This is the best thing that standard has to offer. I think the idea of manifest is a wonderful one and it's going to be awesome.
What's in this deck:
--Creatures--
Heir of the Wilds - low cost creature with deathtouch to limit attacking, manifest to play a little trick and kill some large creature.
Hooded Hydra
- Awesome card to manifest. you can just play two greens to flip him over and make a 5/5 hydra if you manifested him.
Hornet Nest - Another trick card. if you swing while manifested and they block with even just a small creature, you are getting 1/1 fliers with deathtouch.
Master of Pearls
- This guy can be manifested to allow his flip ability to be very low cost and give all your creatures +2/+2.
Temur Charger
- This is to give your creatures trample and it is free to flip him up, allowing your mana to be spent on any other creatures flip or morph cost. Trample is essential if they block a morph with a 1/1 and it ends up being a 5/5 hydra.
Whisperwood Elemental - At first I didn't realize the true value of this guy but he essentially makes a 2/2 every turn which helps a ton when manifest is the main part of this deck.
--Enchantments--
Lightform
- This just allows for manifest while giving it flying and lifelink. If you end up putting this on any creature, you're going to have a good time.
Trail of Mystery
- Probably one of the most important cards in this deck. Allows you to get a land out of your deck (better chance of manifesting a creature) whenever you put a card face-down, while also giving a card +2/+2 whenever it is flipped up. Putting four in this deck allows for lots of land draw and multiple +2/+2s on a creature that was flipped up.
--Sorceries--
Shamanic Revelation - Simple card draw mechanic with life gain. Has the possibilities to be good but could be cut for another card draw if I can't seem to pull it.
Soul Summons
- Really simple. Just manifest a card.
Savage Punch
- This helps with removal. Just target Heir of the wilds and you can kill just about anything. Also gives the creature +2/+2 if you have a big creature which is always helpful. Another nice combo is punching one of their big creatures with hornet nest to give you lots of 1/1 death touch fliers.
Wildcall
- Another simple manifest card except this one gives the manifest token +1/+1 counters. Really good late game for a huge creature or just huge manifest token. Also pretty good at the beginning of the game. a 3/3 for 3 is a solid deal I think, especially if it ends up being a creature.
--Land--
Tomb of the Spirit Dragon
- Lots of life gain if you have lots of manifested cards.
--Side Board--
Valorous Stance
- Destroy something huge like Siege Rhino, or give your own creature indestructibility.
Naturalize - This is mainly used for B/G constellation, Sultai Whip, or Jeskai ascendancy.
Banishing Light - Removal if nothing is working.
I could really use some help formulating the rest of my side board or if you have really any suggestions at all, it would be much appreciated.