This is a demonstration of some of the best jank ever thrown into a standard deck today. Let's go over some synergies here.
1) Voice of Resurgence
(probably the only non-jank card)
This card is basically Grand Abolisher + Wayfaring Temple, which is something I've been wishing Wizards would print for a very, very long time. This card makes your opponent think twice about thinking twice, countering, burning you in the face, or really anything else on your turn, unless they have something that exiles it instead of killing it, that they can play at sorcery speed, like Pillar of Flame, Sever the Bloodline, Angel of Serenity, Oblivion Ring, Detention Sphere, etc. Otherwise, this creature is highly abusive, and a huge target on the board that your opponent has to play around to be effective. Even further, if left unanswered, Voice of Resurgence can and WILL get there with an auras engine, so they have to do something about it and the longer they wait, the worse it gets.
2) Strangleroot Geist
Everyone loves seeing their opponent pop out a Strangleroot Geist on turn two with an ethereal armor on it, right? Well, not exactly, and that's what he's all about. Basically, he's a perfect enchantment target, an undying greenie beanie that smashes face super early, and yet another difficult target to get out of the game without exiling. Made the cut for versatility, speed, and recursion.
3) Abundant growth
This enchantment has got to be one of the most favorable cantrips in the history of auras. It makes a viable turn one play that sets you up for mana fixing in a deck that can and sometimes will attempt to feed you incorrect lands, and it ramps up Ethereal Armor, which we'll look at here in a second. It replaces itself in the hand, and as a result tends to lend itself to further your position on the board simply for that one synergy.
4) Ethereal Armor
Why is this card a COMMON? This card gives the enchanted creature first strike, which is one of the major tricks in this deck, and also puts any of the creatures it resolves to safely out of pillar, spear, or sometimes even mizzium mortars range while simultaneously turning your previous weenie into a giant beatstick with a shotgun, unless your opponent counters it, or burns your creature in response, in which case you forced them to answer a one cost card that leaves them one answer short for the rest of the deck.
5) Wasteland Viper
This card is the secret weapon of the deck, and has singlehandedly changed the entire board state by himself, time and time again. What happens when you swing with an avacyn's pilgrim and your opponent gets a little too aggressive and blocks? That beatstick becomes moot, along with the rest of the game. What if you have rancor on a dude, or two, and during blocks, combat becomes just unfavorable enough for you to be just barely away from the win by damage? Bloodrush deathtouch and +1/+2, assign one to that creature, and the rest to sing the song of sayonara. This card is probably the most frustrating turn one play for the inevitable fans of Naya Blitz that like to sweep on turn two, considering that their most valuable damage dealer, (champion of the parish for example), gets turned into mincemeat by a freaking one cost viper. Seems good. This card is also fantastic paired with a Nearheath Pilgrim, and enchanted with Ethereal Armor. First Strike, Deathtouch, Lifelink, minimum 2/3 anyone?
6) Mikaeus, the Lunarch
This card almost didn't make the cut, but undeniably, this card provides the late game mana sink that this deck so dearly needs. Providing one last powerful answer to competitive board states with huge beaters, and also creating a creature based Gavony Township that you only have to pay for once, Mikaeus likes to swoop in and save the day, especially as a combat trick.
There are very few bad hands that this deck will give.
The only hands you DON'T keep, are hands with less than 2 land. 2 land or higher are almost always perfect, giving you access to over half the deck, including your mana fixing Avacyn's Pilgrims, or Abundant Growths.
Turn One Plays:
Avacyn's Pilgrim, Wasteland Viper, Abundant Growth
Turn Two Plays:
Strangleroot Geist, Nearheath Pilgrim, Rancor, Ethereal Armor, Voice of Resurgence, possibly Wolfir Avenger, etc.
(Note: Against burn or removal based control, you usually want to provide threats OTHER than Voice of Resurgence until turn 3, unless the opposing deck provides Farseek turn two, simply because you want the opponent to immediately answer almost ANYTHING other than Voice in the early game)
Turn 3 Plays: The entire rest of the deck.
Smash face by turning little weenies into Lifelink, Deathtouch, First Strike, and Trampling BEATSTICK BEANIES