I like Thought Vessel and Commander's Sphere
I would cut ;Rakdos Carnarium;Izzet Boilerworks;Dimir Aqueduct;Foreboding Ruins;Choked Estuary - the bounce lands I only play if I can untap them for extra mana. Forboding Ruins and Chocked Estuary will mostly enter tapped since you don't have that many basic land types. I think basic lands would mostly be better. Temple of the False god is also tough in a deck that is trying to get to 4 mana quickly.
Next, if you find your commander slow... it could be for other reasons. Nekusar doesn't do much on his own. You need to have the wheel effects to start killing people.
If Nekusar is being hated, you need to get Lightning greaves out more consistently.
I was also thinking about cutting off those bounce lands and the ''reveal'' lands but I didn't find any substitution to them. And this is another problem, starting the game with enchants and wheels and good artifacts. My initial list doesn't have lightning greaves (maybe I should really put it) and none of the tutors.
That where I would look if you don't want fetch lands.
Regarding starting hands... Nekusar can either try to control the board, and grind out a win, or Nekusar can race to burn out the opponents as fast as possible. What would you prefer?
Being somewhere in the middle is not the best... Casting a windfall and a bunch of grindy enchantments doesn't kill your opponents very quickly. It just makes you the enemy. So you can either control the game, and win slowly, or you can forget the slow grindy stuff and just try to set up your fastest win.
I like Thought Vessel and Commander's Sphere
I would cut ;Rakdos Carnarium;Izzet Boilerworks;Dimir Aqueduct;Foreboding Ruins;Choked Estuary - the bounce lands I only play if I can untap them for extra mana. Forboding Ruins and Chocked Estuary will mostly enter tapped since you don't have that many basic land types. I think basic lands would mostly be better. Temple of the False god is also tough in a deck that is trying to get to 4 mana quickly.
Next, if you find your commander slow... it could be for other reasons. Nekusar doesn't do much on his own. You need to have the wheel effects to start killing people.
If Nekusar is being hated, you need to get Lightning greaves out more consistently.
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
Graven Cairns cycle
Ash Barrens
Tainted Peak cycle
That where I would look if you don't want fetch lands.
Regarding starting hands... Nekusar can either try to control the board, and grind out a win, or Nekusar can race to burn out the opponents as fast as possible. What would you prefer?
Being somewhere in the middle is not the best... Casting a windfall and a bunch of grindy enchantments doesn't kill your opponents very quickly. It just makes you the enemy. So you can either control the game, and win slowly, or you can forget the slow grindy stuff and just try to set up your fastest win.
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
I would cut ;Rakdos Carnarium;Izzet Boilerworks;Dimir Aqueduct;Foreboding Ruins;Choked Estuary - the bounce lands I only play if I can untap them for extra mana. Forboding Ruins and Chocked Estuary will mostly enter tapped since you don't have that many basic land types. I think basic lands would mostly be better. Temple of the False god is also tough in a deck that is trying to get to 4 mana quickly.
Next, if you find your commander slow... it could be for other reasons. Nekusar doesn't do much on his own. You need to have the wheel effects to start killing people.
If Nekusar is being hated, you need to get Lightning greaves out more consistently.
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers