My recommendation for a more powerful and consistent deck: 2 Scavenging Ooze4 Boneyard Wurm3 Curator of Mysteries4 Splinterfright4 Ghoultree3 Kessig Cagebreakers4 Satyr Wayfinder4 Thought Scour4 Tracker's Instincts2 Gather the Pack2 Gnaw to the Bone24 Lands (Include 2 Ghost Quarter)Side:2 Trygon Predator2 Negate2 Dispel2 Beast WithinKrosan Grip2 Engineered Explosives (Budget Option: Ratchet Bomb)2 Relic of ProgenitusMindbreak TrapFirespoutI would HIGHLY recommend adding Black. It gives you access to Hand Destruction, Liliana, Grisly Salvage, and Grim Flayer.If you added black, you could change the Relics in the board with Faerie Macabre or Ravenous Trap. If you're not looking for a budget list, I would try to fit in Tarmogoyf and Mishra's Bauble. Even though you're self-milling, you want to play 60 cards. If you're moving slow enough that you mill yourself out of 60, you're likely too far behind to win that game anyway. I don't care for the cycling serpents as you likely never cast them and all they're doing in that case is being a hand-clogging, bad cantrip that occasionally gives you +1 for being a creature in the yard. We call those "win-more" cards in the competetive scene, which means they do nothing UNLESS you're already winning/in a good position. Try to only have cards that are "live" when you draw them.
Permalink
Thanks, glad you like it. Notice that HoG is in the mainboard and the Sideboard, so it's 100 cards exactly.
This also lets you stay in modern, away from broken vintage and legacy BS.
Because neither counterspells nor enchantment removal exist. If they already have active threats on board and you can't draw their removal (if they have any), you're still screwed. If you want to play their deck and have them do nothing... and still win... play blue tron Mindslaver.
I recommend 2-3 Reliquary Tower. So if you hit another Treasure Hunt you can keep everything you drew.