This deck isn't bad; I don't have the link you requested, but I do have a take on the deck you posted.
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1. Graveyards will fill your field whenever you try to grow your Vultures. If you're fine with this, go for it, but realize that it may end up cramping your own field so you can't play new Vultures/Cats.
2. 6 Soul Catchers are ideal for draw purposes and fast quanta. Not vital, but more reliable. If you choose to drop the Graveyards, you can put two more Catchers in there without bloating your deck.
3. Aflatoxin will generate 23 Cells with 1 attack each, for 23 total attack, not counting any creatures your opponent gets out while they're growing that you can't Afla. NOTE, though, that those 23 Cells will not be treated as 23 total attack by Dissipation Shield! They will be treated as 1+1+1+1... etc. This means that instead of draining INT(23/3)=8
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per turn, they will drain 23
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, one for each Cell.
With this many pillars, you can theoretically withstand 24 combined attack, assuming all enemy creatures' attack values are divisible by 3, and you have all pillars out. That really isn't much, especially if you also want to keep using your Cats.
Personally, I would switch Dissipation Shields for Skull Bucklers. Those WILL stop a 23-Cell army, without draining quanta, and may kill non-Cells in the meantime. You could also keep Dissipation Shield and switch to Plagues for CC; Plague synergizes extremely well with Dissipation Shield, and leaves the enemy field blank. Your call.
4. Butterfly Effect cards will provide valuable PC - and both Cats and Vultures are valid targets. A note about playing Butterfly Effect: as long as the creature you target has been in play for one turn, you will be able to use the ability immediately after playing the spell. Thus, a good strategy is often to wait until you see a permanent that needs to be taken care of, then play BE and use the ability right away. If you play it prematurely, you create a high-priority CC target, and may lose the ability before you need it.