Here is my decklist:
Card drawers:
4 Argothian Enchantress
4 Enchantress Presence
8
Combo:
3 Words of Wind
4 Cloud of Faeries
7
Kill:
2 Auratog
2 Sacred Mesa
4
Random Enchantments:
4 Exploration
4 Rancor
4 Wild Growth
4 Fertile Ground
1 Sterling Grove
1 Fastbond
18
Untiliy:
1 Enlightened Tutor
1 Time Walk (Only piece of power I have)
2
LAND:
4 Windswept Heath
4 Tropical Island
4 Savannah
3 Tundra
3 Forest
1 Flooded Strand
2 Serra’s Sanctum
21
How the combo works:
Drop a land, drop a Wild Growth/Fertile Ground on it and play Argothian Enchantress. Then start drawing cards and play more lands until you have one Words of Wind on the table, and one Cloud of Faeries in hand. Then you tap two lands to play a cloud (The lands enchantred with Wild Growth or Fertile Ground) and drop an enchantment. Pay some mana and then just start bouncing the cloud and other enchantments, until you have bounced the opponent's board position away. Then just drop a mesa or an atog and make very very many tokens (you can make as much mana as you want, with faeries, sanctum plus an enchanted land, or make the atog very big and smash face

Why the cards are here:
Card drawers: Argothian Enchantress: This is what you need to go off, or draw a lot o' cards. It's the basic focus of the deck and it wouldn't work very well without this.
Enchantress Presence : It's not as good as Argothian Enchantress but it can be used instead if you have drawn a nice hand but with this instead of the Argothian.
Combo:Words of Wind: The combo card?
Cloud of Faeries: this makes mana with ground/growth and is also a combo card.
Kill:Auratog: This is good because you dont need the combo to kill with it; If you've got a Rancor out, and some green mana, you can still make it over 20/20 trample. It also rocks with the combo.
Sacred Mesa: This is the optimal kill when the combo is up and running, because it is very rare that the opponent can deal with 100 flying tokens, where it maybe isn't so hard with one Auratog.
Random Enchantments:Exploration: The deck needs a lot of mana to get the combo out fast. Therefore I have included this card. (It's also a cheap enchantment for card drawers)
Rancor: This card is just so sweet in the deck. You can use it when you go off to bounce, and it can be the kill with tog. This card is a must.
Wild Growth: This is a mana accelerant and combo card. Without this and Fertile Ground, the deck won't work.
Fertile Ground: Same as Wild Growth

(just a bit more expensive)
Sterling Grove: It protects your enchantments, or it can fetch the enchantment you want. I don't feel that I need more than one.
Fastbond: This card can win a game for you. Lay 3-4 lands turn one and then just go berserk with enchantments and the combo.
Utility:Enlightened Tutor: Fetch an enchantment.
Time Walk: It's the only power I've got, and it's very powerful in the deck, because it gives you another untap phase.
Lands:
Fetch: I feel that 5 fetch (Heath or Flooded) is the right number, because of the three colors.
Duals: 4 Savannahs and Tropicals have got to be there. I am more in doubt about the Tundras. When I draw them in the opening hand they are never really useful, unless I drop a land enchantment on it.
Forest: Three for things like Blood Moon.
Serra’s Sanctum: Gives me the mana I need to go off, and owns with Mesa.
Sideboard:
Help! I am very much in doubt here. I am currently using the following.
2 Replenish
2 Compost
2 Carpet of Flowers
2 City of Solitude
4 Seal of Cleansing
3 Ground Seal
There is a lot of landstill in my meta, and there SoC is really nice: They can't activate factories, can't play standstills, and can't play disks. Here Carpet, City and Replenish(is good when the opponent have broken a disk)
Sorry, I totally can't understand what this sentence is supposed to mean. I'm leaving it as is.[/color]
Meta: 50% control, 35% Aggro, 15% combo
Please help
