Consider using Fiery Fall or Traumatic Visions to help you find the lands you need in the early part of the game. I'd sideboard the Swerves to make room for them.
IMO the Sphinx of Jwar Isle would be a better finisher for this build than the Sphinx of Lost Truths. Big creatures with shroud (and evasion) work great in control decks because you don't have to waste resources protecting them.
It's not quite finished yet, still need to change a couple 1 of's to 2 or so, and consolidate the 2 of's when I figure out how this deck does. A few choices of mine -
Lavaball Trap - Wiping the board while leaving all my 5 toughness creatures standing, + the added bonus of 2 lands gone. Hardcasting really isn't all that hard to do, but seems kind of redundant at that point. Hopin to get 2 Volcanic Fallout instead. Has fun shenanigans w/ Pyromancer Ascension, 8 mana for board wipe + 4 lands gone?
Magosi, the Waterveil - Eon counter is good to put on late game when you have 6-7 mana up full of counters, or early game when you can just follow up w/ a sweeper. Either way, that extra turn late game can really prove essential. Hoping to get another.
If you have suggestions for refining this, I'd be happy to consider them!
Yeah, I find Chandra Nalaar to be quite good. It takes out one of their fatties or a smaller creature and then proceeds to ping them. Sure it won't kill them fast, but I've gotten it to -8 more often than most people think. Much prefer it to Burst Lightning.
And Capsule is a draw 2 which can be popped at any time. I'd have to test between Ponder and Capsule, but from previous experience between the two I like Capsule more right now.
Yes, but generally I'll be popping EOT when they're tapped out. Also, I do run counters..rarely do I play a creature until turn 8-10. So far in about 30 playtests vs various decks at the tourney, 10 of which had artifact hate, it never bothered me.