Round three. Battle scarred.
Ok after some play testing and meta-game considerations, I have changed the basic concept initially developed in Part Deux and expanded the scope of the deck. This version has more versatility to handle the various troubles that might befall the deck. Key additions include Day of Judgment and hindering light. Also I adjusted the land draw, 24 lands slows down the deck too much. I went all the way to 20 lands and suffered land poverty. With 22 I found a good balance. Of course, Soverreigns did not make the cut in the new version, this was due to its cost. Casting sovereign came too late in the game to be effective, or essentially lost me a turn cause it cost almost all my mana to cast.
Although Open the vaults is equally expensive, its utility is reserved to the late game anyways. Sovereign's ability is a mid game strategy with a late game cost. Besides, casting a DoJ when you have a creature dependent deck is just joy.
So lets turn to the deck and review:
Kor Spritdancer is the gem. Its does several things.
1) its cheap.
2) it gets +2/+2 for each aura attached
3) you may draw a card when you play an aura.
Follow that up with 18 auras in the deck. 13 costing less than 2 mana,
These cheap auras have built in abilities, but with a kor spiritdancer in hand on turn two, you can look at them all having at least the following "Enchanted creature gets +2/+2, Draw a card" on top of the ability built into the enchantment.
Other Creatures:
Aura Gnarlid - do I need to explain more than it should be always attacking.
Umbra mystic - this is just overkill that works well with the deck. Not needed to win but makes the whole deck stronger when played. Worth the 2W to cast and nothing more.
Mesa Enchantress - because I couldn't have 6 kor spiritdancers in the deck...
Auras:,
Lifelink - lifelink
Hyena - +1/+1 and first strike with totem
Spider - +1/+1 and reach with totem armor
Canopy Cover - unblockable except by flyers and reachers. (Spider and Canopy is ghetto flyer) Shroud for opponents only
Bear Umbra +2/+2 with "when creature attacks, untap all lands. (casting this will pay for itself.) Turn 3 Aura Gnarlid, Turn 4 Bear umbra - 5/5 can't be block unless blocking creature has 5 or more power, AG attacks, untap all lands. Second main phase cast more auras. Not to mention having land open for DoJs, Open vaults or hindering light.
Eldrazi conscription. If you ever get to cast this from your hand, you're doing it wrong. This was designed for open the vaults.
Spells:
Hindering light - basically a counter spell, cantrip, and protect from "sacrifice a creature" consuming vapors anyone?
Day of Judgment - Kill 'em all, umbras to grave. attack, untap all lands, open the vaults. pass turn and grin.
Open the vaults...so yeah, that Kor Spiritdance is a 40/42 lifelink, first strike, trample, with annihilator 4 and cannot be the target of spells or abilities and can only be blocked by flyers...ya want some? (I am allowed to dream)
Lands:
Misty Rainforest for island, if needed otherwise grab you forest. use this as soon as you can. not enough lands to pull otherwise. If you got 4 and 2 on the lands then use it for discard fodder.
Stirring Wildwood - Emergency creature.
Sunpetal Grove and the rest...duh.
22 lands is all you want. 24 is overkill for this deck. You get more lands than auras after a while and they get annoying.
Sideboard:
Meddling Mage - Naming Thought Hemorrhage, Tempest of Light, (Day of Judgment, then opponent has to decide if he wants to block it or not...meanwhile, you have swapped DoJ for meddling mage)
Crab Umbra - Great synergy with Bear umbra. (ghetto vigiliance)
Nimbus Wings - dealing with a flying deck
Spreading Seas - aura that hurts.
DoJ - just in case you need 1 more
OtV - just in case you need 1 more
Sideboard change - Tajuru Preserver replaces spreading seas and 1 OtV. Because this is too awesome to not have available.