Please read the rulings on glittering wish.
gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=136157
The deck mainboards a decent amount of removal and two mana creatures. Four mana creatures are there as wincons with cards like esper stormblade or sigarda.
The idea of the deck is to use glittering wish to obtain things from the sideboard. I like the sideboard how it is but it can be changed to fit the local metagame. You probably don't have any chance of going pro if you can't beat some casual player plays magic for fun but doesn't have many friends because they died or moved away. The people who still have highschool friends go to fnm which is usually standard. Most modern players are the older crowd. Their friends moved away. Change your sideboard to beat some local friendless guy who has nothing better to do. If the sideboard is changed for whatever reason, it is probably a good idea to make sure they are multicolored choices.
There are a few exceptions but usually leave at least one card that shuts your opponent down in sideboard after game one. The odds of getting the card out from sideboard are higher on sideboard than mainboard. Glittering wish is a 4 of and the sideboard card is a 1 of. If there are two solutions to a potential problem in a match up, 1 of the 2 can be sideboarded in to make 5 potential cards to be drawn with the help of glittering wish.1+4=5
Supply\Demand: It can be used to tutor in weird match ups. If glittering wish is too difficult because of slaughter games\nevermoore mainboards type bs. It is also usuable to obtain glittering wish. Weird match ups only.
Detention Sphere: tutorable removable. Can be boarded in for more removal but mostly there for desperation plays with glittering wish.
Everlasting Torment: Soul Sisters, Turbo Fog, or other lifegain\damage ignoring things. It can also be used for the wither in case of big hexproof things.
Fracturing Gust: Affinity, Bogles or equipment decks. It is instant speed.
Gaddock Teeg: I disapprove of boardwipes, traps and miracles.
Hindering Light: Combo Decks and Removal. Hivemind and pact cards are a thing but you don't have to pay the upkeep cost if the spell doesn't resolve.
Meddling Mage: Stops terrifying cards but dies to removal
Merciless Eviction: makes bad things go away.
Ojutai's Command: Counter spell and other good utility. Good in most match ups.
Reborn Hope: Stuff goes away when you mess up.
Saffi Eriksdotter: harder to mess up.
Sigarda, Host of Herons: Flier with stats, hexproof, Stops sac effects.
Slaughter Games: Can't be countered and makes something not a future problem.
Supreme Verdict: Can't be countered and makes present problems go away. Slaughter Games was too slow.
Wilt-Leaf Liege: Makes other cards better and discourages discard.
There are 4 basic lands for bloodmoon match up. Shocks tap for red but fetches can fetch for basics for other colors. I tried several 22 and 24 land combinations but they didn't play test well. My favorite was a bunch of vivid lands but it was too slow. A deck with this many 2 drops can't afford that many lands slow lands. I Changed them up a bit but it still don't work well. I decided to do 26 land combination with manlands. It's more resistant to bloodmoon because I set my fetches/shocks differently but the 5 manlands and 10 instead of 6 shock system eats up a few too many card slots. It's too much room for 4 pillar of the paruns. Less stable mana and a few too many land slots but it's more bloodmoon resistant because I'm not relying on just winswept heath for fetching. The manlands are undervalued. There are a lot of match ups where boardwipes need to save me or my opponent is an annoying control player who thinks it is funny to mainboards 12-14 boardwipes. I'm the only person I'v seen do this but that's because It's standard and you can get away with more stuff. I top 8'd in standard twice in the same month it running mardu board wipes. The problem with standard players is that they are too new to the game. They're less courteous and mechanically retarded. A modern player might think your deck is stupid and be salty but they are better at hiding it. Some common things I see standard players do is derpy or less than desirable. I'v seen them view Stais Snair as a cast targeting but the exile effect is part of triggered ability when it enters the battlefield and then it targets. They do similar things with slaughter games type cards. Eventhough making a submeta deck is easier for standard, I prefer modern because standard makes me want to slit my wrists so badly. I get only a few days a week to enjoy not shit. I haven't found a land combination I liked. This paragraph was about lands.