I need a little help from the peanut gallery with some problems I've noticed in gameplay:
1) Vivid lands are *garbage*. I've been slowly replacing them. I don't want to break the bank (
Mana Confluence is out) but I'd love some suggestions on better things to use in those slots.
The biggest struggle this deck has is wanting to leave its storage lands tapped and not having actual lands, so the actual lands need to be really good at color fixing. Maybe the answer here is to add Triomes and a few fetchlands? I can probably swing that if it's the right thing to do.
Most of the early game stuff the deck has to do on curve is blue, so I could theoretically also just use UG duals and UGx triomes naked.
Alternatively, are there any usable non-mana-negative rainbow lands that work here? This is not a
Gemstone Mine deck, it can't afford to be sacrificing lands (getting accidentally depletioned with no proliferate outlet is bad enough).
2) Early game sequencing to get to actually doing things is often super rough. I feel like the deck wants maybe a couple early filtering sources. Anything good on theme I could use that uses counters and draws/scrys/etc.? Planeswalkers are largely out, because despite the utility I have almost no way to defend them.
But maybe
Nissa, Steward of Elements type stuff would be good? (where 1UG scry 2 and gain some life is not really all that bad).
3) The mana batteries are just....sigh. I wanted them to be good but they are miserable trash and nearly unusable. Not sure they can stay in the deck. Any good replacements I'm missing for proliferatey ramp?
TY for the thoughts