Original deck: 2012 Intro Pack Sacred Assault --- Modified it to go for a flying theme, with creatures buffed with enchantments.
Strategy: Cast evasive creatures with flying/hexproof and enchant them with auras to attack for heavy damage.
Cards:
Enchantments- I'm focusing on cheap, yet powerful, auras. Most bang for my mana really.
-Ethereal Armor: One of the best auras in the deck. Makes my creatures powerful pretty quickly with the other enchantments on the field.
-Spirit Mantle: Goes great with Sacred Wolf and just as well with any creature, really. Provides more evasion from blocking damage and other protection, even from activated abilities from creatures that target enchanted creature.
-Trollhide: I was going to eliminate green from the deck, but this aura was just too good to eliminate in my opinion. The +2/+2 is nice but that regenerate is a savior if anything happens to kill my creature.
-Pacifism: Traditional lockdown aura. Cheap cost and provides more support for Ethereal Armor.
-Celestial Mantle: I own a single copy of this so why not use it. Sure it's expensive, but it is just so enticing to slap this on a Sacred Wolf with Spirit Mantle and at least 1 Ethereal Armor making that one mean, 10/8 protected, hexproof, first striking, life-doubler...
Creatures:
-Concordia Pegasus: Early game defense and an early option to throw some auras on. The 3 toughness is pretty solid.
-Sungrace Pegasus: Another early game drop. Fits the flying theme and after being buffed with some low-cost enchantments, it can provide some nice life gain.
-Sacred Wolf: Excellent evasive creature in conjunction with Spirit Mantle. One time I had an 18/18 crazy wolf...
-Griffin Sentinel: Solid creature. The vigilance is great.
-Auramancer: Straightforward. Not flying but useful to recycle enchantments.
-Dawnbringer Charioteers: Flying, lifelink. Heroic works nicely with casting auras, providing even more increases in power and toughness.
-Angel of Jubilation: Flying, anthem effect for all my creatures, and limits certain casting options if my opponent is running them.
-Celestial Archon: 4/4 flying first striker. Enchantment creature so it buffs Ethereal Armor. Also returns to the field with Open the Vaults.
-Thran Golem: Become beastly when enchanted. Tons of helpful abilities- can't pass this one up.
-Wingmate Roc: An excellent card to cast post combat, giving me two 3/4 flyers for 5 mana. Next turn gives a small amount of life gain also.
-Aegis Angel: Solid 5/5 flyer. Provides indestructibility to something.
Sorceries-
-Entreat the Angels: Since my enchantments are cheap, I should have lots of mana being unneeded so I can miracle this for a good amount of 4/4 flying tokens if the opportunity arises.
-Open the Vaults: Bring back all the things!
Suggestions are openly accepted! I have lots of other options in the Maybeboard so let me know anything that is good! Thanks for looking!