Yes, Divining Rod hits pledge units! This list grinds through gauntlet quite well, but has trouble with all the interaction on ladder. Enjoy!
Update #1: I started with some shadow, but the deck became much more consistent after I removed it in favor of strict Combrei with more ramp and Telut.
After a full day's testing, though, I think it could be further improved with a few changes. Here's how I tweaked it in the end (and mind you, I'm still working on it, as it's such a breath of fresh air):
1) Removed Desert Marshal, Glasshopper and Stand Together from the Market.
- A singular desert marshal is great as a silver bullet in Ranked, but there are just so many off-beat threats in AI decks that it usually isn't enough. Conversely, this deck has a SEVERE problem with flyers, as Couriers are very weak to removal and you only run 4 of them. In my first few runs, I'd just get outraced, so I added a sandstorm scarf in the market to let us take advantage of our Moonstone Vanguards, etc.
- Glasshopper is a key player in this deck, but it's much less amazing as a market card. For one, you never know what you're gonna pledge, and drawing another Apex Predator at 3-6 power isn't gonna change the game. Two, the pledge cost lowering effect is nice, but not game-winning on its own. I actually replaced the Genetrix (more info below) with it in the main and added a Seat to the market to help smooth our power draws.
- Stand Together is great, but you have zero lifegain in your deck. It's not necessary, but far too often I'd simply get whittled down to a critical condition and be blown out by a single removal spell. I added a Sword of Unity to give Aegis when your board is developed AND let you race/stabilize in time.
2) I felt the deck had severe power problems (ironic with so much pledge, I know!) - I often would get power or influence screwed and lose because I couldn't get anything online. To that end, I:
- Removed the Minotaur Ambassadors and replaced them with Trail Makers. I thought Ambassador was overkill in this deck - it's a key player in Chainbrei because it can get you from six to Chains in one fell swoop (and later on, serve as two kill spells in one), but there's no such breakpoint here. You're only ramping to Apex Predator (maybe Owls), but the extra power is just wasted. Many games I would just not cast it, because it was in such a clunky position.
Trail Makers instead help with power/influence early on, when this deck is at its weakest. They also serve as an emergency blocker while you're assembling your Charge/Swordtron.
- Removed Genetrix, because it was WAY too clunky. I was never happy drawing her. I added in the Glasshopper from the market instead.
Changes I'm considering:
- Removing Cykalis for Serene Meditant? On the one hand, I don't like Cykalis in this deck, as outside severe RNG luck (where you vomit multiples off of a charge rod) it just serves as spend 4 mana, do 5 face damage in a deck that really isn't that focused on aggro. It just doesn't leave a reliable body to block (and we often play from behind).
On the other hand, Serene Meditant is 5 power, which might throw us off our curve. I like that it can be used to get two kinds of sigils, and it combos INSANELY with Telut, but we'll see. Not too sure yet.
- Replace Call for Aid with something less clunky. Maybe Eternity Core, to go all-in on the ramp? Right now, you lose way too much tempo with it, even with the extra card. Needs more testing.
Just my thoughts. Again, thanks for the amazing deck idea - I've had so much fun with it!