Added some big changes, as I've encountered some problems, which should be solved now. Definitely less elves, but that shouldn't be a problem.
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Well Experiment One is nice as it won't die quickly, but I have the same with the Spire Tracer. Craterhoof Behemoth is almost the same as Wild Beastmaster, though Wild Beastmaster would often be MORE powerful. Deathrite Shaman adds no real value as I don't have black nor that many instants or sorceries, and Tracker's Instincts is nice, but what should I swap it for?
It seems okay, but why include Rule of Law, even on your sideboard? Wouldn't it be a mayor holdback for you?
what do you think of this one? http://magic.tcgplayer.com/db/magic_single_card.asp?cn=Grafdigger%27s%20Cage
What I found out whilst playing this deck:1. You rarely can do anything until you have 4-5 mana on the field, which can be achieved in best case scenario by the 3rd turn, if you can cast a keyrune and a pilrgrim, but it usually takes about 4 - 5 turns, and without defense, red decks can easily set up a good offense by that, and reduce you to 10 life or less. This is a known issue though.2. This can be troublesome against creatures with flying. Even though you want to play Sorin early in game, you probably decide on not doing so because of the high chances of destruction.3. It's a really strong deck, and if you manage to survive for 5 turns, you'll usually win (unless you're fighting the exact opposite of this deck, or having the shuffler)Great deck, overall!