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Won vs Eldrazi Ramp https://www.youtube.com/watch?v=oV-0c75M3ZsLost to UW Control https://www.youtube.com/watch?v=2OfJ5QpVIfgLost to Bant Ally https://www.youtube.com/watch?v=79PfqHRGnXYLost to GW Enchantments https://www.youtube.com/watch?v=Yg1qCzc0kBMI'm really thinking there's no way around upgrading the manabase to fetches and check lands.
Mindcrank + Guildmage, plus any trigger. This is a budget build, so I'm seeing how far I can get with it. Likely budget upgrades, are replacing the random cyclers with Anticipate.
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NOTE: Set by owner when deck was made.
The differnce in mana-cost between spells isn't that wide, but you got it reversed somehow :DYou have 17 Black spells, 12 blue and 3 White (I gues the White is for the cycling alone)Yet you've focussed the mana towards Black.I've experimented enough with mana to know that you could improve this with almost no problems, without going into fetchlands and too many duals.Take the average merfolk deck in modern and you will find that they play around 12 islands, and still plays a lot of Cards costing UU. This means that you could do pretty much the same that they do by having a mana that have 12 blue and 12 Black mana. With 22 mana your minimum requirements are 10 islands, 10 swamp and two duals which should be enough to drive the deck. The "danger limit" for your basic lands are 5, and 9 is close to perfect if your deck had no UU or BB costs but rather had B and U all the way through.So try out playing with 9 islands, 9 swamps and 4 duals.
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The blue land lean is because the sweepers need it. The dual taplands are awful, and almost worth replacing with Evolving Wilds, and I'd play painlands or City of Brass, or anything that comes untapped, but again, budget rules, trying to see what happens.