I'm still trying to figure out how I want to build this deck, so all help is appreciated.
You might have noticed the distinct lack of leviathans in this deck, and I apologize for that. However, I like the name so it stays even if Stormtide Leviathan doesn't.
Currently this deck finds its home in a hollowed out azorius control shell and has changed quite a bit from It's original form.
I have given in to the idea of using Worldspine Wurm as both the win-con and sac fodder to fuel Jalira, Master Polymorphist.
Let's get to work on the cards:
Jalira, Master Polymorphist+Worldspine Wurm: If you haven't grasped the idea behind these cards by now, I don't know what else I could write to fix that.
Trading Post: Discard Worldspine Wurm, gain life. Win/Win. Token generator. Win. Sac itself to draw a card once I'm done with it. Win.
Azorius Charm: Cycles itself and can slow my opponent down. Sounds good to me.
Dissolve: Counter and scry, how can I say no?
Negate: Keeps our fragile little Jalira safe for a turn. Other uses are just as obvious.
Raise the Alarm: The spark that ignites the bomb.
Sphinx's Revelation: After a hard day's work of not letting you play, I have to reward myself somehow. And what better way than to continue the control? This is the gift that keeps on giving.
Elixir of Immortality: If one of us is going to mill out, it has to be you. A little bit of life gain never hurt anyone either.
Supreme Verdict: For when shit gets real. Or not. I don't really care. Your creatures, not mine.
Detention Sphere: You know, you've got a pesky little god right there. Let me just hold on to that for you.
Temple of Enlightenment: Scry! And land! Scry land!
Temple of Mystery: More scry! Why simic? Because I'm just as cheap as this card.
Evolving Wilds: A little card advantage for when I don't feel like scrying away my lands.
Island and Plains: Please don't make me explain basic lands.
The sideboard needs work, but I'm no good at them. Someone please help me.