I run the "Wild Growth" package in my 540 (Wild Growth, Utopia Sprawl, Arbor Elf). I am really impressed by it, especially when you can get elf + enchantment. The BCS for Arbor Elf + Enchantment is 4 mana on turn 2, 6 on turn 3, which is pretty impressive.
Here are a couple of cards with no particular order or theme.
Memories of the Fallen1W
Enchantment
Whenever a non-token creature you control dies, put a charge counter on Memories of the Fallen.
Remove 3 charge counters from Memories of the Fallen: Return target creature card from your graveyard to the battlefield.
Purifying Touch2WW
Sorcery
Choose 1 - Exile target artifact, creature or enchantment, or return target creature from your graveyard to the battlefield.
Redemption Angel3WW
Creature - Angel
Flying, Lifelink
Redemption Angel is indestructible if your life total is 10 or less.
3/3
Loxodon Purifier3WG
Creature - Elephant Cleric
When Loxodon Purifier enters the battlefield, destroy all artifacts and enchantments. Put a +1/+1 counter for each artifact and enchantment put into a graveyard this way.
3/3
Spite of the Land 1BG
Enchantment
1(B/G), Sacrifice a nonland permanent: Destroy target permanent that shares a type with the permanent sacrificed this way.
I think it's only good if you fetch 2 to more things with it. This means you need 3+ targets for it to be good. Figure out if you can consistently draft that.
Cast Platinum Angel and Battle of Wits. Add 200 cards to your deck. Win at the next upkeep. If they destroy the Battle of Wits, just ignore it. You have Platinum Angel, so what are they going to do, make you lose?
I'll necro this discussion to give some more game data with Stifle after using it 3 times in my last draft:
1. My opponent -1's his Jace Beleren. I stifle it, then attack Jace the next turn. Maybe he could have drawn an out to my creatures, maybe not, either way I felt happy about the stifle.
2. My opponent taps out to drop a Jace, the Mind Sculptor, then tries to bounce my only creature. I stifle it and kill the Jace next turn. Stifle saved me the match here, since otherwise I was not going to be able to stop the Jace without some serious mana investment.
3. My opponent activates his Nevinyrral's Disk. I stifle it. This is one of the best uses of Stifle, and completely came out of nowhere.
Stifle is great because it is so versatile and will always do something, from preventing card draw to countering a board wipe. I am always surprised how good it is.
Is the lifegain really negligible? It's really helpful against aggro, and it can buy you some time against control. I'm just wondering how often people actually use these instants to pop enchantments.
Another important question is what your support color is going to be. Black is great for creature removal and 1-drops, as well as card draw strapped to creatures like Shadowmage Infiltrator and Graveborn Muse. In my opinion, blue/black tempo/aggro is the most powerful blue aggro deck.
Red turns into some sort of aggro counterburn. You play red for hasty creatures and burn, and blue for permission and card draw. Unlike blue/black, in blue/red you have red as the main color.
Green becomes heavy tempo. Mana elves are great for this deck, and you use stuff like Acidic Slime, Plow Under, and Eternal Witness/Regrowth to destroy their mana production while swinging in with cheap blue creatures. Bounce spells are key for this deck, and stuff like Remand and Memory Lapse become huge.
White/Blue just becomes beating face with small evasive creatures.
If I have an Angelic Arbiter out and my opponent uses a removal spell on it, can he attack?
Enchantment
When Elvish Repository enters the battlefield, choose a color.
Mana of that color doesn't empty from your mana pool as steps and phases end.
Memories of the Fallen 1W
Enchantment
Whenever a non-token creature you control dies, put a charge counter on Memories of the Fallen.
Remove 3 charge counters from Memories of the Fallen: Return target creature card from your graveyard to the battlefield.
Purifying Touch 2WW
Sorcery
Choose 1 - Exile target artifact, creature or enchantment, or return target creature from your graveyard to the battlefield.
Redemption Angel 3WW
Creature - Angel
Flying, Lifelink
Redemption Angel is indestructible if your life total is 10 or less.
3/3
Loxodon Purifier 3WG
Creature - Elephant Cleric
When Loxodon Purifier enters the battlefield, destroy all artifacts and enchantments. Put a +1/+1 counter for each artifact and enchantment put into a graveyard this way.
3/3
Spite of the Land 1BG
Enchantment
1(B/G), Sacrifice a nonland permanent: Destroy target permanent that shares a type with the permanent sacrificed this way.
1. My opponent -1's his Jace Beleren. I stifle it, then attack Jace the next turn. Maybe he could have drawn an out to my creatures, maybe not, either way I felt happy about the stifle.
2. My opponent taps out to drop a Jace, the Mind Sculptor, then tries to bounce my only creature. I stifle it and kill the Jace next turn. Stifle saved me the match here, since otherwise I was not going to be able to stop the Jace without some serious mana investment.
3. My opponent activates his Nevinyrral's Disk. I stifle it. This is one of the best uses of Stifle, and completely came out of nowhere.
Stifle is great because it is so versatile and will always do something, from preventing card draw to countering a board wipe. I am always surprised how good it is.
I view this card as the white version of Smash to Smithereens. Does the lifegain make up for the fact that it can't hit enchantments?
Image leeching replaced.
—Lanxal
Vexing Sphinx - Filtering is great in aggro/tempo. So is a 4/4 flier for 3.
Riftwing Cloudskate - Answers the question of "what do I do on turn 2?"
Sower of Temptation - Yeah it's good in everything, but it's still great in aggro/tempo.
Tamiyo, the Moon Sage - Great curve-topper.
Another important question is what your support color is going to be. Black is great for creature removal and 1-drops, as well as card draw strapped to creatures like Shadowmage Infiltrator and Graveborn Muse. In my opinion, blue/black tempo/aggro is the most powerful blue aggro deck.
Red turns into some sort of aggro counterburn. You play red for hasty creatures and burn, and blue for permission and card draw. Unlike blue/black, in blue/red you have red as the main color.
Green becomes heavy tempo. Mana elves are great for this deck, and you use stuff like Acidic Slime, Plow Under, and Eternal Witness/Regrowth to destroy their mana production while swinging in with cheap blue creatures. Bounce spells are key for this deck, and stuff like Remand and Memory Lapse become huge.
White/Blue just becomes beating face with small evasive creatures.