So I just finished up a quick few matches with my first Orzhov brew and it delivered a beating both times. My deck is a little different than the others I've seen, so I'll post it up here for input. Keep in mind this is a first-draft with only two games under its belt:
4 x
Orzhov Guildgate10 x
Swamp7 x
Plains4 x
Radiant Fountain3 x
Ulcerate1 x
Elixir of Immortality4 x
Lone Missionary3 x
Ajani's Pridemate3 x
Vizkopa Guildmage4 x
Phyrexian Rager3 x
Tribute to Hunger2 x
Banisher Priest3 x
Angelic Accord2 x
Graveborn Muse2 x
Rhox Faithmender2 x
Indulgent Tormentor1 x
Baneslayer Angel1 x
Sanguine Bond1 x
Resolute ArchangelFirst things first, I'm going to start with four radiant Fountains because they were defended so vehemently; we'll see if I was wrong, and I may very well have been. I'm also running 25 land because the mana-hungry Guildmage is a core part of the combo engine.
I think Ulcerate is a pretty obvious inclusion in a lifegain deck, so I maxed out here.
I'm normally not a fan of Elixir of Immortality outside of slow control decks, but I think it's worth a slot here because it triggers Angelic Accord and it's a huge hit with a Guildmage activation or a Sanguine Bond. Add a Faithmender to the mix and it's pretty insane. It has the small upside of recycling lost threats back into your deck, as well. I would never run more than one of these, though, because drawing multiples is pretty bad.
I'm running what I think is the standard two-drop package of Missionary/Pridemate/Guildmage. Child of Night is okay, but I don't think it's good enough to make the deck. I see a lot of decks running Wall of Omens, but it can't attack, so I don't like it here. This isn't a control deck, it's more of a midrange deck that has a combo element for extra versatility.
I am, however, running the full playset of Phyrexian Ragers for card draw. This card can get into combat and kill something and losing one life just doesn't matter here. You can also give it lifelink with the Guildmage (unlike the Wall) and if you have a Faithmender and an Accord, you can suicide it to trade up for a 4/4 flier. Yeah that's a four-card combination.
Tribute to Hunger is also another fairly-obvious removal spell because of the lifegain element, and Edicts are rarely bad.
I'm running just two Banisher Priests because I think Ulcerate and Tribute are both great removal spells, but sometimes you need something that hits a specific creature and those two cards don't provide that. I thought about Flesh to Dust, but it's way up there on the curve so I was hesitant. I'll be keeping an eye on this.
I'm running all three Angelic Accords and both Faithmenders, and I think that goes without saying.
What I am doing differently is running both Graveborn Muses; they are cheaper and smaller Bloodgift Demons in this deck because they are the only two Zombies in the list. I thought that since we're going to be gaining a bunch of life that we should spend it somehow, and that's why I've gone with the Rager/Muse package as my card advantage engine.
At five mana, I've included the three bomby fliers. Everyone is going to run Baneslayer in this archetype, but Tormentor just fills so many holes and is a five-power flier to boot that I don't see how he could be excluded. The deck already has a decent card drawing component and some good removal cards, and this guy supplements both of those subthemes while being a win condition by draining life and attacking.
I've included only a singleton Sanguine Bond because it's bad in multiples. I understand the effect stacks, but putting two five-mana enchantments that don't affect the board in your deck isn't the best place to be unless you are building around the combo. I'm building a deck that doesn't need it, but it's a nice effect to have access to as a bullet.
I've put a singleton Resolute Archangel in the list as an experiment and I'm going to keep it until I draw it a few times, but I really don't think it's necessary. In my first two games I was always over the 20-mark fairly early so I have a feeling that I'm just paying seven mana for a vanilla 4/4 flier by including it in this deck.
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As for the first game, I stuck a Guildmage on T2, a Faithmender on T4, and a Sanguine Bond on T5. On T6 I untapped, activated the Guildmage, and cast a Lone Missionary to drain him for 16. I won on the spot because the Guildmage had gotten in for four points of damage before he played a blocker.
The second game was a bit more grindy because of a board stall, but I pumped up several Pridemates and kept eating his tokens when he was eventually forced to chump block with them. I had both Graveborn Muses on the field, though, and was drawing five cards per turn while able to recoup the lifeloss with a single Lone Missionary. It's kind of hard to lose when you're drawing that many cards.
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I think my take on the archetype with the Rager/Muse card advantage engine is quite strong and I look forward to tuning the list. If you're new to the archetype or if your version of the deck isn't performing as well as you'd like, then try this out.