


I'm a little hesitant to recommend more budget options because it seems your playgroup is quite strong bordering on competitive. The difference between playing a land from your hand when an opponent plays a land and playing an extra land a turn is huge. I would replace burgeoning with exploration. If you have azusa or Oracle of mul daya I'd use them if not I wouldn't run the effect. Work on these changes over time it doesn't have to be all at once. Null rod is on the reserves list and assassins trophy will get cheaper when it's out of standard. After that I would prioritize null rod then leyline then trinisphere then assassins trophy. Layline, trinisphere, null rod and assassins trophy don't really have any replacements but adding natures claim, fire covenant, manglehorn, caustic caterpillar, abrupt decay, scavenging ooze and root maze will go a long way. Layline only affects opponents which is why it's so good. Those with the three signet's are 10 cards and I would also cut 5 lands. Your still going to struggle but these changes should be a decent start.Ĭards to cut are decimate, dreadbore(sorcery speed removal is really bad), mulch, decree of annihalation(destroying lands without artifacts at 7 isn't strong enough), bane of progress, Nissa vastwood seer and Nissa vital force. A ulvenwald tracker might be a good include too. Bail on your lands that enter taped and get some actual fetch lands but until you do that run root maze. Your going to want an exploration and an azusa along with a green suns zenith and dryad arbor. Put in scavenging ooze and caustic Caterpillar as well. Also add nature's claim, abrupt decay, assassins trophy and fire covenant. Also trinisphere makes it harder to use isochron scepter so if that comes up a lot get it. Run null rod, manglehorn and leyline of the void. Replace them With deathrite shaman, priests of titania, and fyndhorn elf. Bail on all of your signets you can keep sol ring.
