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Creatures - 18
3 Invisible Stalker
4 Kor Spiritdancer
2 Flickerwisp
1 Geist of Saint Traft
1 Nomad Mythmaker
1 Grand Arbiter Augustin IV
2 Guardian Seraph
2 Sovereigns of Lost Alara
2 Sun Titan

Other Spells - 19
1 Gift of Granite
1 Lifelink
2 Daybreak Coronet
1 Eel Umbra
1 Tricopean Sight
2 Empyrial Armor
1 Griffin Guide
1 Ophidian Eye
1 Pariah
1 Drake Umbra
1 Mammoth Umbra
2 Mind Control
2 Three Dreams
2 Winds of Wrath

Land - 23
3 Evolving Wilds
8 Island
12 Plains

General Strategy: Load up auras on a hexproof creature or Spiritdancer and go to town. Sovereigns and Sun Titan can help fetch you more stuff and revive things from the graveyard. This deck isn't the fastest, and doesn't have much in terms of removal, so there needs to be a defensive strategy, and there is, it's just a little unorthidox. Defense for this deck usually means pumping a creature to a decent size and give it vigilance and lifelink.

Kor Spiritdancer - The main draw engine. It's an auto-include, and a 4-of. Its self pumping makes the weaker auras like Gift of Granite and Lifelink much more useful. The flash auras are nice to use as combat tricks with this card.

Invisible Stalker - It may seem strange to only run 3 and not 4, but I have reasons for such choices. I do like to see them, and I like to see them early. It can be difficult to build them up to threatening levels given the low amount of auras that grant decent/big boosts, but hey, this deck needed to be balanced. More importantly however, I don't really want to see 2 of these at once, since it's difficult to build up more than 1 at a time. They're good, but if all you're able to do is swing for 1 every turn, that's not impressive anymore.

Geist of Saint Traft - The other hexproof creature. It's not unblockable, but still good at pushing damage through. Not much else to say other than definately run this card.

Flickerwisp - I already listed a lot of uses for this in the Peacekeeper analysis. Instead of repeating all those uses, I'll just add some more to the list. Flicker a Beastmaster Ascension to reset the counters. Flicker your own Mind Control to put it on something better. Flicker your oppoent's Avatar of Discord to make them discard again. Flicker your opponent's creature to get rid of its auras and unattach any equipment. Flicker your opponent's Hellhole Rats so you can discard again. Ok, that last one isn't a good idea, but you get the picture.

Aven Mimeomancer - It does provide a nice use for drawing multiple Stalkers. However, it needs to sit around for a turn, and with 1 toughness it's susseptible to burn/ping/not being able to block and live. Its effect doesn't take place right away, but Flickerwisp does, and flickering seems to have more uses. Not a bad choice though if you want to max out on the Stalkers.

Nomad Mythmaker - Another "kill me now or suffer" creature, this guy lets you reuse your old umbras and other auras. And if you're not against abusing glitches, you can use it to put Pariah and Mind Control on your opponent's creatures (even though you're not supposed to be able to do that).

Auramancer - While this is a 3 mana creature, you'll never really want to play this on turn 3, which makes it more of a late game card. And with all the expensive auras, I'd rather have something like Sun Titan, Sovereigns, or Mythmaker that puts the auras right into play.

Talon Trooper - 3 mana for a 2/3 with flying is pretty decent in this format. I just didn't feel that I wanted more creatures. It would be more appealing if we had some lieges. At worst, this is a good card to sideboard against some decks (goblins).

Guardian Seraph - 4 mana for a 3/4 with flying is a good deal. What's better is its ability of slowing down weenie decks.

Grand Arbiter Augustin IV - Another "kill me quickly card," this guy enables turn 5 Sovereigns and Titans. Making stuff cheaper while you're drawing a lot of cards tends to be good, and making your opponent's spells more expensive to cast is never a bad thing. Getting an umbra on this is a good idea.

Sovereigns of Lost Alara - If you have another creature out, you can utilize its effect right away. Another dangerous creature.

Gift of Granite - Makes for a nice, cheap combat trick for Spiritdancers or something that would otherwise die by combat or burn.

Lifelink - Usually this just goes on a Spiritdancer for a quick pump and draw, but it's also good to give Sun Titan lifelink, completing the vigilance/lifelink defensive plan. It can also serve as a cheap aura to enable Daybreak Coronet.

Daybreak Coronet - Gives us the lifelink/vigilance in one card. Great for offense and defense, and one of the more powerful auras for pumping the creatures.

Griffin Guide - Only one of these because I generally don't care for it, but it's nice to have something else that's kinda cheap, provides a decent boost, and grants flying. Can be searched with Three Dreams to set up a Griffin Guide + Coronet play for the following turn.

Ophidian Eye - Another flash enchantment for Spiritdancers, and it can turn a Stalker into a draw engine, then enable the Stalker to get a Coronet on turn 4.

Pariah - This is basically considered removal. It's kinda nice putting it on your opponent's creature, taking no damage from their combat step, and sitting back while their attack only goes to kill their own creature. Bringing this back with Sun Titan is also kinda mean.

Mammoth Umbra - Only one of these becasue it is expensive. It does grant +3/+3, totem armor, and vigilance for the defensive plan with lifelink, but Triclopean Sight also grants vigilance.

Winds of Wrath - Basically a one sided creature wipe. It can break stalemates that can occassionally happen due to chump blocking (Stalkers are another answer to the chump blocking issues, as is Griffin Guide on occassion). It's also the only solid removal spell in the deck.

Infiltrator's Magemark - I tried this out as an answer to the occassional stalemates until I realized that this doesn't get around Fog Bank.

Indestructibility - I never really cared to spend 4 mana to make a creature indestructable. The decks with tons of removal (GM, SS, and OD) all have answers for indestructible creatures, and of those, only GM doesn't have an answer to an indestructible and hexproof creature. The white decks have exile removal to get around indestructible non-hexproof things, and aside from a Day of Judgment, I don't need Indestructibility on a hexproof creature here, and in the case of a DoJ, I still have Umbras. Against red decks, adding a couple auras to a Spiritdancer will make it pretty much indestructible anyways. The green decks can kill enchantments, and once again, making a spiritdancer indestructible wouldn't really mean much when I put other auras on it. Blue decks have bounce. While you can set up a cute combo with Indestructibility and Pariah, it's not going to be a consistent combo, nor will it immediately win you the game, but rather, it's a combo that most decks can find some sort of answer for.

Three Dreams - Great for setting up your hand with auras for the following turns and refilling your hand for Empyrial Armors. Usual search targets are Mind Control and Daybreak Coronet, followed by whatever other cheap aura. Be careful though, if you plan grabbing a cheap aura + Coronet, grabbing an Empyrial Armor may not be wise if you want to play both on the same turn, since it would require quadruple white. Other than that, I find myself searching for lots of different aura combinations, depending on what's most helpful given the situation. It adds consistency to the deck by letting you search out for your one-of auras.

Sigil of the Empty Throne - This seems like a good idea on paper. In practice, almost every aura you play is going to be on one of your creatures, and when you're casting auras on your creatures, you're probably doing pretty good. You'll almost never want to be putting auras on the tokens that get prodocued. Sigil also suffers from the same issue as Three Dreams, Parallel Lives, and Greater Good, in the sense that it doesn't have an immediate impact on the board. With all of this rolled together, Sigil becomes a win-more type of card. Now if this was a G/W enchantress deck with more non-aura enchantments like Broken Fall, Journey to Nowhere, and Oblivion Ring, then yeah, I'd run this no question. But this is not the case.

Narcolepsy/Pacifism - From my other deck evaluations, you guys know I don't care for these types of "removal" cards. They leave the creature on the field, able to use its ability (and there's a lot of creatures in this format with abilities that can get used around these cards), and most decks can either bounce their creature or destroy the enchantment, thereby nullifying your "removal." I like removal that actually takes the creature off of the field. There are rare occassions where I'd rather leave the creature on the field than to put it in the graveyard (like Chandra's Phoenix), but that would just be a case where I'd want to sideboard Pacifism in during a tournament or something. Like I said, I want removal that actually removes, so I'm going to stick with Winds of Wrath. Mind Control and Pariah both suffer the same downside in that they can be removed, but those auras can have a much greater impact than Narcolepsy if it's not removed.

Godhead of Awe - It's not a bad card, and it makes a nifty combo with Guardian Seraph. However, as I said above, I'd rather be removing the opposing creatures than just neutering them.