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NOTE: Set by owner when deck was made.
Really cool deck! I would recommend lowering your mountain count, playing the full 4 stomping grounds, and playing maybe 1-3 blood moon in side for certain matchups. Maybe an additional verdant or windswept might be nice (since fetches are great for resetting top card). Also might want a split between crucible and ramunap. Ramunap can attack, but it's also more vulnerable to main deck disruption game 1. I know this is a combo build, but have you considered some number of lightning bolt as removal? At the very least, you can always send it upstairs, and it only costs R (it shouldn't disrupt the chain). Faithless looting is fine for finding the combo, but the hand sculpting doesn't really matter once you've dropped experimental. This is kind of a strange idea, but what about running some number of commune with the gods to find experimental, Azusa, etc. ? You could even run 1 courser of kruphix as a pseudo-experimental. Azusa seems important to this deck, maybe you want 3? Hope some of these ideas are helpful/worth consideration.
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Hey, great advice! I had lightning bolts and Oracle of Mul Daya in the first run I changed it keeping more of a storm deck route with pulling bolts for rituals, I haven’t done any test runs yet so I may bring them back. My only concern with more Azusa is with her being legendary topping multiple would suck. I really like the crucible idea and that would up the interaction for the opponent. I think adjusting mana for side board blood moons would be great and the shredders and bells can account for loosing fetches. I’m thinking of working on a Temur version to run some funky cantrip type cards like reason//believe. Thanks for the input!