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Admittedly, there's some anti-synergy here with the multiple Dredge cards in this deck
Only one vault was great enough to hold Emrakul
You cannot draw cards by card effects the turn you activate this card
I have an article that goes in depth on this approach to generating value particularly in red-white, but these foundational aspects of deckbuilding work great in Orzhov/Silverquill and Azorios, too, especially when you are going wide with tokens

1 Space Marine Devastator 1 Ultramarines Honour Guard 1 Vexilus Praetor 1 Zephyrim 1 Vanguard Suppressor 1 Belisarius Cawl 1 Company Commander 1 Epistolary Librarian 1 Inquisitor Eisenhorn 1 Neyam Shai Murad 1 The Golden Throne 1 Sanguinary Priest 1 Deny the Witch 1 Primaris Chaplain 1 Entrapment Maneuver 1 Utter End 1 Reconnaissance Mission 5 (13) 1 Marneus Calgar 1 Celestine, the Living Saint 1 Triumph of Saint Katherine 1 Sister of Silence 1 Primaris Eliminator 1 Birth of the Imperium 1 The Flesh Is Weak 1 Sister Repentia 1 Knight Paladin 1 Redemptor Dreadnought 1 Grey Knight Paragon 1 Thunderwolf Cavalry 1 Fell the Mighty 7 (4) 1 Exterminatus 1 Reaver Titan 1 Deploy to the Front 1 Hour of Reckoning Common (30) 1 Mind Stone 1 Arcane Signet 1 Commander's Sphere 1 Command Tower 1 Dismal Backwater 1 Evolving Wilds 1 Path of Ancestry 1 Scoured Barrens 1 Terramorphic Expanse 1 Tranquil Cove 5 Island 7 Swamp 8 Plains Uncommon (19) 1 And They Shall Know No Fear 1 Grey Knight Paragon 1 Space Marine Scout 1 Thunderwolf Cavalry 1 Sicarian Infiltrator 1 Sanguinary Priest 1 Deny the Witch 1 Primaris Chaplain 1 Swords to Plowshares 1 Reconnaissance Mission 1 Mortify 1 Skullclamp 1 Sol Ring 1 Talisman of Dominance 1 Talisman of Hierarchy 1 Talisman of Progress 1 Arcane Sanctum 1 Ash Barrens 1 Memorial to Glory Rare (49) 1 Celestine, the Living Saint 1 Defenders of Humanity 1 For the Emperor
