Where this deck loses out the most is any form of interaction or control
While Windgraces ultimate ability can be good, its first two abilities are probably going to do the most work for you and keep your game consistent
Adagia, Windswept Bastion Applied Geometry Artificer Class Ashling's Command Brigid's Command Cabaretti Confluence Cackling Counterpart Caretaker's Talent Chandra, Flameshaper City of Death Cogwork Assembler Croaking Counterpart Dance of Many Dino DNA Donatello, Gadget Master Dutiful Replicator Echo Storm Electroduplicate Elvish Hydromancer Ember Island Production Esika's Chariot Esper Terra Fated Infatuation Feldon of the Third Path Flash Photography Ghired, Mirror of the Wilds Grub's Command Hazel of the Rootbloom Heat Shimmer Ignite the Cloneforge
As long as you can keep Omnath on the field, youll have a pretty strong advantage in the game
Go-Shintai of Life's Origin and Shrines The Go-Shintais, Hondens, and Sanctums are cycles of shrines that all get better with each other and need all colors to be optimized
This pretty much assures that we won't get beaten down by big fatties or little guys on the ground