With the inclusion of
Ethereal Armor I plan on testing out my Wolf build with these changes.
Thumbs up for your Selesnya wolves deck, in the last two days I have played it a lot and won consistently with it.
Notable losses were:
-(1) Talrand deck with earlies possible Bindent of Thassa and lots of small fliers gaining card advantage over me. (he had a better draw and I couldnt interract with his board)
-(2) Against a ramp deck with playing effective removals (anger destroyed 2x critters). He also brain magotted me on T2...
-(3) A few mana screw scenarios, where I didnt hit mana 3 (mixed) on T3. (thats a disaster)
Gods will can obviously save key creatures like Aura Gnarlid, but you have to take a tempo loss, to have open a W manna to be able to save it, if it would get removed in the same turn/or oppenents turn when it was cast. Do you ever take the tempo loss, or do you make considerations like:
-Opponent opens with R or B land/tapland and or
-Only if Gnarlid is your first critter to cast (so faster creatures like wandering wolf have not absorbed a removal) and or
-Only if the to be protected creature already has an enchantment on it.
Looking forward to Warden-Surge
BR
J.
When I use Gods Willing it usually completely depends on the scenario.
The only time I really use Gods Willing early on to save a creature is when we are working with limited threats. Losing out on that early tempo usually isn't worth it unless you absolutely have to to get by. If you end up with multiple creatures in your hand, using Gods Willing to save an early creature is often a waste. Should you only have a single creature to devote to the board though, it often is worth it to save it with Gods Willing regardless of the tempo loss. Using Gods Willing is often worthwhile to use to save a creature from an early Anger of the Gods as well, since that often has the potential to leave us with an empty board.
Gods Willing is there mostly as a means of protecting our threats in the mid to late game. This deck relies very heavily on sticking a creature and then building a threat by adding a bunch of Auras to it. For this reason the deck can be vulnerable to instant speed removal and bounce. Slapping 2-3 Auras on a creature and then having it eat removal is a HUGE setback for this deck. As such, the best use of Gods Willing is to save it until either the turn you cast your Auras (to prevent you from getting 2 for 1 by instant speed removal in response) or until you have already built up a threat (to prevent you from getting 2 for 1 or WORSE by them nuking your creature and all your Auras).
Gods Willing can also be used as a combat trick in a pinch as well. This deck lacks ways to really interact with your opponents side of the board. As such, sometimes when you REALLY need to get rid of an opponents creature, the best method of doing so is making an attack that you normally wouldn't make in order to intentionally get blocked, then using Gods Willing to allow your creature to eat theirs without losing your own.
Lastly every once in awhile you can use Gods Willing as a means of getting damage through. Remember that protection means a creature cant be blocked by creatures of the colors you have protection from. This allows you to use Gods Willing at times to force damage through you otherwise may not have been able to. Admittedly this is the least impressive use for Gods Willing in this deck, since we are already running Gnarlid, Wandering Wolf, and Spire Tracer, all of which have the capacity to be unblockable even without the need to use Gods Willing.
Hope this helps. Glad you enjoyed the deck and I hope you enjoy the others just as much. If there is anything else you would like to ask, go right ahead. Also if there is anything you are confused about in my response again feel free to ask. I know English is not your native language, and I tend to ramble a bit, so if you have any questions just let me know.