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Just that, BOUNCE LANDS. If up against another blue deck, rotate out the enchantments and rotate in Resounding Wave and Surging Aether. Delver will be swinging in for damage.
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NOTE: Set by owner when deck was made.
Why make lands islands? Why not put some counterspells and isochron scepter?And is it worth having 4 archivists? He seems like a late game cycling effect and you're going to need some more spell repetition. Maybe go down to 3 and add a snapcaster mage
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Thanks for the suggestions. Major intent of deck is denial of resources. Just think a turn ONE land denial. It has worked real good playing against the son, not so good against his green/mana dorks though.
Oh, I see the strategy there. The issue I think is that since they are dropping their land on their turn they will have access to at least one color they want when they need it. I think those slots would be better suited to something supporting your main strategy, or an actual win-con.
I've tried a similar strategy, using enchantments to keep an opponent from getting the right mana he would need. But it's like HokieCodeMonkey points out: You cannot stop an opponent from getting at least one right mana if he plays a land in his turn, and this might be enough to put some threats on the field. The enchantments tough are good for "destroying" dual-lands. You could use Convincing Mirage if you don't want to have a dead card in your hand on game one, if you run into a deck that uses blue mana. My own deck uses black as additional colour, thus giving me access to things like Mana Skimmer and Thorn of the Black Rose (And yes, it's a pauper deck).
You should replace some Islands with Mystic Sanctuary