Bio:Ok A little background might help you to understand my situation and the reasoning behind this deck. Basically I got this job at a dojo/ comic shop which never held any sort of organized games. The place really wants to have me set up the place so that they can let people come in on the weekend. The problem was when I got the job I wasn't sure what kind of games that would work the best for the shop. Another local shop runs completely draft and I'm not sure (nore do I really have much interest in T1 <--Edit: Opps I meant T2

) which kind of format would be good for that gamers that would attend. So I thought an all commons tourney would be the best way to start. I can just run a few games without it getting out of hand and then choose from there. So far the rules I have decided on are T-1 pool all commons with rares + uncommons C.o.P.s + R.o.P.s all banned.
Surely with this just starting I know there probably won't be more then a few of my friends so I decided if I'm going to get this started I might need to play a few games to even out attendence. I don't mind since I'm pretty sure I can find someone else who will substitute anyway, but I'd rather be prepared anyway. So here... up for critque please discuss, and thanks.
The CheeseDirt:16 [card]Plains[/card]
4 [card]Desert[/card]
2 [card]Remote Farm[/card]
1 [card]Lotus Petal[/card]
Beats:2 [card]Razor Golem[/card]
3 [card]Auramancer[/card]
3 [card]Crimson Acolyte[/card]
4 [card]Daru Spiritualist[/card]
4 [card]Nomads en-Kor[/card]
3 [card]Order of Leitbur[/card]
4 [card]Soul Warden[/card]
Disruption:4 [card]Kirtars Desire[/card]
3 [card]Angelic Renewal[/card]
Buffs:3 [card]Bonesplitter[/card]
2 [card]Empyrial Armor[/card]
2 [card]Army of Allah[/card]
Side:1x [card]Auramancer[/card]
1x [card]Crimson Acolyte[/card]
3x [card]Devout Witness[/card]
4x [card]Standard Bearer[/card]
1x [card]Order of Leitbur[/card]
2x [card]Cho-Mannos Blessing[/card]
1x [card]Angelic Renewal[/card]
1x [card]Aura Fracture[/card]
1x [card]Dust to Dust[/card]
Breakdown:Creatures:[card]daru spiritualist[/card]: This shoud almost be considered as the foundation of this deck. This creature adds to the deck a demension for creatures to be capable of becoming an unstopable line of defence. Tim's + red + green should all be easy to take care if both [card]Nomads en-Kor[/card] combo together.
[card]Nomads en-Kor[/card] Transfers all damage that would havve been done from aggro, burn, or tim's and and redirects that damage to creatures that can handle it.
[card]Crimson Acolyte[/card]: All in all powerhouse against red. This card along with [card]daru spiritualist[/card] + [card]Nomads en-Kor[/card] is capable of shutting down red completely.
[card]Order of Leitbur[/card]: This is included because the amount of black creature removal available in commons. This will carry a game against black with its only limitations being weakness spells. Also it is another cleric that gains abilities from [card]daru spiritualist[/card] + [card]Nomads en-Kor[/card] combo.
[card]Soul Warden[/card]: Commmons tourneys have a large amount of creatures. So much that these are nearly mandatory. Also it is another cleric that gains abilities from [card]daru spiritualist[/card] + [card]Nomads en-Kor[/card] combo.
[card]auramancer[/card]: This is a creature that adds extra flexability to this deck. It is able to fetch [card]empyrial armor[/card] from the graveyard, and is capable of being a powerhouse against aggro with [card]angelic renewal[/card] to make an incincible creature.
[card]Razor Golem[/card]: This is the newest edition to the pool of commons for white. While it is a better version of [card]phyrexian war beast[/card] it is also needs more testing. Most effective against blue and aggro match ups where bounce can kill your development, and the "doesn't tap to attack" is nice aggainst any beats.
Control:[card]Kirtars Desire[/card]: With [card]pacisfism[/card] costing two mana this becomes an effective spell with an added bonus of being able to be cast early. It is also extra control from creatures that may have trample or evasion.
[card]Angelic Renewal[/card]: This card mainly becomes an insurance that these annoying combos go off multiple times. Also this helps against having a defence weakening to much before it becomes inpenatrable.
[card]Desert[/card]: Direct damage against weenies or those last points needed to finish of larger creatures. This card can clear the board and it also pushes the limits on what yout opponent can attack with.
Gear:[card]Empyrial Armor[/card]: This cards strength is that it works by making you play conservatively while turning any weenie into a sloid threat. With that added bonus of recurssion with [card]aurmancer[/card] this should be considered on of you choicest of beat down.
[card]Army of Allah[/card]: The best thing about this card is the fact that hardly no one knows about it, adding more of a surprise to an otherwise lame attack phase of most white decks. This card alone can destroy all combat math for an opponent and destroy many of thier creatures while also being able to cause massive damage if any are unblocked.
[card]Bonesplitter[/card]: While [card]empyrial armor[/card] is a card that can swing a game into your favor, any timed creature removal can way the disadvantages of playing creature enchantments against you. The staying power of this ensures its place above playing 3x - 4x [card]empyrial armor[/card] for the ability to ensure less tempo loss.
Considerations: 1. [card]phyrexain war beast[/card] + 2x [card]remote farm[/card] over [card]razor golem[/card]?
2. Side [card]obsidian acolyte[/card]?
3. Will [card]nausea[/card] be a problem?
4. Is the deck stable enough against [card]aether burst[/card]?