Graffdigger's Cage doesn't stop Living End from going off. Living End exiles the creatures in the graveyard before or puts them on to the battlefield.
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I can see shaving Thoughtseize down to 2 and cutting a Dreadbore to fit Anger in, then. The removed cards can go to the sideboard.
Maybe 2 Ultimate Price and an Izzet Charm? Between Hero's Downfall and Dreadbore there's already 8 kill spells.
So, pull the Omenspeakers and the Rals, and add one mainboard Rakdos's Return and a set of either Magma Jet or Lightning Strike?
Ral serves a couple different purposes, aside from his alt. He's either going to be bait for removal or an attack target, or he's going to be able to assist with creature removal/burn damage through his -2 ability, though looking at it I could see pulling him for either Lightning Strike or Magma Jet. As for Toil // Trouble, the second half can be useful against Revelation decks, but again, I could see removing it in favor for either Divination/Read the Bones.
Any thoughts/suggestions are most welcome!
I feel that you're better off running Honor of the Pure over Intangible Virtue. All of the tokens you're going to generate are going to be at least part white anyway, so it will effect everything but Scion of the Wild (Which IV won't effect anyway). You already have other ways to give your guys Vigilance, but if not having it proposes an issue, you can give Serra's Blessing a try.
You should consider Rakdos Cackler and Burning-Tree Emissary. Both are practically staples in aggro and help to apply a good deal of pressure early on, though using Burning-Tree might be a little awkward since it won't let you play a turn two Ash Zealot or Kalonian Tusker.
But there are cheaper ways to deal with DoJ-like effects. There's always things like Mending Touch that will keep your dude on the board in response to Supreme Verdict. If you're worried about getting smacked with a sacrifice effect, there's stuff like Selesnya Charm or Beckon Apparition.
Indestructibility doesn't protect against sacrifice effects.
I would consider running something like Commune With the Gods as like a 2-or-3-of to help draw out some of your deck on the off-chance you run into a pocket of empty draws.I'm running a similar list ( http://www.mtgvault.com/gerich/decks/n%C3%BC-tron/ ). If you need ideas for a sideboard, something like that might work depending on your local meta.
I would consider changing your mainboard non-creature/enchantment spells a bit, maybe something along the lines of...-2 Swan Song-1 Gods Willing+3 Azorius CharmIf nothing else, Azorius Charm provides some card draw on the off chance you find your draw phases to be lacking. Otherwise, it's more creature control/life gain sources.
Considering how much life you're looking to gain from effects, have you considered replacing your Refuge lands with Shocklands? It would help speed up your deck by letting you play your mana dorks on turns one and two.
I actually kind of forgot about Predator's Gambit for a while, thanks for reminding me. The fact that it's Unholy Strength with potential evasiveness is kind of relevant.
I'm... not so big on Sphere of Safety. I mean, it's not a bad card, but it's a five-drop and in a deck with no mana ramp and only 22 lands it's going to be difficult to cast it. If anything, I'd consider something like Detention Sphere or Blind Obedience against an Aggro deck.
Thanks! The only reason I'm running a lot of the cards at all is because I managed to get decent trade stock at some point through drafting and the like.
The only problem I have with Experiment One in this deck is that he doesn't Evolve at all unless Talrand comes into play, which being that there's only two of in the deck, if I found one during FNM at all I couldn't cast it. Master Biomancer suffers a similar issue as Talrand; he's fine mid-to-late game if you're still dropping creatures out after he's out, but this deck doesn't run ramp so he isn't coming out turn 3, which by that point you should already have at least one creature out. At the very least, Talrand makes dudes andDryad pumps from everything except Wild Defiance, Rancor, itself, and Mayor.
I've made the changes you listed to the main deck. That said, the only thing left to consider is the sideboard. Even then, the only thing that comes to mind would be to run something like:2x Unsummon1x Rapid Hybridization2x Ghost Quarter2x Devastation Tide3x BlustersquallI'm uncertain about the last five cards, though.
You should definitely consider running Duskmantle Guildmage for the potential turn six win.