DESCRIPTION
pretty easy to pick up and play. a lot of cards are easily swapped for variants. for example, the diabolic edicts can, and possibly should, be swapped for chainer's edicts. personally i love the innocent blood and would leave them in, but you may want to try 1 more mutilate. the upper end cards (echoes, mirari, and mindslaver) are pretty changeable, too. i would at least leave 1 of each in, though, b c they can be game-enders all by themselves. mishra's helix also works very well, although i took it out b c the games got very boring once i established a lock w it and the coffers. if you're playing to win, it's should be a very strong consideration for you.
i must admit that i have absoltely no ability to build sideboards. many of the cards you may want to leave in, especially the spawning pool, the lone nether spirit, and the sinkhole (or other black land destruction). the spawning pools are in for drawgo, b c i found no other way to consistantly kill them, except for the nether spirit. that will be your worst matchup--drawgo, as they can counter every key card you play and you can barely touch them. pernicious deed may be overkill; naturalize would probably do just as well. it might be even better just to forgoe green altogether and add white for vindicate, disenchant, gerrard's verdict, and or death grasp. gloom is for anti-parfait specifically, but i suppose it could also be used against white weenie. some form of graveyard removal is also a must. i like coffin purge the best b c it's an instant and it's reusable.