Diet Weird is the premier 0-creature energy drink. Drink some of this deck and become energized by the chunky weird flavours. This is the patented Kraken flavour Diet Weird, ominously generating watery death to smack some fools around. Knock the socks off of both you and the opponent with this blast of a drink.
On a more serious note, these are the card categories and standard ratios, with a small note on each one:
Land:
18 Main
Island
Mountain
Riverglide Pathway // Lavaglide Pathway (Good mana fixing)
Sea Gate Restoration // Sea Gate Reborn (Treated as a sorcery in the graveyard, can be used for mass draw late game)
Shatterskull Smashing // Shatterskull The Hammer Pass (Treated as a sorcery in the graveyard, solid removal)
Deck Engine:
16 Main
Experimental Overload (The deck's heart and soul, best used with a good graveyard state)
Ominous Seas (The 8/8s are really tricky for some decks to deal with, especially in the frequency this deck can make them)
Cathartic Reunion (Mana efficient draw, 3 draws for 2 mana is better than everything else, can be risky to use though)
Thirst For Meaning (Less efficient than Cathartic, but much less risky and can bluff the counterspell)
1 Drop Draw:
11 Main
Go For Blood (Actually hilarious as removal, cycles for [1])
Boon of the Wish-Giver (Pretty rarely hard-cast as it isn't efficient, but its still mass draw for Ominous if needed)
Startling Development (Haven't really thought of a cool use for this one yet, maybe in doubles?)
Frostveil Ambush (Super niche use, but I can see it taking a game late)
Crash Through (Costing [R] instead of [1] can be risky, but the trample is too good not to include this one)
2 Drop Draw:
9 Main
Frantic Inventory (I used to run a playset, but the utility of the others in this slot outweighs the late game advantage this can generate, still pretty good against slower decks and mill)
Raking Claws (This is absurd here, it just wins games if the opponent isn't careful, but this deck has access to both haste and trample, so sometimes it doesn't even matter)
Shredded Sails (The artifact destruction is handy against adventures, killing flying creatures can also help on occasion, I'd probably only side this one)
Neutralize (A counter is always nice, the cycle is really good versatility that slots perfectly into this deck)
Cleansing Wildfire (This card is actually really solid here, good for deck-thinning, target your own modal land for optimal benefit)
Other:
6 Main
Blitz of the Thunder-Raptor (This card is ridiculous in this deck, kills big creatures and planes walkers with no trouble, be careful of Tormond's Crypt though)
Storm's Wrath (Doesn't affect us in the slightest, decimates our opponents)
Miscast (Severely underrated spell, counters wraths and ultimatums on curve)
Footfall Crater (This is the main enabler for the deck, having this before a Kraken or Weird hits the field is ideal, can also cycle which can be handy, but isn't an Overload target)
Ad over, any questions?