Agreeing with Zlehtnoba, your deck was made to start hitting in the air on turn 3, 4, and 5, so you should capitalize on that plan. Snarecasters help keep the pressure up, especially since you can tap down whatever flying defense your opponent has, and can then absorb a hit if they are going very aggressive too. I'd even include Nullify, since you want to stop them from getting fliers of their own, or stopping a spell that would give one of their creatures flying. I'd take out Divination, Revoke Existence, and a Mortal's Ardor to make room for those 3 cards.
Quote:
"If you refuse to use rock, you will never beat scissors." — Galef, Dakka Dakka Forums