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This deck's entire idea is to put out so many enchantments that it makes attacking you impossible thanks to Sphere of Safety. The downfall of this deck is direct life damage. Burn and extort eat this deck for lunch.Aggro decks, on the other hand, very quickly get stopped cold. With Sphere of Safety and a few enchantments, it quickly becomes too expensive for your opponent to swarm you with creatures. For all except exalted decks, this can break your opponent's opposition.
When dealing with removal decks, swap in Gods Willing and the Auramancers to help protect your important creatures and get back enchantments you need.Versus aggro decks, this deck shines. Get out the land you need to put out a Sphere of Safety as soon as possible. Toss a second and third out as soon as you can. These are more important than any other card versus an aggro deck, as they will stop all but a ramp deck from attacking.Because this deck can be a slow-build, be sure to get some life-gain working early, via lifelink or direct life gain. You'll need to stall long enough to get your Spheres moving.Once you've stopped the attackers via the Spheres, your next hurdle is to get past your opponent's defenses. The easiest way is to simply hit your biggest creature with a Holy mantle and attack with impunity. Otherwise, some consistent life gain will help pump out Angels via your Angelic Accord, which will in turn allow for an eventual overrun of your opponent.TL;DR: Be patient, gain life, and get the Spheres out as soon as possible.
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Originally this deck had 2x Seraph of the Dawn, 2x Rancor, 1x Avacyn's Pilgrim and 1x Elvish Mystic. To make it standard legal, I dropped all of those and replaced them with 2x Voyaging Satyr, 2x more Ethereal Armor, 1 more Leafcrown Dryad, and 1 more Observant Alesid. I plan to replace the satyrs with the Sylvan Caryatids.
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