It's a bit light on lands, but at my LGS everyone uses the wussy free+partial mull so I can dig pretty deep for lands. Once things get going, they seem to get out of control pretty fast. Besides the usual wort burny stuff, I like the recursion and copy elements that give the deck some resilience and long-term advantage, should the game get a bit grindy.
List of color combinations left to go: Simic, Naya, Abzan, Jeskai, and Mardu. And if I'm feeling saucy, all the nephilim.
Christ, this is like my eigth deck in a month. Making these suckers is a lot of fun now that my box is close to complete. I'd make one every night except that I can't actually play them that fast. They're stacking up, this one won't even get played until a week from Tuesday.
Tested last night and went 3-0 thanks to hitting one (or both) of the LD spells every game. Those cards are simply absurd for a deck like this. Game 1 I nuked all lands with 4 floating, then conspired myself 4 lands into play, along with xenagos in play. Game 2 I nuked all lands with garruk and mana reflection in play, then conspired crop rotation to hit petrified field for cradle and a kessig wolf run, and KOed both players a few turns later. Game 3 I was playing vs stax so it took a bit longer, and instead of wiping lands I was able to keep a few of mine around and quickly rebuild. Anyway, this deck definitely seems strong. Not my usual cup of tea, but very strong. I think it would have been a much closer game (and I definitely would have lost game 3) had it not been for the LD, though, and to be fair there are only 2 pieces in the whole deck. So partly I think I just got lucky. So although it did very well, given the significance of luck in the results, my overall rating is 3 stars for wort. Still, better than expected. I put her about on par with Brimaz - surprisingly effective, but feels much stronger when you hit LD.