Hey,
Thanks for the comment. To be honest I made this deck before 4-c saheeli took over and I didn't have attune on the radar. I used
evolving wilds for mana fixing, it also can trigger revolt for
fatal push which is relevant. However, now that you mention attune it seems like it might work. A lot of times I drop an
aether hub turn two and stick a Glint-sleeve, which allows me to draw an extra card turn 3, but attune seems great as well. For some reason I didn't have
winding constrictor in here, now that i do, if you play glint-sleeve after the constrictor then you get your 2 energy. Both creatures are lightning rods for sure. If they have removal they will take out that first threat. If they don't, your
odds are actually pretty high winning with this deck if they can't deal with your first glint-sleeve before it draws that card, to be honest. This deck has a great late game, as well as plenty to do early. Its only problem is sometimes it does have mana issues, I usually lose though because I only draw 2 lands for the first five turns and then can't come back. I usually get the colors I need.
All that being said, how many attunes would you add and what would you take out? In my opinion, I'd take out a few lands. Just wanted to hear how you would shift the deck. I just played in the new format, lost to some new brews so I updated my list to this, I think attune just might work, I'm going to try it out, Thanks!
If you have the cards you should try this list out, last week I went 4-0 didn't lose a game actually, but that was super lucky
(Beat saheeli combo which no longer exists, a vehicles deck, tower deck, and energy aggro, I was ecstatic with that)