Champion of Lambholt, Prime Speaker Zegana, and Sphinx of Magosi could be interesting cards for this deck. Champion of Lambholt seems like it could be kinda sweet in this deck synergizes with all the small draw creatures you cast and chasm skulker if it dies while the champ is on the field. The other 2 just kinda go along with the theme of drawing and +1/+1 counters.Zameck Guildmage could be an addition as it combos with Skulker and Coatl, take a counter off to draw then get it back right away. Peel from Reality and Aether Tradewinds are kinda cool in this style of deck, allows you to disrupt what your opponent is doing while bouncing your draw creatures to cast again so you can draw some more.Mulldrfiter is also a pretty good creature draw spell, and Mystic Snake is an idea if you want to add a bit of the other kind of counter.
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If you are looking to make this more Chandra themed here are some cards you may consider:Chandra's PhoenixChandra's SpitfireChandra's OutrageFlames of the FirebrandIncineratePyromancer's GogglesRavaging BlazeSeal of FireAlso a little advice on the current deck trumpet blast doesn't seem very great with your low creature count you may considered swapping it for something else.
Sweet deck, Looks real fun to play. One thing about Abundant Growth is that it won't actually ramp you, but instead it just gives the enchanted land the ability to tap for any color. If you want another ramping enchantment you could play Fertile Ground instead.
Doesn't Day's Undoing kinda do the opposite of what you are trying to accomplish. Your end goal is milling your opponent, and Day's Undoing Shuffles in your opponents graveyard.
If you are looking for ways to ramp and draw cards you could play either Mind Stone or Hedron Archive. They can help you get ahead in mana early on, then be cashed in for cards later on when you need draw.Gempalm Incinerator is kinda card draw. You can cycle it as a removal spell that then replaces itself.Also, you could swap in Shared Animosity for the Coat of Arms. Shared may be better because it pumps only your creatures and not your opponents.
If you are using Soulbright Flamekin primarily for giving Trample you might want to consider Legion Loyalist, and also as another goblin that can pump the team you could add in Goblin Wardrivers.
Instead of playing a bunch of different dual lands you could play some of the lands that tap for 5 colors of mana. Sliver Hive, Ancient Ziggurat, Cavern of Souls, Mana Confluence and the major ones that I can think of off the top of my head. Also, you could play homing sliver instead of Summoner's Pact not really sure if it makes much of a difference though.
With all the ways to redirect damage to your opponent you could consider putting in some Blasphemous Acts. Having 2 of the redirecting creatures out when you cast Act is likely lights out for your opponent. Also another suggestion might be Soulfire Grandmaster its kinda like damage manipulation, and it synergizes with all the burn spells.
I'd recommend Survival Cache, it may not gain as much life as other spells but it draws cards which is important. Also, Faith's Fetters can be added a versatile removal spell that gains life.I also think you may want to up the land count, 22 seems a little light if you are wanting to cast a 6 drop at any point in the game. I'd go up to at least 24. Krosan Verge is a neat land you could add, since it both fixes your mana and accelerates you a little.Pride Guardians are a little underwhelming I feel, maybe you could up the Fleecemanes and Pridemates to 4-ofs.
I have actually been a little busy the past couple days so I haven't really been able to look over the list. The next chance I get I'll see what I can make out of the cards.
Is there a certain kind of deck you want? Ex. control? Aggro? Midrange?Are there any colors you prefer?I would love to help I'm just not to sure what you want.
The thing is when going up against control with your current deck, I feel like they start with a bit of advantage. Reasons:With you current mana curve, you provide little to no pressure on them early game which is where they are generally weaker.They gain serious advantage when they use a 2/3 cost mana spell to counter a huge 7 cost creature.Also control is just dumb, and anyone who plays it deserves to have no friends XDHow to fix:You need to slim down the amount of big creatures you have while replacing them with some lower cost ones, so that you can get some early board presence. You might also want to add a few early on threats, so your opponent burns some removal on them, leaving a gap for a late game fatty.What I like in the changes you made: WILD NACATL! She is probably one of my most favorite cards and was sad to see her get banned in modern. She is great because she can apply a big amount of pressure for 1 mana.Glad to see Woolly Thoctar he is a great card if you can him out turn 3, since his base stats are crazy.Druid of Anama, she is a great addition and I'm glad to see a playset since she can fix your mana well for a two drop making sure you get all your colors.Kird Ape? Loam Lion?These a 2 great cards that could really be great additions to your deck because of how much early pressure they can apply.
I feel like Green is almost necessary in decks that try to get out big creatures early because of its massive Ramping capabilities.Here are some good cards you might want to consider:Woolly Thoctar- He is a little greedy on the mana cost, but 3 mana for a 5/4 is no laughing matter.Spellbreaker Behemoth- This guy is a solid Naya card protecting your bigger guys from counters, and if your opponent is running counters then he is just a 5/5 for 4 mana which is a pretty sweet deal.Cliffrunner behemoth- Could also be a solid addition to the roster because he hits 5 power, while bringing a lot of other nice effects to the table if you have all your colors. (Reminder: Lands are colorless, so they don't count for his abilities)Trace of Abundance- A decent ramp card in naya colorsDruid of the Anima- Helps generate mana in your colorsKnotvine Mystic- Creates 1 mana of each colorFarseek/Search for tomorrow- can help you pull lands out of your deck and ramp upNaya is one of my favorite color combos because I love to play big creatures too. I can help you swap cards in and out depending on what you want to add or take out. I hope these card suggestions help. :D
Rift Bolt, Lava Spike, Searing blaze, Skullcrack, Spark Elemental, Scab Clan Mauler, Young Wolf, Flinthoof Boar, Ghor-clan Rampager, Rancor, Armed // Dangerous, Madcap SkillsOk well there is a lot of good cards you might want to consider putting in your deck. Some cards you might want to take out would be:Harrow- not really good in an aggro because its kinda slow and you don't really need the ramp.Lightning Elemental- Can easily be chump blocked and is a little costly for what it brings to the table.Incinerate- it could probably be swapped out for some of the other burn i listed.Traitorous Blood- This could be good in some situations but I feel like there could be better options.Harvest Pyre- This could probably be taken out for some of the other burn since I feel like it could be inconsistent.You made a decent deck and I love strangleroot geist too. The deck is a little rough around the edges, but with a little polishing it could be great! :DSorry if I this comment is kinda overwhelming. I just kinda went crazy and rambled off a bunch of stuff. XD
You might want to take a look at adding a couple Champion of the Parishes since they have such great synergy in human decks. Also you could replace the Pacifisms with Journey to Nowhere, and replace the Arrests with Oblivion Rings. Swapping these would give you semi-harder removal since Pacifisms don't stop activated/triggered abilities, and the Oblivion Rings can get rid of more than just creatures. Bonds of Faith could also be an option because it could act as either a Pacifism or a buff to you creatures.