I actually agree at this point on Serra Ascendant. At least to the point where I want to test it. I traded away the one I had and now it has doubled in price -_-
I want to get a Beastmaster for the deck, I just haven't gotten around to it. I definitely need something to make the red zone more meaningful. Added True Conviction because I picked one up as a trade throw-in. I definitely need my version to perform better when I don't hit an early lock piece or a card draw spell. I added in Stonehewer Giant and a Sword of Fire and Ice (my only remaining sword not in a deck). I really want another Feast and Famine for this deck, but noth of mine are spoken for.
Gavony Township is an interesting option and should be pretty cheap to pick up. I was desperate enough that I pondered the white leyline that pumps tokens, but was not willing to go that drastic.
Absolute Grace is another interesting one. If I were planning on keeping this budget for good, I would look into it. I don't see enough red for Law.
I made a long overdue overhaul to my deck the other night and have yet to get any games in. Upped the creature count, dropped almost all of the wrath effects, dropped all the MLD, added in some card advantage guys (Tandem Lookout, etc). I'm hoping it will help me have more options when I don't hit plan A in stride.
Also, I think we're down to a single free slot. I like that Aura of Silence stops people from ramping or building pillow forts and answers Torpor Orb. The other contenders are also strong.
Also, I think we're down to a single free slot. I like that Aura of Silence stops people from ramping or building pillow forts and answers Torpor Orb. The other contenders are also strong.
Thoughts?
I think this is going to come down very largely to meta/other card choices. I don't run into other pillowfort decks, and I don't feel as if Torpor Orb does all that much to stop us, so at least for now I will bypass the AOS option. But that is also because I need more threats like you have to help bash through. Once that is up to snuff, I'll take a revisit into my versatility. Also, I am running Stony Silence and Null Rod to combat artifact ramp.
I am scared of Norn because Bribery just about wipes out our creature base at that point. Very powerful, though. I want to test Beastmaster and see how reliably and early we get it active. Should be nuts under lock conditions.
I also had those in my original build, but cut them. The issue is that those shut down all activations of artifacts, including those that we potentially want. By contrast, Energy Flux and Kataki just punish using artifacts to ramp or artifact swarms.
I'm not sure how meta-dependent it is. In particular, we don't have anything resembling repeatable, late-game removal.
I think those guys work better for me because I don't have Crypt, Feast and Famine, or Batterskull. I would run all of those if I had them. I have been looking to pick up a Batterskull not necessarily for this deck but just because I should have one, but have not managed to find someone willing to part with one yet.It would go right in if I snagged one. Same with extra Feast and Famines. I already got all the ones off of the locals. My best bet for finding more is trading at SCG events.
Testing that last slot, Luminarch Ascension seems to be the stand-out choice. Either people have to tap their critters down attacking you, or you get a fatty swarm.
Edit: Further testing shows that Luminarch Ascension should probably be considered a "core" Derevi inclusion. Its slot is not in contention anymore.
As far as Thalia is concerned, I see her almost strictly as anti-wrath tech. She gets work in elsewhere, too, but as far as her purpose, that seems to be the main function. So to me the question becomes whether or not you need more anti-wrath tech. My suggestion would be to leave in Snapcaster for now (it is just sooooo good in a vacuum (ok, actually bad in a vacuum, but good in typical Magic decks)), and keep an eye on whether or not he is pulling weight. If he is, sounds great. If not, look to replace him. Just seems a bit weaker in this deck than most.
I'm increasing believing that leaving out Thalia is an oversight. While it is anti-Wrath tech, it's also anti-tutor and anti-ramp. In addition, the First Strike makes it an enduring threat that can survive combat with staples like Trinket Mage, Eternal Witness, Stoneforge Mystic, Solemn Simulacum, etc. Also, we're at 34 creatures right now. It will seldom tax us, but will tax our opponents, AND it will connect and give us the untaps we need. Better in some ways, it's a lightning rod that will draw removal away from Derevi and our Orb effects.
I'm not sure what to cut at this point, though. The list is feeling really tight.
Some things I am considering:
Skullclamp -> Umezawa's Jitte
---I really don't sacrifice my critters very often and I hate killing off mana dorks. I think it's more important to dominate the combat phase?
Heliod -> Thalia
---I don't know what else to cut and he seems somewhat win-more.
Minamo -> Okina/Windbrisk Heights/Yavimaya Hollow
--Minamo's ability never gets used. It's easier to see any of the three alternatives listed be tapped for something other than mana. Windbrisk doesn't strike me as being all that strong mostly because we hate having more of our lands coming into play tapped, and Okina/Hollow both help us to excel at combat. Testing Hollow for now, but watching carefully to see how often colorless vs G and +1/+1 vs regeneration matter.
I think the bigger issue with Windbrisk Heights is that our curve tops out pretty low. So the risk/reward is not very alluring with it. It is hard for me to comment on the land base, because mine is still so far from where yours is at the moment. I either need a meta that doesn't ***** about proxies (on owned cards) or some decent time to build up the fetches. This deck is my next project as far as real money is concerned, so it can definitely get done, but it will be a little bit of time.
As for Clamp vs. Jitte, I don't know. I see your reasoning, and I don't disagree. However, I have found in my build that I need the card advantage. If yours is running smoothly without, then it sounds like a good swap. I am more likely to test both until I can get my list up to speed.
I'll have to pick up a Thalia and give her a whirl. My deck is getting waaay more creature-heavy, so it is a lot more alluring than before. I also like the cutting of Heliod, as he has been just an unreal level of clunky for me.
I'll have to get my list up soon for reference. It isn't built all that well, especially because I just overhauled it and have not had any games to tune it. But I think it will help get my list more focused to have it open to critique. I'll make sure to include a list of budgetary exclusions and cards I am looking to pick up ASAP.
My thought on proxies is that I want to play against my opponents' brains, not their wallets. I didn't pay more than $20 for any of my three Mana Crypts. My Tropical Islands were "overpriced" when I ebayed the playset for $60. If I didn't have a two decade old collection built up for Vintage and Legacy, buying things like fetches when they rotated, I would be priced out of the format myself. Also, I can't imagine the frame of mind that convinces someone to shuffle a Beta dual land, even double sleeved.
Example: I own a minty Ravages of War. They were $20 once upon a time. In my deck, it's a white-bordered Armageddon with the name crossed out (written on the inner sleeve) and "Ravages of War" written in. Why would you ever shuffle that? I'm seriously considering taking the fetches/duals out too. It's just that I still think of them as $8 cards because that's what I paid for them. In fact, I paid $7 each for my Tundras.
Back on topic...I think the real options for the land slot are Yavimaya Hollow (regenerate attackers), Okina (colored mana), or Moorlaund Haunt (we like 1/1 swarms). I'm glad your testing of Heliod agrees with mine. I was afraid I'd just been playing him wrong.
I put this one together to test it out and I was having a hell of a time playing it. Can you share some hints on how to play this, most notably, when to drop orb/stasis, the best mulligan, timing, what to counter, etc.?
It's not really a Stasis deck. That's just a late-game win conditions in case the table grossly overextends. Ie. They burn their removal on inconsequentials and tap down most of their mana.
Derevi is an aggro tempo deck, sort of like Legacy RUG. Countermagic doesn't scale well, though. Instead, we need to trick our opponents into overextending and then punish them for it. The best foil to Derevi is actually beefy blockers, but not everybody runs those. So someone will start flooding the board with blockers, but if Rising Waters/Hokori/Orb hits someone will Wrath. The idea being that everybody is so rushed to build a board before you lock it down that they all start tripping over one another. You're almost always the fastest to rebuild if even a few of the enablers stick.
If I were to list out a gameplan:
Mulligan decisions are based on getting the table scrambling by turn 3 at the latest. You have to find a credible threat by then.
Present a larger-than-life threat. Maybe that means revealing the Stasis from your hand.
Get the board to rush/panic/scramble to deal with it instead of playing at their deck's preferred place.
(Luminarch Ascension is amazing for this.)
When everyone has burned all of their removal on a fraction of your hand and one another's rushed attempts to explode, drop an Orb effect.
The Orb might last, but probably won't. At this point, look at your board position and your opponents' and decide on an aggro or combo kill.
If you decide on the aggro kill, remember that soft targets won't necessarily stay soft. Take opponents out in the order that they're most likely to recover and make sure to keep the pressure up. Never let anyone have a few turns to compose their board/hand at their leisure.
If someone starts looking leisurely, assume that you need to switch to some flavor of combo. That can be the Survival kill or just Prophet+Azami and some wizards.
Example hand: 4x fetch, Sun Titan, Birthing Pod, Rising Waters
-Mull everything but Birthing Pod and the two fetches that are within-color.
-Get Temple Garden, Hokoro, Patron Wizard, Voidmage Prodigy.
-First turn: Draw Bident of Thassa. Use Windswept Heath to fetch Hallowed Fountain.
-Second turn: Draw Beastmaster Ascension. Flooded Strand finds Tropical Island, play Voidmage.
-Third turn: Draw Noble Hierarch. Now we have some real options.
Look around the board. Will Derevi get counter-tucked? If so, drop Beastmaster Ascension. Out of everything in your hand, it matters the least and will scare everyone the most. If not, drop Derevi and use the untap to cast Noble Hierarch. There's another 2 quiet options: play Hierarch and hold Voidmage up to stop Doomsday/Hermit Druid. That's actually a nightmare scenario: you'd be burning tempo in a way that tells the table that they don't need to use their own resources to stop anything scary. Last, drop Derevi untapping Trop and attack with Voidmage to untap Fountain. Again, you're burning tempo to protect the table rather than deplete it. But if you think this is the only way to stop the combo player, tell the table that you're using Derevi as Voidmage fodder to protect them from Hermit Druid/Ad Naus/etc.
This is a critical turn. If you drop Hierarch and Derevi, you're set to thoroughly abuse the next turn. You'll drop Patron Wizard and Pod Hierarch for Thalia/Gaddock Teeg next turn. You'll have out three Wizards and a trump against sweeper effects. After that, you can go for Prophet of Kruphix via Academy Rector or Glen Elendra Archmage. Either way, you've got the board at that point. BUT if you didn't drop Hierarch, you're many turns slower than this.
Another example hand: Gavony, Thawing Glaciers, Green Sun's Zenith, Bant Charm, Garruk, Wargate, Mana Crypt
-No chance of casting half of that: mull out Charm, Wargate, Gavony
-Got Arid Mesa, Flooded Grove, Rising Waters (we got incredibly lucky)
-Draw Horizon Canopy. Drop Horizon Canopy and Crypt, GSZ with X=2 for Bloom Tender.
-Draw Strip Mine. Cast Derevi, untap Bloom Tender and cast Rising Waters. Usually we wouldn't do it this early, but we already look like an archenemy.
-Untap Flooded Grove. Draw Qasali Pridemage. Drop Arid Mesa and crack it for Tundra. Cast Garruk off Tundra, Grove, and Crypt. Untap Tundra and Canopy with Garruk. Cast Qasali Pridemage. Use Derevi and Bloom Tender to tap down opponents' lands. If not necessary, Garruk can make a beast instead of untapping lands for Pridemage. At this point, your goal is to keep tapping everything down by making/attacking with Beasts every turn while using Glaciers to thin where able. It may be possible to win off a "pure" aggro game.
Master Biomancer is one of the best cards I left out. You could defensibly replace Mirran Crusader with it. It's unclear which is better, but double strike and two color protection generates a lot of triggers. It's also unclear to me how many creatures a four-mana critter will have the opportunity to pump.
Thalia vs Grand Arbiter is easy: 2 mana is far less than 4. We have to get taxing online before our opponents have an opportunity to ramp out.
As to your list, a few things stick out:
Pact of Negation. If you can afford to pay 5 mana during your upkeep, you're probably already winning.
Cyclonic Rift is a fair inclusion. Again, 7 mana is a lot if you're not already winning.
Austere Command. See above.
Crackdown. Costs 1W more than Meekstone.
Sisay. Fair inclusion, same as my comment on Biomancer, though.
Angelic Skirmisher simply has no place in this deck.
Static Orb. You get to attack with two creatures and tap two permanents. Your opponents got to untap 4-6 permanents.
Knight of the Reliquary. Nothing amazing to grab. It's not bad...just not necessary.
Elvish Mystic. But if you can't afford a pile of fetches/duals/filters, you won't have consistent enough starts to make this strategy work. Maelstrom (and decks like it) get their fixing by just running a pile of forests and ramp spells. The ramp itself finds the colors you need. But you ideally want Derevi on turn 2.
Like I said above, you want the folks at the table to trip over themselves and if you're color screwed...that's just not happening.
My answers to "big critters" are Beastmaster Ascension, Luminarch Ascension, Batterskull (used as equipment, not as a pseudo-critter), Yavimaya Hollow, and Jitte. That can easily fail to be enough, particularly against something like Animar that pays a very reduced cost for its critters. I will say that it's cute that overload dodges Teeg's restriction. So, Mirran Crusader -> Cyclonic Rift.
There are many good answers I'm not running: Sower of Temptation, Retribution of the Meek, Collective Blessing, Meekstone, Austere Command, Bow of Nylea, Archetype of Imagination, and Elspeth, Sun's Champion.
As to propaganda, something is seriously wrong if you need it. Are you running enough Orb effects? Are you running Survival? Why is Sun Titan or Reveillark recursion not enough? Ie. Why are they willing to attack into Reveillark?
He's very clear that the board is swarmed because of Living Death after Memory Jar AND the Jar put Mirror Entity (and seven other cards) into the graveyard.
Here's what I don't understand...You dump Reveillark in the grave and play Body Double copying 'Lark. Now, every time you block a big critter, Body Double comes back and brings a friend. You may not be infinite, but Body Double keeps coming back as the best thing in any yard and it always brings back a friend until it stops dying while being Reveillark. So Prophet of Kruphix + Body Double (copying Lark) + your general gives you something like 4 blocks a turn even if you have no other way to abuse it and you can't find High Market. So, you've got a wall and the ability to grow an army of critters, but that wasn't enough?
Many of your changes are reasonable. Ie. Batterskull -> Rhystic Study is hard to argue with. Others are questionable. Ie. Reliquary Tower and Gaea's Cradle are pretty win-more. Given what you've told us about your meta, I strongly recommend Scavenging Ooze to help manage Mimeoplasm. You might even want Retribution of the Meek/Elspeth, Sun's Champion.
Derevi has been pretty solid for me, but a few Carpet of Flowers starts from Maelstrom Wanderer have made me question omitting it from Derevi. My inclusion of Kataki and Energy Flux makes me think it should actually take Sol Ring's spot. Thoughts?
I want to get a Beastmaster for the deck, I just haven't gotten around to it. I definitely need something to make the red zone more meaningful. Added True Conviction because I picked one up as a trade throw-in. I definitely need my version to perform better when I don't hit an early lock piece or a card draw spell. I added in Stonehewer Giant and a Sword of Fire and Ice (my only remaining sword not in a deck). I really want another Feast and Famine for this deck, but noth of mine are spoken for.
Gavony Township is an interesting option and should be pretty cheap to pick up. I was desperate enough that I pondered the white leyline that pumps tokens, but was not willing to go that drastic.
Absolute Grace is another interesting one. If I were planning on keeping this budget for good, I would look into it. I don't see enough red for Law.
I made a long overdue overhaul to my deck the other night and have yet to get any games in. Upped the creature count, dropped almost all of the wrath effects, dropped all the MLD, added in some card advantage guys (Tandem Lookout, etc). I'm hoping it will help me have more options when I don't hit plan A in stride.
[EDH] Rafiq of the Many
[EDH]Chainer, Dementia Master
[EDH] Maelstrom Wanderer
https://www.cubecobra.com/cube/list/p420
My thinking is mostly that if I don't have a Stasis lock going by turn 5-6, it's time to combo out or Overrun-effect anyways.
https://www.cubecobra.com/cube/list/p420
Thoughts?
https://www.cubecobra.com/cube/list/p420
Er, don't mean to sound asinine, but what is this a complete-ish list of? Our pump options?
I think this is going to come down very largely to meta/other card choices. I don't run into other pillowfort decks, and I don't feel as if Torpor Orb does all that much to stop us, so at least for now I will bypass the AOS option. But that is also because I need more threats like you have to help bash through. Once that is up to snuff, I'll take a revisit into my versatility. Also, I am running Stony Silence and Null Rod to combat artifact ramp.
I am scared of Norn because Bribery just about wipes out our creature base at that point. Very powerful, though. I want to test Beastmaster and see how reliably and early we get it active. Should be nuts under lock conditions.
[EDH] Rafiq of the Many
[EDH]Chainer, Dementia Master
[EDH] Maelstrom Wanderer
Reasonable ways to keep damage going through in the medium-late game.
I also had those in my original build, but cut them. The issue is that those shut down all activations of artifacts, including those that we potentially want. By contrast, Energy Flux and Kataki just punish using artifacts to ramp or artifact swarms.
I'm not sure how meta-dependent it is. In particular, we don't have anything resembling repeatable, late-game removal.
https://www.cubecobra.com/cube/list/p420
[EDH] Rafiq of the Many
[EDH]Chainer, Dementia Master
[EDH] Maelstrom Wanderer
Edit: Further testing shows that Luminarch Ascension should probably be considered a "core" Derevi inclusion. Its slot is not in contention anymore.
https://www.cubecobra.com/cube/list/p420
I'm increasing believing that leaving out Thalia is an oversight. While it is anti-Wrath tech, it's also anti-tutor and anti-ramp. In addition, the First Strike makes it an enduring threat that can survive combat with staples like Trinket Mage, Eternal Witness, Stoneforge Mystic, Solemn Simulacum, etc. Also, we're at 34 creatures right now. It will seldom tax us, but will tax our opponents, AND it will connect and give us the untaps we need. Better in some ways, it's a lightning rod that will draw removal away from Derevi and our Orb effects.
I'm not sure what to cut at this point, though. The list is feeling really tight.
Some things I am considering:
Skullclamp -> Umezawa's Jitte
---I really don't sacrifice my critters very often and I hate killing off mana dorks. I think it's more important to dominate the combat phase?
Heliod -> Thalia
---I don't know what else to cut and he seems somewhat win-more.
Minamo -> Okina/Windbrisk Heights/Yavimaya Hollow
--Minamo's ability never gets used. It's easier to see any of the three alternatives listed be tapped for something other than mana. Windbrisk doesn't strike me as being all that strong mostly because we hate having more of our lands coming into play tapped, and Okina/Hollow both help us to excel at combat. Testing Hollow for now, but watching carefully to see how often colorless vs G and +1/+1 vs regeneration matter.
Thoughts?
https://www.cubecobra.com/cube/list/p420
As for Clamp vs. Jitte, I don't know. I see your reasoning, and I don't disagree. However, I have found in my build that I need the card advantage. If yours is running smoothly without, then it sounds like a good swap. I am more likely to test both until I can get my list up to speed.
I'll have to pick up a Thalia and give her a whirl. My deck is getting waaay more creature-heavy, so it is a lot more alluring than before. I also like the cutting of Heliod, as he has been just an unreal level of clunky for me.
I'll have to get my list up soon for reference. It isn't built all that well, especially because I just overhauled it and have not had any games to tune it. But I think it will help get my list more focused to have it open to critique. I'll make sure to include a list of budgetary exclusions and cards I am looking to pick up ASAP.
[EDH] Rafiq of the Many
[EDH]Chainer, Dementia Master
[EDH] Maelstrom Wanderer
Example: I own a minty Ravages of War. They were $20 once upon a time. In my deck, it's a white-bordered Armageddon with the name crossed out (written on the inner sleeve) and "Ravages of War" written in. Why would you ever shuffle that? I'm seriously considering taking the fetches/duals out too. It's just that I still think of them as $8 cards because that's what I paid for them. In fact, I paid $7 each for my Tundras.
Back on topic...I think the real options for the land slot are Yavimaya Hollow (regenerate attackers), Okina (colored mana), or Moorlaund Haunt (we like 1/1 swarms). I'm glad your testing of Heliod agrees with mine. I was afraid I'd just been playing him wrong.
https://www.cubecobra.com/cube/list/p420
..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
Derevi is an aggro tempo deck, sort of like Legacy RUG. Countermagic doesn't scale well, though. Instead, we need to trick our opponents into overextending and then punish them for it. The best foil to Derevi is actually beefy blockers, but not everybody runs those. So someone will start flooding the board with blockers, but if Rising Waters/Hokori/Orb hits someone will Wrath. The idea being that everybody is so rushed to build a board before you lock it down that they all start tripping over one another. You're almost always the fastest to rebuild if even a few of the enablers stick.
If I were to list out a gameplan:
https://www.cubecobra.com/cube/list/p420
-Mull everything but Birthing Pod and the two fetches that are within-color.
-Get Temple Garden, Hokoro, Patron Wizard, Voidmage Prodigy.
-First turn: Draw Bident of Thassa. Use Windswept Heath to fetch Hallowed Fountain.
-Second turn: Draw Beastmaster Ascension. Flooded Strand finds Tropical Island, play Voidmage.
-Third turn: Draw Noble Hierarch. Now we have some real options.
Look around the board. Will Derevi get counter-tucked? If so, drop Beastmaster Ascension. Out of everything in your hand, it matters the least and will scare everyone the most. If not, drop Derevi and use the untap to cast Noble Hierarch. There's another 2 quiet options: play Hierarch and hold Voidmage up to stop Doomsday/Hermit Druid. That's actually a nightmare scenario: you'd be burning tempo in a way that tells the table that they don't need to use their own resources to stop anything scary. Last, drop Derevi untapping Trop and attack with Voidmage to untap Fountain. Again, you're burning tempo to protect the table rather than deplete it. But if you think this is the only way to stop the combo player, tell the table that you're using Derevi as Voidmage fodder to protect them from Hermit Druid/Ad Naus/etc.
This is a critical turn. If you drop Hierarch and Derevi, you're set to thoroughly abuse the next turn. You'll drop Patron Wizard and Pod Hierarch for Thalia/Gaddock Teeg next turn. You'll have out three Wizards and a trump against sweeper effects. After that, you can go for Prophet of Kruphix via Academy Rector or Glen Elendra Archmage. Either way, you've got the board at that point. BUT if you didn't drop Hierarch, you're many turns slower than this.
https://www.cubecobra.com/cube/list/p420
-No chance of casting half of that: mull out Charm, Wargate, Gavony
-Got Arid Mesa, Flooded Grove, Rising Waters (we got incredibly lucky)
-Draw Horizon Canopy. Drop Horizon Canopy and Crypt, GSZ with X=2 for Bloom Tender.
-Draw Strip Mine. Cast Derevi, untap Bloom Tender and cast Rising Waters. Usually we wouldn't do it this early, but we already look like an archenemy.
-Untap Flooded Grove. Draw Qasali Pridemage. Drop Arid Mesa and crack it for Tundra. Cast Garruk off Tundra, Grove, and Crypt. Untap Tundra and Canopy with Garruk. Cast Qasali Pridemage. Use Derevi and Bloom Tender to tap down opponents' lands. If not necessary, Garruk can make a beast instead of untapping lands for Pridemage. At this point, your goal is to keep tapping everything down by making/attacking with Beasts every turn while using Glaciers to thin where able. It may be possible to win off a "pure" aggro game.
https://www.cubecobra.com/cube/list/p420
Thalia vs Grand Arbiter is easy: 2 mana is far less than 4. We have to get taxing online before our opponents have an opportunity to ramp out.
As to your list, a few things stick out:
Pact of Negation. If you can afford to pay 5 mana during your upkeep, you're probably already winning.
Cyclonic Rift is a fair inclusion. Again, 7 mana is a lot if you're not already winning.
Austere Command. See above.
Crackdown. Costs 1W more than Meekstone.
Sisay. Fair inclusion, same as my comment on Biomancer, though.
Angelic Skirmisher simply has no place in this deck.
Static Orb. You get to attack with two creatures and tap two permanents. Your opponents got to untap 4-6 permanents.
Knight of the Reliquary. Nothing amazing to grab. It's not bad...just not necessary.
https://www.cubecobra.com/cube/list/p420
..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
Like I said above, you want the folks at the table to trip over themselves and if you're color screwed...that's just not happening.
https://www.cubecobra.com/cube/list/p420
There are many good answers I'm not running: Sower of Temptation, Retribution of the Meek, Collective Blessing, Meekstone, Austere Command, Bow of Nylea, Archetype of Imagination, and Elspeth, Sun's Champion.
As to propaganda, something is seriously wrong if you need it. Are you running enough Orb effects? Are you running Survival? Why is Sun Titan or Reveillark recursion not enough? Ie. Why are they willing to attack into Reveillark?
https://www.cubecobra.com/cube/list/p420
https://www.cubecobra.com/cube/list/p420
..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
https://www.cubecobra.com/cube/list/p420
..
Azusa - Derevi - Glissa - Mizzix - Sharuum - Wanderer - Wort
Many of your changes are reasonable. Ie. Batterskull -> Rhystic Study is hard to argue with. Others are questionable. Ie. Reliquary Tower and Gaea's Cradle are pretty win-more. Given what you've told us about your meta, I strongly recommend Scavenging Ooze to help manage Mimeoplasm. You might even want Retribution of the Meek/Elspeth, Sun's Champion.
https://www.cubecobra.com/cube/list/p420
https://www.cubecobra.com/cube/list/p420