I made this deck with exile and anti removal in mind to keep things going for a strong mid to late game.
Key elements:
Exile/Return cards
Otherworldly Journey
- A great option when for when you need an Enter Battlefield effect to go off or for blocking and removing to stop larger damage without Trample. I stay away from using it specifically on Lumbering Falls since it returns tapped as it reads.
Eerie Interlude - I feel very much the same about this card as Otherworldly Journey but I really like the fact that I was lucky enough to already own two and that they seem to be great for mid to late game.
Cloudshift - If I had to make an improvement at all I would probably add one or two more of these to fit in somehow, maybe take out Tragic Arrogance later on if I find little use in creature wipe. It works well as it stands though because it targets "Nonland creatures" and if land + counters means Land/Creature then it cannot be sacrificed meaning you keep your land creatures and if your opponent had none then it would keep you ahead.
Enter the Battlefield cards
Wall of Resurgence - The land/creatures producing card of this deck, besides the awaken effect. I try to keep up with this card by using Elvish Visionary and balance the Exile cards between them to draw more if I do not have it or draw more and make land/creatures then follow up with cards like Venser, the Sojourner to make them unblockable.
Halimar Tidecaller - An additional way to pull back awaken cards like Scatter to the Winds and Part the Waterveil in case Den Protector is lacking in hand.
Bounding Krasis I run two for now because I like him in some situations where he is good for control on the opponents side or you can use it on your own Sylvan Caryatid or an already tapped land creature that has blocked or may be used for mana.
Retreat to Coralhelm - This card has great value considering you can also flash back in a land creature. Keeping in mind it loses its counters from Wall of Resurgence if you do but if you're in a bind and need to either scry or tap/untap a creature (aka mostly either Sylvan Caryatid or another land/creature.
Authority of the Consuls - I was fortunate enough to pull one of these in a booster pack and I figured with easy draw in this deck it wouldn't be hard to get it out by early/mid game.
Support cards
Jace, Unraveler of Secrets - The fact that you can bounce a creature upon using his - ability or scry and draw after playing him makes for great support in getting what is needed. I have found that I rarely need his higher - skill.
Nissa, Vital Force - A friend of mine had an extra copy of this and gave me one. I was fortunate to find a place for it in the deck with the + ability fitting in well and the higher - cost being affective as well.
Venser, the Sojourner - I run two to make sure he is drawn by mid game hopefully if needed. the ability to make creatures unblockable or exile/return makes him versatile here.
Please upvote if you like the deck.