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counter and use there effects
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Wizards can be frustrating for your opponent! Here is my suggestions: 4x Curse Catcher 4x Serindib Sorcerer 4x Stony Brook Bannerett 4x Temporal adept 3x Fate spinner 3x Nameless One 2x Void Mage Prodigy Creature spells 24x 4x Counter Spell 3x Rite of Replication 2x Sages Dousing 9x spells 33 spells 23x Lands (your mix) So that 56 spells. I suggest that you stream line 4 of your creatures so you have 8 slots open. Keep your deck at exactly 60 cards. The open 4 slots and 4 slots created by removing 4 of your Wizards should be deck manipulation/card drawing type to help you get key cards into your hand by manipulating your deck and drawinging into your deck. The Replicates let you copy an opponent's creature if you don't want to counter it. If they have to skip one of their phases - draw, main, or combat this will be very perplexing for them. But if you generate 10 mana you can make 5 copies of your Nameless One! Another consideration is a mana artifact so you can generate extra mana. Review the Wizards I didn't include and if they help meet specific kinds of threats you may face add them to your sideboard and pre-determine what you would take out of your maindeck one for one in order to sidboard them into the deck. Sideboard may want some kind of Boomerang/bounce card to go with the Wzards. that is a nice set of Wizards.
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thanks for the suggestions, before my deck was to inconsistent with all the 1x creatures and i agree with you now that having 60 cards is an advantage, and that would be amazing if i had 5 copies of Nameless One in play, i just need to get the Rite of Replications