Current Esper update - compared to the posted list
here, I've made the following changes: (mana base has changed too, obviously)
-1
Traveler's Amulet-3
Reprisal-2
Obelisk of Alara+3
Tidehollow Strix+3
Gods WillingThe Oblelisks are too slow, but the Sphinxes, given a turn or two, are game winners. I can't cut them. The Amulets are stars, but are actually giving me too much mana, and cutting one is working much better. Reprisal is good, but I couldn't decide between it or
Dead Weight, so I decided neither.
In their place I went for the Strixes. They're defensive removal, but also trigger my Fiends and can be recovered with Sanctums. Gods Willing came about after testing two
Artful Dodges. They were ok, but often not needed as simply flying was evasion enough. Gods Willing instead allows me to use it as protection as well as making Fiends unblockable, and can allow a Strix to kill without dying itself.
Only having 3 non-land, non-artifact cards in the deck actually helps the Fiend/Gear combo even more too, as my drops are even more reliable as triggers now. Not having any removal may hurt me, but I found my game was based on racing my opponent quite often, so I've decided to focus on that aspect instead and try to ignore what they're up to. There may be a few small changes to come, but I feel the deck is almost where I want it.
I was tempted at one point to include
Hot Soup, purely so I could give the deck the criminally punnish name of "Souper Fiends" (Super Friends is a popular MTG archetype). Thankfully common sense prevailed...