Devour for Power Decklist/Spoiler, and My Improvements

I picked up a Devour for Power today, and overall I'm pretty pleased. Here's the list straight out of the box:

11 Swamp
8 Forest
8 Island
1 Barren Moor
1 Command Tower
1 Dimir Aqueduct
1 Dreadship Reef
1 Golgari Rot Farm
1 Jwar Isle Refuge
1 Lonely Sandbar
1 Rupture Spire
1 Simic Growth Chamber
1 Svothgos, the Restless Tomb
1 Temple of the False God
1 Terramorphic Expanse
1 Tranquil Thicket

1 The Mimeoplasm
1 Nezumi Graverobber
1 Skullbriar, the Walking Grave
1 Riddlekeeper
1 Fleshbag Marauder
1 Eternal Witness
1 Troll Ascetic
1 Yavimaya Elder
1 Solemn Simulacrum
1 Brawn
1 Wonder
1 Sewer Nemesis
1 Gravedigger
1 Lhurgoyf
1 Dreamborn Muse
1 Mortivore
1 Desecrator Hag
1 Mulldrifter
1 Acidic Slime
1 Vulturous Zombie
1 Dark Hatchling
1 Extractor Demon
1 Scythe Specter
1 Wrexial, the Risen Deep
1 Vorosh, the Hunter
1 Triskelavus
1 Slipstream Eel
1 Butcher of Malakir
1 Patron of the Nezumi
1 Damia, Sage of Stone
1 Szadek, Lord of Secrets
1 Avatar of Woe
1 Artisan of Kozilek

1 Sol Ring
1 Dimir Signet
1 Golgari Signet
1 Simic Signet
1 Lightning Greaves
1 Oblivion Stone

1 Vow of Wildness
1 Vow of Flight
1 Vow of Malice
1 Memory Erosion
1 Grave Pact

1 Tribute to the Wild
1 Spell Crumple
1 Fact or Fiction
1 Relic Crush
1 Minds Aglow

1 Shared Trauma
1 Sign in Blood
1 Stitch Together
1 Cultivate
1 Windfall
1 Buried Alive
1 Syphon Mind
1 Unnerve
1 Rise from the Grave
1 Syphon Flesh
1 Living Death

My gut tells me that I should play a few games with it as is just to see how well it plays, but there's no way I'm going to actually do that. There are too many improvements that I want to make, and I don't anticipate getting to play this format too often, so I want to make the most of every game.

I'm too poor for true dual lands, but I'm a sucker for nonbasics, so I'm going to change a lot here. I've never been a fan of the "save up your resources" lands, so Dreadship Reef will be the first to go. I'm pretty satisfied with the other nonbasics, so I'll skip ahead to taking out basics.

Just off the top of my head, I want: Ghost Quarter, Darkwater Catacombs, Llanowar Wastes, Watery Grave, Breeding Pool, Overgrown Tomb, Polluted Delta, Urborg, Tomb of Yawgmoth, Cabal Coffers, Minamo, School at Water's Edge, Treetop Village, Volrath's Stronghold, Underground River, and Yavimaya Coast. That's a pretty big list of changes... and that's sticking to the deck's colors. I'll probably dip into fetch lands that only hit one color as well, but we'll see how things go.

This is the category in which I am most pleased. Troll Ascetic, Eternal Witness, Wonder, and many of the others here are long-time favorites of mine. The new creatures are intriguing as well, especially Damia, Sage of Stone. The thing about Damia, though, is that having access to her makes me want to make sure I have ways to empty my hand (or at least get rid of things like lands that you can only play so many of each turn). That's the only major oversight I can see in this deck's design. There are some of my old favorites that I think need to be added: Spiritmonger and Genesis are at the top of my list. It has been quite some time since I've had an excuse to play them.

Everything Else
While I like the creature base in this deck, there are a ton of better options in these colors for most of the other cards. Pernicious Deed and Damnation are going in, as are some of the better equipment cards that I've accumulated lately. I want more board control and fewer milling effects. Yeah, I know that the deck is supposed to feed off of the opponents' graveyards too... but I just don't want to spend a lot of my resources filling them up. I'd much rather fill them up by killing the things that are immediate threats.

As soon as I have time to sit down and work on this deck, I'll post my version of the Devour for Power deck...
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