DISCLAIMER: I have not won a single game yet, but I guess that's what testing is for
Yeah this deck is pretty bad right now. I've so far attempted a U/R shell with magma spray for removal and hour of devastation and sweltering suns for board wipes, but didn't quite work out well enough. I then attempted a U/B shell with more removal, but I ran into the same problem with not quite enough removal to work. Right now I have a W/U/B shell with what seems to be about as much removal as I need, however I also want to test sticking in a bunch of walls, which white should be decent at. If that doesn't work, I'll consider going into U/W/G with an investigate theme.
Problems I'm Aware Of:
-Literally the entire concept of the deck
-Grasp of Darkness is not too good to side in, as getting double black on turn two is a rare happening
-If you were to consider each card that mills to do at least 5 cards of damage, and assuming you would draw about 25 cards in a normal game, you need about 20 total mill cards in the deck. Considering this, I need either more draw spells or more mill cards, the latter of which seems like it would be reaching.
-More methods to stall for more turns are required.
Ideas I'll Be Testing:
-U/W with lots of walls
-Mono blue
Anyways thanks for checking this stupid deck out, literally any ideas of how to make it work are extremely welcomed.