Pillowforting our way to victory is probably our best bet. We don’t have the available card slots or the support structure to field a bunch of defensive creatures to absorb incoming damage, and we aren’t in the colors traditionally associated with control, direct damage or removal. Let’s take a look at our space cushions:
•Authority of the Consuls unties the other player’s shoe while we sprint ahead at the starting line. It ignores haste and the bump to our life total comes in handy in the event you already own playsets of fetch- and shocklands and wish to upgrade the mana base.
•Suppression Field severely slows down a great many plays an opponent may wish to utilize, either offensively or to bolster their own side. Ramp is unaffected of course, but with the preceding card in play ramp is somewhat crippled already. More importantly, we have no activated abilities of our own (besides Wild Cantor’s mana ability), thus we can fire this off with impunity.
•Since creatures will invariably find their way onto the battlefield despite our best efforts, Fog is here to stall the game further still, while we wait to draw into that card we may yet need.
•Once we start to cast the pieces of our combo engine, protecting them becomes top priority. This is made ever so slightly more difficult by the fact that our 3 piece combo consists of 3 different card types; an Enchantment, an Artifact and a Creature. Fortunately, there are a few ‘one size fits all’ protective spells. Heroic Intervention bestows temporary immortality on everything we own, while Tamiyo's Safekeeping produces the same result but for just one permanent. Both highly effective at staving off that dreaded ‘back to square one…’ feeling.
Heroic Intervention is by far the priciest card in the deck, so if budget is a concern you could try substituting it with Apostle's Blessing. It isn’t as good, and can’t cover our Enchantment, but it’s much less expensive.
The deck is surprisingly robust and defensible, but it does have an Achilles’ Heel. Two, actually. The first is any sort of graveyard sweeper; the second is from token boardwipes.
Effects like those created by Leyline of the Void, Relic of Progenitus, Tormod's Crypt or Rest in Peace are lethal and absolutely must be dealt with or it’s game over.
The same holds true for Illness in the Ranks or Virulent Plague.
•Enter: Nature's Claim, which hits all of the above. Always run a full four copies, without question. It isn’t perfect; there are relevant cards it can’t target, such as Bloodline Culling, but it punches well above its weight. Oh, it also smashes Urza's Saga too, and we all know how irritating that card can be…