B/W Lifegain/Tokens. Lifegain is super important with Red running rampant, and tokens are an effective way of both maintaining your life total and eventually closing out the game through shear numbers.
All of the creatures in the deck deal with tokens and lifegain in someway. Anointer Priest both provides life for each token produced and goes on to become a token herself after death. Legion's Landing
(shut up, it's basically a creature) is little more than a Sacred Cat clone at first, serving as a good first turn play, but upon flipping over provides us a great mana sink, much like Westvale Abbey
would do before rotation.
Sunscourge Champion
helps to slow down aggressive decks with immediate lifegain on hitting the board, and it gains us even more life after death. Bontu the Glorified rounds out the troop by giving us a hard hitting, evasive body, and a way to gain life and filter our draws.
Crested Sunmare is the only creature that can't make life on it's own. Instead it serves as the main win-con of the deck. Every turn that I gain life is a turn that I get a 5/5 indestructible token. Considering all of my other creatures gain life through entering the battlefield or entering combat, it shouldn't be difficult to be getting 5/5s constantly.
Anointed Procession cranks up the token making to ridiculous levels. Legion's Landing
now makes two tokens on entering and two tokens for every activation of it's backside. Anointer Priest doubles up on the lifegain, even going so far as to gain 4 life right after embalming.
Sunscourge Champion
is even more absurd, gaining us 8 life upon eternalizing, in addition to creating two 4/4 bodies. And Crested Sunmare will put 10 horsepower into play every turn that I gain life.
Hidden Stockpile helps with token production and smoothing our draws. Every time a creature is about to die, or whenever I feel like it, I can help make sure that my next draw is something I want. The only downside is that it only makes a single token and only during my turn. Arguel's Blood Fast
is an interesting card, providing a decent
Greed
variant at first to help with card draw issues, and should I ever reach the point where it flips, it provides yet another source of lifegain for me.
Dusk / Dawn is one of the best sweepers in standard right now, and it's only going to get better once monsters like Carnage Tyrant are running around. I don't intend to use
Dawn
ever, seeing as all of my creatures either have ways of coming back on their own or are too big, but Dusk is powerful enough to warrant inclusion, letting us potentially wipe out all of our opponent's creatures while leaving ours unharmed, save for Crested Sunmare.
Included are some token making spells as well, namely Queen's Commission, Call to the Feast and Start / Finish. Lastly, Vraska's Contempt gives us an Instant speed out for any planeswalker or creature, even gods. Plus it gains life, meaning it fits the theme of the deck quite nicely.
The sideboard consists of answers to various problem decks. Sentinel Totem combines with our main deck Scavenger Grounds to help hose graveyard strategies, like God-Pharaoh's Gift and anything degenerate with The Scarab God. Lost Legacy helps with Approach of the Second Sun and forces those decks to find another way to win. Aethersphere Harvester deals with flying threats and comes with some limited lifegain of its own to fit in with the rest of the deck. Lastly, both Ashes of the Abhorrent and Authority of the Consuls give us more passive lifegain and help against graveyard and aggressive decks respectively.