Took this deck to FNM this Friday, I did not do well.
Match 1:
I was up against a jank Bant control deck.
Game1: The first game took a very long time, we were both throwing down detention spheres and o-rings and I was throwing down martial laws and even got the curse of exhaustion down, and I got him down to about 3 life and was sitting pretty at 17 life. Then he got rid of the Curse and played Sphinx's Revelation for a lot and throw down too many things. He took game 1.
Game 2: I got out a Fencing Ace with a spectral flight and an Ethereal Armor and swung in for ten. He got rid of it. I dropped a Geist, and threw a couple enchantments on him and eventually swung in for the game.
Game 3: I got mana screwed and he took the game easily.
Match 2: I got a buy.
Match 3: I was up against G/W Martial Law deck.
He won 2-0 because I had mana issues both games.
Match 4: I went up against a U/R Mid-Range.
Game 1: I won with a Fencing Ace and a Geist, he also had some mana issues.
Game 2: This was a close battle all the way through, he won with a combo involving two Guttersnipes a Pillar of Flame and a Syncopate for 0 for the win.
Game 3: Another close round, I couldn't draw creatures all I could get were martial laws, and other enchantments, land and a creature every so often. He eventually got enough board presence to sweep throw all my enchatments for the game and the match.
What I am changing:
I am going to be removing the Dungeon Geists and the Righteous Authortiys for different cards. I am going to try out New Prahv Guildmage and Azorius Charm.
The Dungeon Geist were, more often then not, just a dead card in my hand, and Fiend Hunters were just so much better.
As for the Righteous Authoritys, I just really wanted them to be good, but they weren't helpful at all. There are far better cards to put in place of them.