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The biggest advice I can give to this build is to lower the curve drastically. No 1 drops, few 2 drops, few-ish 3 drops, and the rest 4 or higher. This deck isn't going to do anything till turn 3-4 and will be turns behind in development the whole game.Also, you aren't running any direct interaction at all, and 4 nukes that take out this deck's only win conditions. I would highly advise looking into cheap/fast cards that give control and development, as well as tech lands and man lands that give the landfall some punch and doesn't translate to dead draws.
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Retreat to Hagra, if nothing else. Golgari Rot Farm and Gruul Turf let you reload your lands for more, as well. Sakura-Tribe Scout, I believe is the name, drops a land from the hand every turn as well, if you have it.