Your deck looks more consistent, while mine is more diverse, perhaps too diverse.
Curious how games vs Superfriends go for you? That deck is the main reason that I have Suppression Bonds. I will say that Suppression Bonds/Tragic is a decent combo, but since it is an enchantment, it is not always a permanent solution.
As far as your card evaluations, I completely agree. I would like to add Oath, but just no slots. As is, I would like a second Conclave, but they just won't fit. I was not as impressed w/ Bellower, but then again, my mind set is more control then beat down, and TBH, I could probably use some more beatdown. Kind of surprised that you do not have a single Reclamation Sage to give you some option to deal with enchantments. It seems a natural fit w/ Bellower. Of course, a 2/1 is not that useful if there are no enchantments, and it is why I run Conclave instead.
You should try Displacer at some point. The card is so good. Yes, it adds another mana requirement, but replacing 1 plains w/ a wastes should do it. You have 8 tutors that can pull it after you have your main colors set up, and 2 other sources in Westvalley. A displacer has so many uses in this deck. Paired w/ Avacyn, you have indestructibility on demand. With Greenwarden, you can recover anything from your graveyard. With Linvala, you can catch up in life quickly. Heck, even rangers can block something, and live through it while fetching you a land.
Even by itself, it can be very useful. It kills tokens that Superfrieds pops out. It removes creatures from combat, or taps them so you can get damage through. It removes counters from things like Woodland or Awakened lands. It removes Auras. The list goes on. Even if it has no targets, it is still an emergency 3/3 for 3. IMO, the best creature in the deck.
Anyway, maybe I will give Bellower another chance. I wasn't running displacer then, and that does add even more value.
Tnx for the feedback
Actually, I prefer
Reclamation Sage over Conclave because cmc. It's just that I'm not encountering enough decks that would justify inclusion of such enchantment hate. Sure, it does help against Superfriends (Oaths and general control), Mill and Mono white rush (Always watching is a pain). But I'm not encountering mills...at all. And the other two decks are backed up by enchantments, I don't find them to be the main problem. Inclusion of
Tragic Arrogance is my answer to anything enchantment heavy.
I actually did play it in my first version, and I simply love it Azorius (
Reflector mage being evil), but here splashing Wastes was a bit too much for me, felt like pushing 3-colour deck as 4-colour and Displacer was often Dead, not even close to its full potential. True, it was before I added playset of Rangers so now I could remove 2 Ayli and try returning 2 Displacer. If I did so, I would probably move out Isolated chapels, one Westvale and something to add wastes and 3-4
Evolving Wilds just for testing (already thinking about removing chapels and one Westvale for Evolving, but this would surely make me do it).
I wouldn't bounce Bellower, but it has other uses;
Tracker - free draw, Extra threat.
Advocate - 4/5 vigilance AND your manlands are +2/+2...;
Shambling Vent becomes a killer and
Hissing Quagmire can actually live to see another day. That being said, you'll have no worries leaving open lands in late game, be it for manlands OR
Grasp of Darkness that could knock off key defender/tempo card for the game...
Cultivator & Ranger - mana, it's good
It's not mandatory, far from that, but as a player I love me some tempo plays, and this card really does it. It's one-card instant field your opponent can't ignore, giving you chance to recover, give it a push for a finish or strengthen the field.