Creatures
Novice Knight
As previously stated, this guy is primarily an aggro deterrent. It deals with many 1 and 2 drops and people are very reluctant to trade against it. It's probably best not to use any Auras on this guy if it can be helped unless it's
Talons of Wildwood
or you have at least one
Satyr Enchanter
on the board since normally it's a waste for an opponent to use removal on this card. All you'd be doing is making it worth the trade for them.
Knight of Grace
My current MTGA deck doesn't have this guy included yet but in theory this should be an amazing addition to the deck with removal resistance and first strike to deal with aggressive decks making this useful in nearly all matchups. After testing him out I can see myself even increasing this to 4 copies.
Satyr Enchanter
The entire reason this deck can exist at all. This card allows us to drill through our deck, slapping down enchantments like
Seal Away
and
Luminous Bonds
to freeze all the opponents threats and digging for our win-con
Vine Mare
. There are of course some drawbacks to it. It will be the number 1 target of all of any decent opponent's removal and we have no way at all to protect it so don't expect it to stick to the board too often. It also can't trade with any opponents creatures usually since it's only a 2/2 and losing it is very costly. If he lasts more than a turn however, there's a good chance the game will swing heavily in your favour.
Danitha Capashen, Paragon
Just a one of in this deck since overall impact isn't that high and Danitha is Legendary. Making auras cheaper is nice though, and having lifelink, vigilance and first strike gives this card some merits to using. I don't consider this a core card of the archetype though and could probably be switched for something else.
Vine Mare
Here's the deck win-con. Most of the other creatures in this aren't really capable of running away with a game on their own and are mostly just to help stall until
Vine Mare
can be played. Having hexproof makes it a safe bet for putting auras on and if you manage to get
On Serra's Wings
on one of these it'll usually be game over for your opponent.
Carnage Tyrant
I don't actually have this one included in my current working list yet and so haven't done any testing. It's an amazing card, of course, but I'm not convinced if it's actually that necessary when
Vine Mare
comes out at least 2 turns earlier and does the job just fine. I'll see how I feel about it after some trialing.
Enchantments
Seal Away
Starting off our removal suite at 2 mana we have
Seal Away
which helps us survive the early smack down from aggressive decks while remaining viable in the late game against troublesome flyers and heavy hitters. It has some obvious drawbacks though: the target has to be tapped making it completely useless against creatures with vigilance or creatures that utilize their abilities and don't normally attack.
Luminous Bonds
Stops creatures from attacking or blocking. That's all that needs to be said here.
Ixalan's Binding
A catch-all exile with the extra nifty effect of preventing casting of copies. Not sure whether I want to run 3 or 4 copies of this one.
Talons of Wildwood
I'm including this due to being a reusable aura that is safe to put on creatures without hexproof like
Novice Knight
(swing with a 3/4 trample turn 2) and to get multiple triggers of
Satyr Enchanter
. I will be tinkering around with the right amount of these to include.
Dub
I've been tossing up between using this or
Oakenform
but I think overall the first strike outweighs the extra +1/+1.
On Serra's Wings
So far with my limited testing this aura has been incredible. If you manage to get this on a
Vine Mare
it should be a win. I really want to add a second copy since it's been so crucial to dealing with board stalls. Will have to figure out what I want to cut for it. Will have to be careful due to it being legendary though.