Trying to play a White/Green Humans/Angels deck thinking of something like:
White - 24
Angelic Accord x2
Brave the Elements x2
Capashen Knight x4
Ethereal Armor x4
Pacifism x2
Pay no Heed x2
Setesan Battle Priest x2
Sphere of Safety x2
Syndic of Tithes x4
Green - 12
Bow of Nylea x1
Feral Invocation x2
Karametra's Acolyte x2
Leafcrown Dryad x3
Verdant Haven x4
Artifact - 4
Door to Destinies x2
Staff of the Sun Mage x2
Land - 20
Forest x8
Plains x10
Selesnya Guild Gate x2
This is the base concept. The idea being a bunch of low cost humans that boost each other just by hitting the field by way of Door to Destinies. A lot of healing, which spawns angels at EoT. Enchantments that protect me from being swung at. And ramp to make sure I can cast a lot every turn.
I'm pretty sure this can be improved significantly and am open to suggestions. Not on a super tight budget anymore either.
There's a lot going on here, and the strategies kinda fight with each other over space in the deck. First thing I notice is that you only have like a dozen humans, which isn't a number that's going to make your Door of Destinies strike fear into anyone. Assuming you draw 5ish of them, you'll probably have to play one or two before your Door just to establish some presence. I would shoot for 20ish humans if you want this to be your game plan. There are a lot of good ones to choose from. Precinct Captain and Soldier of the Pantheon seem like good places to start.
Angelic Accord is cool, but I think the deck needs a more consistent way of triggering it. As it stands, you need multiple enablers on the board in order to gain 4 life in a turn. Unflinching Courage could get you there, although it sadly can never target Soldier of the Pantheon. Gift of Orzhova provides a similar effect, and you could always use the +1/+1 lifelink bestow guy. Too bad he's not a human somehow, because that would be awesome.
I would cut the Pay No Heeds. Gaining life is part of your plan--you're not worried about preventing damage. Let Brave the Elements be your combat trick. The enchantment sub-theme is neat, but ultimately steals a ton of slots from your main strategy of playing dudes, and the defensive nature of sphere of safety contradicts it entirely.
I'm sure some of the regulars are more up to speed and can give better individual card recommendations. Just focus your strategy a little more and you could have something really good on your hands.