Lord of the Meek
Silly, janky Savior of the Meek deck featuring the newly altered Lord of Terror. The deck takes advantage of the usual Gabrian Enchantment/Savior shell and inserts some nice red stuff like Emerald Salamander and (the super inconsistent but really nice when it gets divine) Flamesilk Faerie. By far the decks biggest flaw is its lack of synergistic land ramp, but Monk, Collector, and Willow keep the deck from being too vulnerable in the early game.
+Curious Biomancer unfortunately can't draw Savior, but still helps refill your hand since this deck is incredibly cheap. It also can give a nice boost to Monk.
+Gabrian Enchantment synergises with every creature except for Flamesilk Faerie and also helps to keep your hand full.
+Flamesilk Faerie and Lord of Terror adore getting buffed by Savior. Lord in general loves Monk and Flamesilk getting shots in.
+Emerald Salamander really only synergises with Enchantment, but is frankly too good of a card to not take advantage of given the dip into red. Its purpose in the deck is to help keep the deck afloat while you're waiting on Savior or Enchantment, or while your finishing building up your lands. It also can buff divine creatures, which is really nice.
+Blood song is mainly there to buff Lord and be an event for Flamesilk, but can be great for unloading your hand in a pinch.
+The single copy of Ruunin's Guidance is for trades, Blood Song recovery, and as a Flamesilk event. Can be substituted for Gift of the Rakoan since this deck can get a bit swarm-y with the Saviors and Biomancers, but I prefer the flexibility of Guidance.
+Path to Paradise helps to alleviate the early land issues a bit, but also has a bit of anti-synergy with both Savior and Enchantment. Still useful for giving these smaller guys some punch, but the downside is worth noting.
This is definitely more a pile of ideas than a solid deck, but there is something here worth playing with. I'd love to hear your thoughts on what could be changed or just your general reaction. ^v^