Grim Starlight is basically my way of playing around with the constellation idea in Journey into Nyx. It may not be the best deck on the block, but personally, I find it a fun idea that I hope to make into reality.
Creatures:
Underworld Coinsmith; not only is he a solid 2/2 beater for two, but it combos well with majority of the deck...seeing as almost everything else is an enchantment, it is cheap constellation fodder. You can quickly make it a powerhouse with Ethereal Armor, or use it to milk health out of your opponent for Bloodchief Ascension.
Grim Guardian is much what he sounds like: mostly defense, but, just by being on the field, harms the opponents. His toughness of 4 makes him hard to get around early-game and, if you need a hitter in a pinch, Ethereal Armor.
Doomwake Giant is a hard-hitter in this deck not because of his sub-par stats, but his weenie-hate. Basically, his ability to token-clear and general weakening of the enemy forces is not something to be taken lightly.
Mesa Enchantress makes the deck cycle cleanly. Though the deck is playable without her, she saves so much time, it's not even funny.
Artifacts:
Well of Lost Dreams is a way to combo with Coinsmith, Ascension and the Disciple to get some consistent card draw. Though I don't expect to be playing cards too heavily, I've found that decks without some card draw usually tend to fall behind.
Enchantments:
Bloodchief Ascension is something that might prove a useful tool considering how often I should be removing life from opponents. Not only does it allow me to pad my life total, it allows the Well to activate and the Pride to reach its full potential all while punishing opponents for casting spells or chump blocking.
Ethereal Armor; 'nuff said.
Sphere of Safety is my flood-gate. This is a great way to prevent huge armies of tokens from overflowing while my relatively slow deck ramps its way up to glory while activating constellations all the while.
Spells:
Batwing Brume is a useful Fog-like card that I thought was pretty sweet...not only prevent a whole cluster of damage, but punish my opponents for trying? Pretty cool! Even if I don't have it in my hand, I can still make my opponents think I do and make them second guess attempting any all-out attacks that would otherwise overrun me.
Doom Blade. I no like creature. Creature die.
Orzhoz Charm; as with all charms, this card has a lot of versatility...though I can't use it all in this deck. In any case, the first ability is quite a useful one, leaving me with the ability to bounce my creatures AND their auras out of dangerous situations, preparing them for reconstellation or redistribution of enchantments OR I can destroy something that I would either be unable to with Doom Blade...or I don't have a blade on hand.
Second Sunrise is my saving grace and coup de grace all in one go. If, say, I were left in the situation where I either block all my opponent's creatures and then die a gruesome death next turn, or just take the death like a man (a situation I find myself in quite often), this card might just be enough to turn the tides. Basically, it allows for reactivation of all constellations of creatures that died that turn, possibly allowing me to finish off my opponent's creatures with a long chain of Doomwake abilities, or finish my opponent off with an equally long chain of Grim Guardians. And even if it doesn't, it leaves me in a position where all my creatures are untapped and, likely, my opponent's are not, allowing for a clean win in quite a few cases.
Extinguish All Hope is a basic "wipe everything except these things" card that leaves me, usually, in a good position with a few exceptions.
Sideboard...I'll add that later.