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I thought for sure this deck was going to be defender + Door to Nothingness . Maybe sideboard some Witchbane Orb s. If you come up against any kind of burn you have nothing to protect you. And maybe get something to give card:Ludevic's Test Subject hexproof. The blue ring might be good, because you'll have the mana to spare with Axebane Guardian in play.
card:Druid's Deliverance seems kind of a waste with nothing to populate, and it doesn't prevent damage to your walls if you happen to block and they did something like Giant Growth , for this deck I would just keep the Fog 's.
Also, I would consider card:Grafdigger's Cage as a sideboard card just in case your opponent is playing zombies or something, otherwise your milling might just help them.
All I'm saying is that a seven-card mill may as well be zero if you're going for the infinity-mill. Granted, card:Druid's Deliverance doesn't protect creatures I'm not suggesting replacing a Fog with it. It's strictly worse than fog in this deck, but four more fogs can't be added. Between Sands of Delirium and Increasing Confusion the mill is covered. Unless I'm mistaken, Mind Sculpt and Doorkeeper are winning games by themselves, and eight fog effects in a 60 card deck aren't going to be enough to survive the ~8 turns required to get the mill machine up and running.
As far as I'm concerned, if it's effective enough, it shouldn't be a problem even going against pro-milling decks like zombies or U/G Splinterfright decks. A couple of card:Tormod's Crypt will send them off in a whizz or I might even find a way for Rest in Peace to be inside if my meta are graveyard heavy. Problem would be like what DrGodCarl mentioned the number of turns needed to get things going. I was thinking maybe putting a couple of card:Sphinx's Revelation to get some draw going. Perhaps something like -4 Mind Sculpt and -2Gatecreeper Vine , +4card:Druid's Deliverance and +2Cackling Counterpart ?
Love the Cackling Counterpart . Not only can it be an extra defender in general, it could be another Axebane, and card:Druid's Deliverance populates. That'd be so snappy on turn four/five. card:Sphinx's Revelation is nice because it partially makes up for any missed fogs you've had and allows you to grab the cards needed for infinite mill. Not sure what to take out for that though.
I know hover barrier is a sweet wall but why not play angelic wall instead? Its still a flying defender but its cheaper at the cost of -2 toughness. You might have to tweak your mana a little but it shouldn't be a problem. I really like the idea of this deck though. With this many defenders is it really necessary to have so many fog effects? I think you might need some more dig power to assemble your combo and let your walls do they're job. I think I might splash black for grisly salvage and golgari charm for the dig and mass regenerate. +1 from me :)
Rap5525- you still need a way to untap your axebane i.e. galvanic alchemist, before you can go infinite. But it is still an easy and fast combo that will surprise most people when it goes off. The only thing that worries me is game 2 or 3. Do I side board extra protection for the combo? Do I side into a different wincon? Since I love stupid combos i'm thinking maybe a door to nothingness oriented side with stuff to counter the stuff to stop me (witchbane orb, pithing needle, nevermore). Any suggestions welcome
Oh right, totally forgot about Angelic Wall ...
As for splashing, I think it's gonna be abit unstable with 1 more color. And with 4 or more colors, if my Axebane Guardian have issues coming out, then I think it's scoop lol. I would probably SB card:Faith's Shield as Rootborn Defenses seems to have more synergy with the deck =o