Swiftfoot Boots is slightly better than
Lightning Greaves if I want to use
Curiosity
I found I was never using
Vedalken Orrery, much of the deck is instants and their is little advantage to flashing in the rest. Replaced with
Burnished Hart for extra land fixing.
Wheel of Fate was to slow and allowed my opponents to hold removal for when it would finally pop. Replaced by
Collective Defiance, downside of which is its only target player but the upside is it has extra utility.
Riptide Laboratory was switched for
Unholy Grotto, Grotto is
cheaper to use it's ability and I found I was rarely using Lab's effect as I would rather keep mana open for counter spells anyway. If the same ends up being true for Grotto I'll cut it too.
Tamiyo, the Moon Sage was switched for
Tezzeret the Seeker, although Tamiyo's
-8 is great keeping her out for 5 rounds is tough and her other abilities don't synergize well with the deck. I generally don't need even more card draw(
-2), and the lockdown(
+1 is ok but not worth her casting cost of 5 mana. Tezzeret can fetch me my ramp(
-X), and untap(
+1) them. I also added the three artifact lands so he also land fixes for me at
0.
Forsaken Wastes was switched for
Erebos, God of the Dead. Wastes and Erebos are very similar but Erebos is even harder to remove, can draw me cards, and only stops my opponents from gaining life.
Propaganda was swapped for
No Mercy. Paying
after round 5-6 is not that big of a draw back for a lot of decks, but potentially losing a commander or big attacker might be. No Mercy also stops non-combat damage and is black which frees up my blue on that turn, plus I still have
Collective Restraint for weeny decks.
Phyrexian Arena was swapped for
Monastery Siege. Not 100% sure on this one but I like that Siege has extra use if my draw is already stacked.
Removed the life lands like
Akoum Refuge for potentially faster shadow lands such as
Foreboding Ruins
Removed
Homeward Path as I no longer run the amount of creatures for this to be helpful. Replaced with
Cephalid Coliseum; Coliseum is 3/7ths of a wheel on one person, and in a pinch could put someone over.
Swapped
Magus of the Jar for
Magus of the Wheel, Wheel is faster, and leaves blue open.
Damnable Pact was swapped for
Molten Psyche.
costs higher than 6 can be hard for this deck, especially if I need to keep mana open for responses. Molten Psyche is cheaper and synergizes well with Tezzeret.
I like
Glistening Oil but my opponents were starting to focus me on the off chance I had the combo in hand. It's also a dead card if I don't happen to have a creature on the board. Replaced with
Increasing Vengeance, another win-con with a mindraze and wheel but one that is harder to predict and can be cast from a graveyard. I'm on the fence for this one but we'll see.
Kami of the Crescent Moon,
Font of Mythos,
Howling Mine, and
Dictate of Kruphix encouraged my opponents to simply kill whatever I had that was mindrazing them, giving them unpunished extra draw. Replaced by:
Temporal Mastery, more on this below,
Breathstealer's Crypt, another mindraze like effect,
Waste Not, should produce tons of mana/cards/creatures after every wheel, and a
Watery Grave bringing the total mana producing land count to 37(
Maze of Ith does not produce mana).
The basic lands removed were swapped for their artifact land counterparts for easy land fixing with Tezzeret.
Temporal Mastery was added because I've found miracle to be very easy to activate with this deck by testing with
Reforge the Soul.
Mystical Tutor,
Vampiric Tutor,
Insidious Dreams can all place it on top of the deck. Any discard outlet with
Library of Leng also can, assuming its already in hand. This is more experimental but seems like it could be a fun interaction.
Curious to see how all these changes shake out. If Tezzeret is as good as I think he is I may be able to cut a land. Temporal Mastery, Increasing Vengeance, and Monastery Siege are wildcards.