Hello,
I have also been testing out URW Fish, and I think I can help you out here. First of all, you should realize that Brainstorm is
terrible in Fish. It doesn't build tempo, and is basically a waste of U that could have gone towards a Curiosity or Standstill, which is a much better plan. Here is my current list:
URW Fish by Aaron
4 Volcanic Island
2 Tundra
2 Plains
2 Island
4 Mishra's Factory
4 Wasteland
4 Flooded Strand
1 Strip Mine
4 Standstill
4 Curiosity
4 Swords to Plowshares
4 Force of Will
2 Null Rod
1 Stifle
1 Ancestral Recall
1 Time Walk
1 Mox Sapphire
4 Grim Lavamancer
4 Spiketail Hatchling
4 Cloud of Faeries
3 Meddling Mage
----Total = 60
Sideboard:
4 Maze of Ith
2 Energy Flux
2 Rack and Ruin
3 Seal of Cleansing
2 Fire/Ice
1 Crucible of Worlds
1 Stifle
This is somewhat different than your average Fish.
Cards that don't make the cut:Faerie Conclave - Comes into play tapped? Costs 1U to activate? Sorry, but this is contrary to your overall strategy. Not necessary.
Library of Alexandria - You will not have 7 cards in hand. Period.
Voidmage Prodigy - Too difficult to have UU open during your opponent's turn. Not good for beating either, as it will probably be blocked and die before you can use it's ability. Not good.
Gorilla Shaman - A great card, but there's only room for maybe 1, and with 1, you probably won't draw it in time to make it count, so it goes.
Daze - A good card, but extremely dead in the mid-late game. With the Mages and STP, you probably won't need this.
Misdirection - Actually quite amazing when you can Mis-D an Ancestral or something along those lines. This got cut in favor of other cards, but not bad at all.
SideboardIn the sideboard, I have 4 Maze of Ith. I believe in the current meta, these are almost universally a lifesaver. Perhaps 3 would be better, but it depends on what kind of decks you're playing. Against decks like 5/3, the Mazes will help you stop all kinds of nasty creatures, you can't really go wrong.
Crucible is obviously there to help you in the Workshop match, and the Seals are good against a variety of decks (Workshop, Oath, etc). The other cards are pretty self-explanatory.
I also cut REB and BEB, as they seem to be at an all-time low usefulness, and there's not much to board out for them.
I hope this helps you a little bit and gives you some new ideas.
Also, I would tend to disagree with the user who said that Mystical Tutor is necessary to fetch power. The only fetchable power would be Time Walk or Ancestral Recall, both of which would be pretty terrible to fetch and draw the next turn! Fetching Recall is not so hot. With your beginning of turn draw combined with drawing from Curiosity/Standstill, you probably will get all of the cards the Ancestral would have given you in any case.
Waiting a turn to cast Time Walk is also rather goofy, you are trading a turn to get a turn. IMO the power cards are there to topdeck, and you will tend to receive them randomly, and they will help you that way.
Just my 2 cents. If anybody agrees or disagree, please reply
