adding white). Additionally, Ghost Quarter helps get a nonbasic land into the graveyard, making it a target for Extirpate (or even better, Surgical Extraction), thus lowering the number of lands for Mind Funeral. This is more a deck manipulation variant as it tries to control the number of lands in the opponent's deck. Shelldock Isle is quite good in a spell heavy mill deck. It even lets you ignore most timing restrictions on the card it's hiding, allowing you to play Glimpse the Unthinkable during the opponent's turn :P Then there's the draw variant that triggers Sphinx's Tutelage and Jace's Erasure. A brilliant card for this combo variant is Teferi's Puzzle Box and any Howling Mine effects. There's a lot more variants, but these are some that I've seen work well. Just remember to not put too many variations in the same deck.
FYI, Teferi's Puzzle Box's effect stacks, so bumping it up to 3x or 4x would not only increase your chances of getting it early, but help Sphinx's Tutelage mill for a lot more.
Triton Tactics works nicely with Phenax's mill effect. Tap 2 creatures to mill, pay 1 blue to untap them both and give them +0/+3, then tap them again. If the two milling are both Wall of Frost, you'll mill 34 cards ((7+7+3)X2) all for the low cost of 1 blue mana :P
Probably Skarrgan Pit-Skulk. It requires setup to be good / awesome.
I run a dual tribal Elf Warrior deck. During the early stages of the deck's life, I had Battle-Axe in, but after much testing, at 3 mana I found it to be surprisingly slow despite the 'free' equip effect. If I really wanted a haste granting equipment, I'd use Lightning Greaves, but haste isn't that important with the low mana curve this deck has, haste isn't that important.The only equipment I'd consider including is Infiltration Lense. Asking the opponent to choose between me drawing cards or him taking damage is particularly awesome (did this in a goblin deck I ran years ago).
Outland Colossus is cool and all, but with all this flying in Standard (bloody Dragons), I've found Skysnare Spider to be a better fit. The lack of Renowned 6 is sad, but Vigilance and Reach make up for it.
If you really want more draw, Commune With the Gods will help.
Ascendancy's goblins make Forerunners bigger before damage is calculated. Ambuscade Shaman's ability might be better for the Ascendancy tokens than Seeker's minor buff and lifelink. Plus, the Dash creatures can get around mass removal, including my own Languish.
Charm doesn't only protect your creatures, it protects any permanent you control, including Oblivion Ring and Isochron Scepter (Naturalize and co.) and your lands (land destruction). Even if you don't use it main deck, sideboard would be good.
Lightning HelixBoros CharmSkullcrack^ All burn spells you should be using. They're too good not to use. Rugged Prairie; Sacred Foundry; Battlefield Forge; and Clifftop Retreat are lands you should consider. The more duals you run that enter untapped, the better. Arid Mesa with Sacred Foundry is probably the best option, there's a reason so many Modern decks run these type of lands. If you can't afford the expensive ($) lands, Evolving Wilds; Terramorphic Expanse; or Naya Panorama will do for fetches. The enter tapped duals you're using are probably the best for a budget.
Be very careful when combo'ing, if the opponent knows how and when to disrupt the combo, you won't get the untap effect to untap Kiki-Jiki. Also, you may want to try work in some Splinter Twin as an extra copy effect.
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