From the options you said I only have Cruel Revival instead of the priest so I will try it.. In the deck I wrote there are only 59 cards I forgot to put the second Alhammarret. Didn't think about what you said in terms of the lands but I think you are right so I will fix it and only play colour sources. I have two Sigiled Starfish so maybe I will add the second one or maybe remove the one I actually have and add a third Frost Lynx?
Thank you good to have some help!!
No problem
I know how invaluable advice can be, especially when you're first getting started, so I'm practically obligated to pay it forward.
I'm not sure about more or fewer
Frost Lynx. It depends on how well he works for you in the deck. On the surface, I'm not a big fan of him and haven't ever used him in a deck. I have seen him run in decks were he works fairly well though, so I won't advise you to ditch him outright. Usually when I see him working well, he's in a more aggressive deck tapping down blockers to help push through damage as fast as possible, or combo'd with
Willbreaker to steal things. Do you find him useful to help your beaters get through, or is he more for stalling early? If it's the latter, I'd rather run more
Reave Soul, so I don't have to worry about the creature again once it untaps. For stalling, I'd even prefer a 2nd
Sigiled Starfish, who can absorb 2 powered creatures and let you scry every round. Both of those options cost you 1 fewer mana to cast than the Lynx, which helps you keep mana open to cast (or bluff) counterspells.
I don't know how much you play online, but
Displacement Wave might be a useful addition, if you have any. Thopters and elves will give your deck problems, and getting some displacement in there with your playset of
Languish would help those matchups. You can cast the wave with 0 in the X value (just UU to cast), and it will only hit tokens (along with Origins plainswalkers who have flipped), and erase them. I don't notice the AI getting too crazy with tokens, but on line you will run into thopter or elf decks that will overwhelm your spot removal.
I don't know how much you've learned about playing, but there are a few rules of thumb you should know - particularly when using a control deck - that will make you a much better player than your average noobie. You never want to play anything in your first main phase that isn't sorcery speed and relevant to your combat phase. Unless you need to dig for something you have to find and cast on same turn in an emergency, those
Telling Times you have should be cast during your opponent's end step. You want to keep your mana open to play instants in combat phase, or bluff instants even if you're not holding any. This is especially important in a deck that runs counterspells - you want your opponent to have to play as if you can counter whatever they might want to do, even if you can't really. This also makes them think twice if they're planning to block and pump (or block with multiple creatures), since for all they know, you're holding instant speed removal that can blow up their play. When playing instant speed removal spells, you want to play those at the last possible minute. Obviously, if the situation asks you to kill something right away (if you're behind on the board and can't wait till the next turn to cast it because you need to cast something else, or what have you), then do it - but it's always better if you can wait for your opponent to try to cast an aura or pump spell on the creature, and then kill it in response to make them waste the extra cards. Card advantage is king in magic, and on balance, the deck that makes the most of it will win out.