That's because the Grand Arbiter hasn't ratified the new version of the deck yet. It's held up in the Azorius Senate.
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I already have, though I kept some tapping cards to help get my creatures through.
I'm adding Chancellors of the Annex to help mitigate that a bit.
Here are my rationale's, regardless I'll be making a few changes. Neko-Te: They permanently tap creatures they come in contact with which I can then use for Tamiyo's purposes to give me an card drawing engine. Shuriken: Can be shotgunned off all the ninja on the board which might otherwise not be doing anything. Walker of Secret Ways: Wanted a few more reliable ways to get ninja back into my hand. Assassinate: Requires only 1 black mana and with all my tapping abilities I figured it would be easier to cast. Dimir Infiltrator: Unblockable all the time even against fliers. Also can be transmuted into Umezawa's Jitte. Whispersilk Cloak: Wanted this to help protect important creatures. Gigadrowse, There to assist with Tamiyo and make it easier for my creatures to get through.
All my cards become instants with Leyline of Anticipation.
All I need to do is cascade into Hypergenesis for the deck to get started. It can happen on turn 0 if I have spirit guides and Chancellors of the Tangle in my starting hand.
Hypergenesis counts as 0.
It's also worth nothing that Harbingers can be bounced and flashed for more faerie tutoring.
That's what Harbingers are for. Though I'm still deciding on which faeries exactly to keep. I prefer to try a wider variety on the first few playthroughs and then narrow them down to see how they all function in play.
Bitterblossom needs to stay and if it stays then I should probably keep Oona's Blackguard. Bitterblossom creates a huge horde of faeries very quickly and can be championed into a Mistbind Clique when no longer needed.
Thoughtseize is extremely powerful. It practically destroys combos an crucial cards an opponent might have.
I was considering more Stifles, but they're so expensive. I'm going to give it a test first to see if it works well. I need to have a decent amount of creatures to get that first counter on the Ula's Temple anyway.
The Ruby Medallion can probably go, but the Dual Casting is extremely effective in every playtest. Maybe I'll remove the Charmbreaker Devils and Medallion for another Pyromancer Ascension and a Galvanoth.
I need Dingus Eggs because they super-charge my Phoenixes. The Driller can probably go.
The Quicksand is there for early game deterrent against creatures, before I'm likely to be able to get a Dingus Egg out. Same thing with Strip Mine for lands.
You're thinking about Doubling Season. I picked Parallel lives specifically because it only affects tokens. It's there to combo with the Flourishing Defenses and the -1's. Removing the Wren's Run and putting in a Harbinger or a worldly tutor is probably a good idea. I like keeping the WInter orb though because of all the mana I can create with my archdruids and tokens.
It's been tweaked. Should be a lot scarier now.