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Westvale Abbey
: Sac goats for a crazy strong demon. 'Nuff said.
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Emeria, The Sky Ruin: Return cycled Winged Shepherd to the battlefield, or re-apply Springjack Shepherd every time it dies.
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Springjack Pasture: Turns your goats into life/mana stored on the battlefield, and sink excess mana here.
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Mana Tithe: A highly underrated card. Your opponent has to play a mana behind you or risk losing whatever card he/she taps out playing.
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Emeria Shepherd: Every time you drop a Plains, you can return another creature to the field, or return a destroyed stasis card to the field and re-apply it.
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Winged Shepherd: A flying blocker and cycling fuel to be popped back onto the field with effects listed above. You can also forego returning it to the field with Emeria Shepherd and instead return it to your hand to cycle into an extra draw for the turn.
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Springjack Shepherd: Drops goats multiplied by Anointed Procession, scaling on the unreasonable amount of enchants you'll have floating around the field. Get it killed so you can reactivate it from graveyard via Emeria, The Sky Ruin or Emeria Shepherd.
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Gideon of the Trials: Guardian of Goats and Shepherds. Gives you a little extra leeway in stalling your opponent till your Goat Engine / Goat Wall comes online, and helps you not take damage and activate Luminarch Ascension. If you can't get this card, grab an extra Journey to Nowhere and Seal Away instead, or more Entreat the Angels.
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Wrath of God: When the defenses are breached, sac your goats with Springjack Pasture and then drop it like its hot. Exploding-sun hot. Then use the excess goat-induced mana to do whatever it was you were originally planning to do.
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Idyllic Tutor: Dig up Endless Horizons first for value, and then whatever other enchantment you happen to need/want, such as Luminarch Ascension / Anointed Procession if you already have Luminarch Ascension, or Story Circle if you're getting spammed with burn.
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Endless Horizons: Heavily reduces land-dilution in your deck, and gives you a reliable source of Plains for Emeria, The Sky Ruin and Emeria Shepherd.
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Anointed Procession: 1 goat becomes 2 goats or 4 goats and 1 angel token becomes 2 or 4 angel tokens, depending on how many of these you have out.
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Story Circle: Back-up damage prevention to help get quest counters for Luminarch Ascension, or simply to not die.
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Luminarch Ascension: Your win condition card. Drop it, block with goats as needed, get as many Anointed Procession out as you can, and then sac all built-up goats and spam the hell out of angel tokens.
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Condemn: Its like Path to Exile but it doesn't give the opponent land advantage, and can only be used against an attacker.
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Seal Away: A stasis card best used to stop attackers, especially those with haste.
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Journey to Nowhere: Stasis that can't stop hasted creatures on their first turn, but things sitting around untapped aren't safe from this card like they would be against Seal Away.
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Entreat the Angels: If you top deck this card, every goat you sac via Springjack Pasture for its miracle cost is now a 4/4 Angel Token, multiplied by Anointed Procession. Otherwise, its a good backup to have in your hand in case something happens to Luminarch Ascension.