Ephemeral Wisp is the card I was looking for to make this deck viable. The deck already focuses on playing mana every turn and having 1-2 0/1 every turn to block is the key. The 4
Torch alongside the Wisps are, I find, enough to stave off most early aggression and by turn 4 you should be stabalizing.
The concept of the deck is to last until late game by filtering a lot of power out of your deck and then playing
Talir, Who Sees Beyond and using your excessive mana to stimulate draw effects thus flooding the board with heavy sentinels. Now thats a perfect world. Otherwise, the deck usually wins by heavily grinding out the opponents resources and board, no late game wombo combo needed.
Novaquake Titan is by far your best card but running more or less of any end game card in this deck will probably pollute the draws too much. Just one Novaquake Titan is enough as by that point it usually lets you swing for game.
Crimson Firemaw was actually just thrown in to contest early game fliers and I didnt realize how hard this card could carry if left unchecked. The 4 cost reduction makes either everything in your deck free or your sentinels stupid cheap. Also I was unaware that if the cost reduction reduced your top card to 0, the remaining reduction of cost would carry over to the next card, you dont lose value! Now yes, it does conflict with
Sandstorm Titan but if youre given the opportunity to take to the skies, Firemaw > Titan 100%.
Pillar of Amar is run at 4 of over other sentinels just because board flooding and mana draw is the decks gameplan and sometimes a 5/5 is better than your decks numerous 0/1s. Its like swarming with grenadin... except theyre 5/5s.