The Idea
Proliferate is an insane keyword. My first thought was to rock hard on the Myojins. That hasn't turned out to be a great plan but I think the deck can use some work.
Myojins
Obviously these are ridiculous if you get them working. Myojin of Cleansing Fire can keep you from getting attacked, Myojin of Night's Reach can keep your opponent from playing anything put an instant, and Myojin of Seeing Winds will draw you everything you need. The drawback is high casting cost. Normally this wouldn't be a problem but so much of the deck is focused on finding Proliferate mechanisms. The obvious solution is more mana acceleration or combos. I'm not sure what the best fit is for the key Proliferate pieces.
Parallax
The Parallax enchantments, like the Myojins, provide some real power but have major drawbacks. Parallax Nexus is pretty weak without some quick Proliferate stuff, Parallax Tide can be a blow out if it starts working early enough, and Parallax Wave is really good even if I haven't established Proliferate tools.
Phantom Creatures
This is a fairly weak theme. The do all right even without Proliferate stuff but they still aren't that great even with it. I'm not sure if this is at all the best way to go with those slots.
Poison
A new addition to the deck, I haven't tested poison much. Right now I like the way that Grafted Exoskeleton works with Child of Alara. One earlier commenter notes that Trigon of Infestation is better thant Serpent Generator. I will investigate that soon. I haven't yet drawn Skithriyx, The Blight Dragon. It seems good regardless and if it puts them on a 6 or less turn clock (with Proliferate) then it's worth it.
Counter-culture
The rest of the Proliferate targets are rounded out with a fun yet powerful group of cards. Lighthouse Chronologist is pretty easy to get there, Avenger of Zendikar makes quite an army that grows quickly, and Magistrate's Scepter works well with Voltaic Key often threatening near-infinite turns (although it is very fragile).
The most notable Proliferate target is Tanglewire which can do dirty, dirty things if correctly played.
A House of Cards
Right now, the word I use to describe this deck is 'fragile'. To work properly this deck needs its enchantments to stick around. If I can't support a Parallax card and it graveyards it can be a major problem. My answer to this weaknes is tutors and counters. The pentacolor general gives me access to all the best counters and tutors. The tutors are fairly straight forward with black tutors letting me get anything, white tutors finding my key artifacts and enchantments and green getting some of the best creatures.
Counters present a different problem. The deck isn't otherwise very heavy blue and so I've avoided running heavy blue counters like Cryptic Command. I like Dissipate because it exiles the spell and Hinder because it bottoms Generals.
A final word on Child
I'm not entirely sure that Child of Alara is the right general. Horde of Notions might be right if I moved more Elementals in. I may soon investigate some other penatcolor generals.
To be added:
* Doubling Season: Pretty simple concept here... Way more counter.
* Fuel for the Cause: Protects the deck's fragile pieces and Proliferates. In the right situation, it's an X-for-1.
* Spread the Sickness: Like the above card this seems like it could be a massive swing in the right situation.
That's an interesting idea.... a little dangerous though as he may go to the grave a little too early if built up too quickly. I will test it though. Thanks.
Altar of Shadows and Black Market are more ways to build up mana from proliferate counters. City of Shadows is a land you can proliferate onto to make a lot of mana, but you need to exile at least one creature to it first.
Proliferate is an insane keyword. My first thought was to rock hard on the Myojins. That hasn't turned out to be a great plan but I think the deck can use some work.
Myojins
Obviously these are ridiculous if you get them working. Myojin of Cleansing Fire can keep you from getting attacked, Myojin of Night's Reach can keep your opponent from playing anything put an instant, and Myojin of Seeing Winds will draw you everything you need. The drawback is high casting cost. Normally this wouldn't be a problem but so much of the deck is focused on finding Proliferate mechanisms. The obvious solution is more mana acceleration or combos. I'm not sure what the best fit is for the key Proliferate pieces.
Parallax
The Parallax enchantments, like the Myojins, provide some real power but have major drawbacks. Parallax Nexus is pretty weak without some quick Proliferate stuff, Parallax Tide can be a blow out if it starts working early enough, and Parallax Wave is really good even if I haven't established Proliferate tools.
Phantom Creatures
This is a fairly weak theme. The do all right even without Proliferate stuff but they still aren't that great even with it. I'm not sure if this is at all the best way to go with those slots.
Poison
A new addition to the deck, I haven't tested poison much. Right now I like the way that Grafted Exoskeleton works with Child of Alara. One earlier commenter notes that Trigon of Infestation is better thant Serpent Generator. I will investigate that soon. I haven't yet drawn Skithriyx, The Blight Dragon. It seems good regardless and if it puts them on a 6 or less turn clock (with Proliferate) then it's worth it.
Counter-culture
The rest of the Proliferate targets are rounded out with a fun yet powerful group of cards. Lighthouse Chronologist is pretty easy to get there, Avenger of Zendikar makes quite an army that grows quickly, and Magistrate's Scepter works well with Voltaic Key often threatening near-infinite turns (although it is very fragile).
The most notable Proliferate target is Tanglewire which can do dirty, dirty things if correctly played.
A House of Cards
Right now, the word I use to describe this deck is 'fragile'. To work properly this deck needs its enchantments to stick around. If I can't support a Parallax card and it graveyards it can be a major problem. My answer to this weaknes is tutors and counters. The pentacolor general gives me access to all the best counters and tutors. The tutors are fairly straight forward with black tutors letting me get anything, white tutors finding my key artifacts and enchantments and green getting some of the best creatures.
Counters present a different problem. The deck isn't otherwise very heavy blue and so I've avoided running heavy blue counters like Cryptic Command. I like Dissipate because it exiles the spell and Hinder because it bottoms Generals.
A final word on Child
I'm not entirely sure that Child of Alara is the right general. Horde of Notions might be right if I moved more Elementals in. I may soon investigate some other penatcolor generals.
To be added:
* Doubling Season: Pretty simple concept here... Way more counter.
* Fuel for the Cause: Protects the deck's fragile pieces and Proliferates. In the right situation, it's an X-for-1.
* Spread the Sickness: Like the above card this seems like it could be a massive swing in the right situation.
1 Child of Alara
Planeswalkers
1 Garruk Wildspeaker
1 Tezzeret The Seeker
Creatures:
1 Birds of Paradise
1 Oracle of Mul Daya
1 Avenger of Zendikar
1 Lighthouse Chronologist
1 Mother of Runes
1 Deathbringer Thoctar
1 Child of Alara
1 Thrummingbird
1 Lost Auramancers
1 Myojin of Cleansing Fire
1 Myojin of Night's Reach
1 Myojin of Seeing Winds
1 Academy Rector
1 Ashling the Pilgrim
1 Skithiryx, the Blight Dragon
Spells:
1 Oblivion Ring
1 Prismatic Omen
1 Day of Judgment
1 Unmake
1 Tangle Wire
1 Cultivate
1 Counterspell
1 Dissipate
1 Wrldly Tutor
1 Voltaic Key
1 Privileged Position
1 Saproling Burst
1 Sensei's Divining Top
1 Consuming Vapors
1 Demonic Tutor
1 Eladamri's Call
1 Putrefy
1 Fabricate
1 Oblivion Stone
1 Harrow
1 Enlightened Tutor
1 Mortify
1 Tezzeret the Seeker
1 Wrath of God
1 Mirari's Wake
1 Contagion Clasp
1 Contagion Engine
1 Steady Progress
1 Harmonize
1 Garruk Wildspeaker
1 Parallax Nexus
1 Swords to Plowshares
1 Sol Ring
1 Barrin's Codex
1 Krosan Grip
1 Parallax Tide
1 Parallax Wave
1 Austere Command
1 Return to Dust
1 Restock
1 Magistrate's Scepter
1 Inexorable Tide
1 Everflowing Chalice
1 Hinder
1 Grafted Exoskeleton
1 Shard Convergence
1 Serpent Generator
1 Glacial Fortress
1 Gemstone Mine
1 Marsh Flats
1 Arid Mesa
1 City of Brass
1 Arcane Sanctum
1 Terramorphic Expanse
1 Verdant Catacombs
1 Steam Vents
1 Savage Lands
1 Temple of the False God
1 Mountain
1 Strip Mine
1 Crumbling Necropolis
2 Plains
1 Evolving Wilds
1 Academy Ruins
1 Seaside Citadel
1 Vivid Marsh
1 Vivid Meadow
1 Murmuring Bosk
1 Vivid Grove
1 Island
1 Underground River
1 Rupture Spire
1 Jungle Shrine
1 Temple Garden
1 Vivid Creek
1 Forest
1 Vivid Crag
1 Tree of Tales
1 Sunpetal Grove
1 Rootbound Crag
2 Swamp
1 Graypelt Refuge
1 Orzhov Basilica
Or am I the only person who loves the idea of that dude in a proliferate deck? =P
(U/B)(U/B)(U/B) JUMP IN THE LINE, ROCK YOUR BODY IN TIME
(R/W)(R/W)(R/W) RISING FROM THE NEON GLOOM, SHINING LIKE A CRAZY MOON
(U/R)(R/G)(G/U) STEALIN' WHEN I SHOULD HAVE BEEN BUYIN'
Gilder Bairn seems pretty funny, as does Doubling Season.
Serpent Generator seems like it should really be Trigon of Infestation
Trigon of Corruption, Serrated Arrows, and Carnifex Demon are various forms of proliferate-friendly removal.
Inkmoth Nexus seems like an obvious inclusion.
There's a distinct lack of Planeswalkers here, despite their obvious interactions with Proliferate.
Currently Playing:
Legacy: Something U/W Controlish
EDH Cube
Hypercube! A New EDH Deck Every Week(ish)!
Must have missed them somehow.
Thanks for the other suggestions. Trigon of Infestation does seem better than Serpent Generator.