I feel like that deck really should be running Jace and Greenwarden of Murasa... they're just such great fits for what the deck wants to do.
I completely overlooked Greenwarden's potential here, I thought it was target creature, but target CARD is ridiculously good. I'm gonna try it out and report how it performed.
You're very heavy on 3 drops and basically always want to ramp on turn 3 if possible. So if you drew neither
Jaddi Offshoot or
Clutch of currents you have nothing until turn 4 and still won't be able to board clear until turn 5.
I tried 3x Scryfish/Jace but it didn't significantly improve my early game unless the Starfish had a 2/2 to block. However, even then I'd rather have delayed my ramp and played a turn 3 Retreat to Kazandu. The lifegain over the course of a game is insane and easily negates the damage of 1-2 weenies. Lategame I wanna cry when I draw the fish. Jace was pretty useful though and probably deserves the slot.
You probably meant I couldn't board clear until turn 4. Well, I'm not too afraid of aggro decks in this meta. I never faced a turn 4 defeat (not saying it doesn't exist, it just never happened), so even without early plays I'm theoretically able to safe the game just in time and things get better with some lifegain, an early removal/tempo spell or a blocker. Imo this deck can get away with very few 1-2 cmc spells and the huge amount of taplands doesn't always give you an opportunity to play them on curve anyway. The 3 cmc bottleneck still looks ugly, but you should regard these spells as lategame cards with the potential to buy you some time when played early.
I did however change the removal selection quite a bit. I lost some very frustrating games because I ran out of steam. Ramp and lands in general do not affect the board and are an investment, so you're kinda behind in the spellcount – you'll make up for this with the dual purpose awaken spells later. However, I had too many tempo spells in there that further increased the card disadvantage in the long run, sometimes to a point beyond repair. So I switched to removal that leaves me even or with an advantage (removal + awaken).
Changes to the deck:Clutch of Currents and
Displacement Wave had to go – I need more permanent answers. Hixus is also out for now – again, he's usually not a permanent answer and susceptible to combat tricks. Kiora is out, because she doesn't do enough for the deck. I liked how she basically ramped up 2 mana by untapping a land and a creature land, but by the time you have a creature land you don't really need it anymore. As there are basically no creatures to fetch, her second ability is pointless too. I much prefer the Flipwalkers and our new Gideon.
I added
Sheer Drop as solid removal with awaken – ok, you need to get punched first, but we're running lots of lifegain (I often end up with 40+ life).
Celestial Flare also helps to slow early aggression and can deal with a lot of nasty stuff later on. The most surprising addition might be
Nissa's Renewal. I absolutely love it in this deck. With Retreats or Offshoots the lifegain is insane, it thins your deck and most importantly brings you to 9 mana. I mean the deck runs ok with 6 mana, but with 8+ you can really take advantage of
Part the Waterveil and
Planar Outburst. Sometimes you also want to keep mana open to make your
Lumbering Falls Hexproof. Did I mention how much I love this land? Give it awaken 4 and it is basically a
Plated Crusher that doesn't even die to mass removal. They would need to make you sac it, or hit it with a second instant removal spell while Hexproof is on the stack.
I'm gonna edit my first post whenever I'm convinced that I improved the deck.