I would drop the following:Iceberg (3 for a colorless mana each turn isn't that great)Armorcraft Judge (there are better ways to draw cards and this only triggers when it enters)Cold-Eyed Selkie (there are better ways to draw cards, mostly useless against non-blue opponents)Etched Oracle (there are better ways to draw cards, only useful every third turn)Languish (kills your commander, would be better if you could give all creatures -3/-3, like Toxic Deluge)
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Also, these are the most beneficial of each planeswalker: Ajani Steadfast Freyalise, Llanowar's Fury Elspeth, Knight-Errant Garruk, Caller of Beasts Jace, Architect of Thought Kaya, Ghost Assassin * Liliana, the Last Hope** OR *** Liliana, Defiant Necromancer (Liliana, Heretical Healer) Narset Transcendent Nissa, Voice of Zendikar Ob Nixilis Reignited Sorin, Solemn Visitor Tamiyo, Field Researcher Teferi, Temporal Archmage Venser, the Sojourner Vraska the Unseen
Okay, I'll try to suggest a few removals and I have a whole bunch of additions. First, there are counters types that you may be overlooking (storage, experience, & energy). I've included some of these as well as other good cards.Consider Removing:Chorus of the Conclave (Useful, but really high mana cost)Necroplasm (Kills your stuff too and you don't have that much graveyard return)Orzhov Advokist (Permanently buffs enemies for temporary bonus to you)Renegade Krasis (Your creatures often enter small and grow. Won't evolve as much. Better for Naya decks.)Immortal Servitude (Decent, but your creatures have a wide range of costs, so not super good)Asceticism (No explanation necessary.)Consider Adding these --Lands: Gavony Township (You want this.) Llanowar Reborn (Buffs creatures that can't buff themselves, like your commander.) Novijen, Heart of Progress (Buffs creatures you play) Oran-Rief, the Vastwood (Buffs creatures you play) Mirrodin's Core (Storage counters) Aether Hub (Energy counters) Rustic Clachan (Mediocre, but offers buff or white mana)Creatures: Triskelavus (Colorless tokens that deal direct damage)Triskelion (Colorless direct damage) Daxos the Returned (Great enchantment creatures) Meren of Clan Nel Toth (Free creatures from your graveyard) Ezuri, Claw of Progress (Big buff each turn) Ludevic's Test Subject (Cheap 13/13 + trample)Fertilid (Land search) Karlov of the Ghost Council (Exile stuff) Bloodcrazed Hoplite (Debuffs enemies) Carnifex Demon (Kills untargetable enemies) Korozda Gorgon (Kills indestructible stuff) Djinn of Wishes (Cast spells without paying mana cost) Vastwood Hydra (Distribute counters when killed) Lifeblood Hydra (Draw cards when killed) Hooded Hydra (Tokens when killed) Heroes' Bane (Exponential growth) Warden of the First Tree (Grows like Figure of Destiny) Jarad, Golgari Lich Lord (Flinging stuff) Aeon Chronicler (Draw extra card each turn) Fungal Behemoth (Buffs target creature each turn) Benalish Commander (Soldier token each turn) Azor's Elocutors (Dumb win)Artifacts: Lux Cannon (Destroys stuff) Eternity Vessel (Reset life to higher amount each turn) Brain in a Jar (Free spells or massive scrying) Orochi Hatchery (Baby snakes! Lots and lots of baby snake.) Clearwater Goblet (Lots of life gain) Coalition Relic (Mana battery)Everflowing Chalice (Mana battery) Energy Chamber (Buff each turn) Darksteel Reactor (Dumb win)Whip of Erebos (Life gain & unearth) Bow of Nylea (Deathtouch & utility) Bident of Thassa (Card draw & annoyance) Spear of Heliod (Passive buff and defense)Equipment: Banshee's Blade (Transferable buff)Enchantments: Archmage Ascension (Search for cards) Beastmaster Ascension (Buffs creatures) Bloodchief Ascension (Hurt enemies and gain life) Gutter Grime (Slime tokens) Energy Vortex (Pay X to make opponents pay X+1 or take X+1 damage on their turn.) Consulate Surveillance (Protection from one target) Legacy's Allure (Steal something for UU)Instants: Delay (Counter spell for 1+U) Abzan Charm (Utility)Bioshift (Surprise buff or debuff)Sorceries: Soul's Might (Doubles power of target creature)
Also, wow, that's pricey. It's your call, but I won't be spending that much on any one deck.
If you're looking for "oh shit!" cards that may save you from a loosing game, try Merciless Eviction, Angel of the Dire Hour, or Sudden Disappearance.I would drop Living Death (though I know that you like that card) just because it requires you to give up all your creatures. Angel of the Dire Hour exiles their creatures without the need to lose yours, but it only works on an attacker, so if you're getting ganged up upon, It's not as good (though, it has flash). Merciless Eviction is a good late game kill whatever you want card and Sudden Disappearance is a hilarious way to clear someone's board while you attack them.
Also, you want Sunscorch Regent.
Having seen that you only have a few creatures that would benefit from heartstone, I would suggest Illusionist's Bracers, Ajani, Mentor of Heroes, or another creature instead.
I would suggest dropping some cards and adding others.Drop: Dromoka Captain - Easily killed and forced to attack to be useful Asceticism - Personal prejudice Liliana Vess - No synergyPossibly Drop: Kheru Bloodsucker - Forces you to sacrificePossible Additions: Good Creatures: Enduring Scalelord - Tons of counters on this critter Kalonian Hydra - Doubling counters Clockwork Hydra - Free outlast; deals direct damage. Archangel of Thune - Counters on all your creatures for life gain Dark Impostor - Counters and exiles creatures, but high mana cost Celestial Ancient - Counters on all your creatures when you play enchantments Mazirek, Kraul Death Priest - Counters on all your creatures when anything is sacrificed Managorger Hydra - Counter when anyone plays a spell Forgotten Ancient - Counter when anyone casts a spell Heroes' Bane - Exponential Growth Juniper Order Ranger - Counter on itself and on the creature each time you play a creature Obsessive Skinner - Counter during each player's upkeep Sunscorch Regent - Counter and 1 life when an opponent casts a spellOther Decent Creatures: Skullbriar, the Walking Grave - Counters that stay with it if it dies Ivy Lane Denizen - Counter when you play green creatures Herald of War - Cheaper creatures Ainok Guide - Counter or land; helps early game Algae Gharial - Counter when creature dies Angel of Jubilation - Defense Sigarda, Host of Herons - Defense Karador, Ghost Chieftain - Cast creatures from your graveyard Kavu Predator - Counter when opponents gain life Avenger of Zendikar - Counters for landfall Champion of the Parish - Counter when you play a human Ageless Entity - Counters for life gain Chronomaton - Artifact outlast Clockwork Dragon - Free outlast Clockwork Vorrac - Free outlast Ballyrush Banneret - Cheaper creatures Daghatar the Adamant - Steal counters Malakir Cullblade - Counter when creature dies Descendant of Masumaro - Counters for cards in hand > opponent's hand Scute Mob - Lots of counters Dromoka, the Eternal - Bolsters when attacks Feral Hydra - Outlast that doesn't require tapping Fleecemane Lion - Monstrosity; indestructible & hexproof Foe-Razer Regent - Your creatures can fight when played. Gain counters after fighting. Gyre Sage - Evolve; taps for mana. Hangarback Walker - Outlast; Tokens when killed. Korozda Gorgon - Remove counter to debuff enemy creature Ob Nixilis, the Fallen - Counter & opponent loses life for landfall Oran-Rief Hydra - Counter for landfall, two for forest Phantom Nantuko - Free outlast & hard to kill Phytohydra - Gets counters instead of taking damage Protean Hydra - Gets counters if it takes damage without dying Quirion Dryad - Gets counter when you play a white or black spell Scavenger Drake - Counter when creature dies Thief of Blood - Move all counters to this creature when it's played Vulturous Zombie - Counter when a card goes to enemy graveyard (obviously, not creatures) Warden of the First Tree - Thematic Instants & Sorceries: Chord of Calling - Searching Solidarity of Heroes - Doubles counters (and it won me that game against Kell) Abzan Charm - Utility Increasing Savagery - Tons of counters; Even more from graveyard Scale Blessing - Counter on each of your creatures with a counter Soul's Might - Counters equal to target's power Artifacts & Enchantments: Forced Adaptation - Counter on your upkeep Bow of Nylea - Deathtouch for attackers and outlast Heartstone - Cheaper abilities, including outlast Rite of Passage - Counter for your creatures that take damage without dying Armory of Iroas - Counter when attacking Blade of the Bloodchief - Counter when creature dies Cloud Key - Cheaper spells Emerald Medallion - Cheaper green spells Jet Medallion - Cheaper black spells Cradle of Vitality - Counters for life gain Daily Regimen - Outlast that doesn't require tapping Dragon Blood - Outlast Echoes of the Kin Tree - Thematic Oath of the Ancient Wood - Counter when you play an enchantment Retreat to Kazandu - Counter for landfall Ring of Kalonia - Trample & counter during your upkeep if creature is green Ring of Thune - Vigilance & counter during your upkeep if creature is white Ring of Xathrid - Regenerate & counter during your upkeep if creature is black Shield of the Oversoul - Buffs white/green creature Planeswalkers: Ajani Goldmane - Counter on each of your creatures (-1) Ajani Steadfast - Counter on each of your creatures (-2) Ajani, Caller of the Pride - Counter on a creature (+1) Ajani, Mentor of Heroes - Three counters (+1) Nissa, Voice of Zendikar - Counter on each of your creatures (-2)
Okay, so my initial impression of your deck yielded some cards that are of questionable use. They are as follows:Roar of Challenge - Low synergyOrder of Succession - Can be used against youMetallic Mastery - Not many artifact creatures unless playing with KellIllicit Auction - Likely to hurt you unless you include more life gainCleaver Riot - Low synergyThassa, God of the Sea - Low synergySmelt-Ward Gatekeepers - Only 3 gates means likely to do nothingKolaghan Forerunners - Situationally usefulHivis of the Scale - Not many dragon creaturesAtarka, World Render - Not many dragon creaturesAtarka's Command - Good, but low no synergyAura Graft - Situationally usefulCrypsis - Low synergyDragonshift - Low synergyFlash Conscription - Check legality due to [W], but probably okay because it's not a cost.Gruul Charm - Low synergySavage Beating - Neat, but low synergySheltering Word - Too temporary for a long commander game, I prefer permanent hexproofTemur Battle Rage - Low synergyTower Defense - Situationally usefulTibalt, the Fiend-Blooded - I have two of this guy and I've never kept him alive long enough to use his ultimate. I'll trade him to you if you want him.Sword of Feast & Famine - Expensive and low synergyThran Dynamo - expensive for colorless mana, there's probably a comparable one with colored manaFurnace Celebration - Limited usefulness, 2 mana for 2 damage is so-so and you'll probably use the mana on spells instead.Heartbeat of Spring - Are you sure you want to give everyone mana? You don't draw as much, so it could work against you.Might Makes Right - You don't have many huge creatures, may not help often.Primal Cocoon - Why include this without Forced Adaptation or even Momentum?Retaliation - Okay, but better in mass token decksRisky Move - Funny, but not always usefulSight of the Scalelords - Low synergy***** Cards that I Suggest *****Fecundity - Drawing cardsRhystic Study - Drawing cardsMirrorworks - Copying creaturesMinion Reflector - Copying creaturesRiku of Two Reflections - Copying spellsDjinn Illuminatus - Copying spellsDominus of Fealty - Stealing creaturesMirror Sheen - Copying spells Charmbreaker Devils - Regaining spellsMnemonic Wall - Regaining spellsElixir of Immortality - Restocking your libraryGlaring spotlight - Removing hexproofArcane Lighthouse - Removing hexproofHomeward Path - Regaining control of your creatures if they get stolenMarchesa's Smuggler - If you really want unblockable, here's another one that gives unblockable, though there are a lot if you want me to enumerate them, I can. Assault Suit - Funny to watch a creature continually traded.** Alternate Sacrifice Outlets ** Goblin Bombardment (1R) - Deal 1 damage (Free sac) Ashnod's Altar (3) - Add 2 colorless mana (Free sac) Cold Storage (4) - 3: Exile a creature you control; Sac Cold Storage to gain control of all creatures exiled this way. (Lesser Conjurer's Closet) Carnage Altar (2) - 3: Draw a card Demonmail Hauberk (4): Sac a creature to Equip: +4/+2 Junkyo Bell (4) - Target gets +x/+x until end of turn where x is the number of creatures you control. Sac a creature during your end step. (Free sac outlet and a slight buff). Altar of Dementia (2) - Mill (Free Sac) Barrage of Expendables (R) - R: Deal 1 damage Blasting Station (3) - T: Deal 1 damage, nice because it's colorless direct damage Culling Dais - Sacrifice to draw
You're deck may be okay at stalling for a time, but it doesn't actually have much chance of winning. In order to attack more easily, I would suggest that you include one or more of the following to attack without spending mana on Assualt Formation each turn: Animate Wall (W) - Aura - Enchanted wall can attack. Cheap, but lost if the wall dies. Rolling Stones (1W) - Enchantment - All walls can attack. This is your best enchantment (along with Assault Formation's passive). Could benefit an enemy, but that's a small price to pay. Wakestone Gargoyle (3W) - Creature - 1W: Creatures with defender can attack this turn. Good, but not a wall creature. Warmonger's Chariot (2) - Equipment - Equip 3: Equipped creature with defender can attack. Decent and stays if the wall dies.Next I would look at the walls that you have and see if they're actually necessary: Steel Wall (1) - 0/4 - No abilities. Angelic Wall (1W) - 0/4 - Flying. Overgrown Battlement (1G) - 0/4 - Tap for G mana. Vine Trellis (1G) - 0/4 - Tap for G mana. Wall of Essence (1W) - 0/4 - Psuedo-lifelink. Wall of Mulch (1G) - 0/4 - G + Sac a Wall: Draw a card. Wall of Omens (1W) - 0/4 - Draw a card. Wall of Wood (G) - 0/3 - No abilities.So: Steel Wall (Debatable) - Mana efficient, but doesn't do much. Angelic Wall (Keep) - Flying. Overgrown Battlement (Drop) - You don't need mana ramping when your whole deck costs 2 or less. Vine Trellis (Drop) - You don't need mana ramping when your whole deck costs 2 or less. Wall of Essence (Keep) - 0/4 - Psuedo-lifelink. Wall of Mulch (Debatable) - Drawing cards is good, but sacrificing a wall is a steep price. Wall of Omens (Drop) - At $1.30/card, this doesn't belong in a budget deck. Wall of Wood (Drop) - Doesn't do anything that Steel Wall can't do better and that's colorless.Now to the optional additions: Brave the Sands (1W) - Enchantment - Creatures you control have vigilance and can block an additional creature. Because vigilance is awesome and blocking is your strong suit, so it doesn't hurt to play it up. Rancor (G) or Chariot of Victory (3) - Aura or Equipment - Because you don't have anything else that gives you trample. Chariot of Victory also gives firststrike and haste. Angelic Wall (1W) - 0/4 - Flying. Crenellated Wall (4) - 0/4 - T: Target gets +0/+4 this turn. Somewhat high mana cost, but huge boost to toughness of whichever wall needs it. Especially awesome with vigilance. Wall of Tanglecord (2) - 0/6 - G: Reach this turn. Bigger than most of your walls and colorless. Can get reach if you don't have your flying walls out or don't want to block with them. Wall of Faith (3W) - 0/5 - W: +0/+1 this turn. This is a good way to use your extra mana. The base mana cost is a bit high, but it's worth considering. Living Wall (4) - 0/6 - 1: Regenerate. Somewhat high mana cost, but effectively indestructible and colorless. Necropolis (5) - 0/1 - Exile a creature in your graveyard: Necropolis gets +0/+[Its CMC]. This one is debatable. It's good for longer games when you have cards in your graveyard. Shifting Wall (X) - X/X - Great for a late game when you have extra mana. This is also one of the few reasons to include those mana ramp walls from above. Snow Fortress (5) - 0/4 - 1: +1/+0 or +0/+1 this turn or deal 1 damage to a creature attacking you. Though high mana cost, it is a nice way to spend the extra mana and its colorless. Wall of Spears (3) - 2/3 - Firststrike. This is so-so. I like to include firststrike cards just to deal with deathtouch creatures. Dazzling Ramparts (4W) - 0/7 - 1W, T: Tap target creature. This is a high mana cost wall and, though it has high toughness, I would only include it if you wanted a way to neutralize a particularly troublesome enemy creature.If you wanted to include black, you could include: Wall of Bone Wall of Souls Wall of Limbs Archers' Parapet If you wanted to include blue, you could include: Wall of Wonder Psychic Membrane Hover Barrier Wall of Denial Thunder Wall If you wanted to include red, you could include: Wall of Fire Æther Membrane Ætherflame Wall Other decent walls that you could include in white/green: Reinforced Bulwark Wall of Shields Alabaster Wall Fortified Area Ageless Sentinels Cathedral Membrane Wall of Brambles In conclusion, I hope that my advice helped and I would very much like to play the final product, it would be an interesting change of pace.
Thanks for the tips. I added:Kokusho, the Evening StarProtean HulkPuppeteer CliqueShambling ShellWight of Precinct SixYavimaya ElderAnd I would have added Vigor & Sheoldred, Whispering One if they didn't cost so much money.