I recently had a revelation that with a couple newly released cards, I could guarantee I could get Wild Pair to my hand by turn 5 or 6. This requires jumping through a significant number of hoops and is glacially slow set up that can be seen from halfway around the world. But it does allow the deck to function and get Wild Pair in play consistently.
Obvious play pattern. Ramp to 6 mana. Cast Rocco X=3 for Moon Blessed Cleric fetching Wild Pair to the top. Cast Wild Pair and pray that it survives the turn cycle. Profit. Of course we don't have to tap out for wild pair, so it all depends on the boardstate. This is a slow deck meant for lower power tables, but does have resiliency against enchantment removal.
***A sligthly more efficient, but less consistent play pattern would be to draw or tutor for a sacrifice land, namely High Market or Miren, the Moaning Well and cast Rocco for X=4 and tutor Academy Rector. Then on that same turn, or next turn all we need do is sac the Rector and tutor Wild Pair. This could work without the sac outlet, but no opponent is going to willingly kill Rector unless it is exile removal, which blanks our whole play. I don't think this strategy is worth throwing any sac creatures into the list, just a land or two on the off chance we can get an easier Wild Pair tutor. Academy Rector works well with the other enchantments we play as well, so should never be a dead draw. This gives is the distinct advantage of having open mana the turn Wild Pair hits play, which guarantees us at least 1 free creature before it can be targeted by removal.
If you are not familiar with Wild Pair play style, it works similar to a Birthing Pod chain, but only cares about total power and toughness to match when a creature is cast from the hand. Hence the atrocious mana curve. Playing a Haywire Mite and pulling Gigantomancer for free is just good clean fun. So we want to have several creatures for each P+T value that we have in the deck to maximize our hits, just like a Pod chain.
The two most useful creatures in the deck are Whitemane Lion and Stonecloaker, each having flash, and a self-bounce feature means we are just throwing creatures directly from the library into play at flash speed. Once we untap with Wild Pair in play we drop any 2/2 or 2/3 and find one of these cards. This sets off the chain of the deck. The 2/2 slot is the most important since it has Karmic Guide and Kiki-Jiki, Mirror Breaker. Kiki being probably the most powerful single card in the deck outside of Pair. The rest is a toolbox list of ETB creatures, and some artifacts and enchantments that help us wring value out of said creatures or keep Wild Pair protected.
As the creatures get larger, the value from Wild Pair goes up, and the burn creatures like Inferno Titan and Bogardan Hellkite have been some of my better finishers in the late game just by blinking and copying them for some direct damage. Most of our creatures are not meant for combat. So there are a few pump and overrun cards in here to help with that. Winning is honetly secondary to just toolbox durdling with Wild Pair. I noticed during one game that I do have the Felidar Guardian+ Kiki-Jiki, Mirror Breaker combo in here, so time will tell if that stays in (it didn't). I just liked the idea of having a couple blink creatures in the deck. I don't want Wild Pair to become a one card combo, kill on sight permanent, as that would be counterproductive to the deck's mission statement.
This is just a spot to explain my most favorite card that now has it's own deck forever. The second game I played with this deck, I drew 84 cards out of my library and only had maybe 5 creatures left in the deck. I barely won that game
Notable omissions
Recruiter of the Guard ... I need more copies... edit: After playing the deck more, the redundant tutoring with Wild Pair makes these auxiliary tutor creatures take more time to resolve. So I am not sure I still want this.
Enlightened Tutor ...I don't think I really need it... edit: I don't need it.
Craterhoof Behemoth ... I don't like this card much... edit: I don't want this level of card in the deck.
Wish List
Preston, the Vanisher
Solitude
Greater Auramancy
Elesh Norn, Mother of Machines maybe
The Enchantment Ramp Package: ... has been removed. Better to spam more creatures, and every 2/2 ramp creature makes Whitemane Lion an instant speed rampant growth with buyback
Budget consideration: Academy Rector, Cloudstone Curio, Winding Canyons, and the Shock Lands are nice to have but not necessary. I still need to trial Curio to see if it is even needed in the deck, and Academy Rector has minimal synergy here. Otherwise the core of the deck is extremely affordable. Greater Auramancy and Guardian Project are probably first priority upgrades on a budget. Making Wild Pair hard to kill is top priority, and all the tutoring we do directly into play really makes Guardian Project shine. Winding Canyons can actually do some good work, though I would only consider if after the rest of the land base is performing 100%.