So I finally tried the deck out at a FNM. Beforehand I switched out my evolving wilds for an island and swamp because I didn't want to run too many tapped lands.
Match 1 I went 2/0 against my brother's RDW. Master of the feast was dominant here since RDW has to use a combat trick or multiple burn spells in order to take him down. I cut my waste nots to 2 in the second game because my opponent played his hand too fast and master of the feast's draw a card ability wouldn't help since he usually drew a burn spell which he used in response.
Match 2 I went 2/1 vs mono white heroic. First game I got crushed because I kept a slow hand and he stacked 2 ordeal of heliod's with 2 ethereal armors for massive damage. Both of the other games I won off the hand of duress which took his major enchantments away and the master of the feast, whispering madness combo.
Match 3 I went 1/2 vs Mono blue devotion. This was a difficult matchup because a lot of my early discard effects were unplayable until I had 1 more mana for his judges familiar and I couldn't curve waste not into a turn 3 mind rot. This left me at turn 3 with a black cat which got domesticated to turn on his thassa, which he used to dominate the game. game 2 I won off the hand of a gray merchant for 10 (when I was at 3 life and him at 20), and then a whip of erebos activation for another gray merchant for 12. Game 3 I lost due to a bad hand keep and not having an immediate answer to master of waves.
Match 4 I lost 1/2 against B/G devotion. Game 1 was the typical thoughtseize my main cards (waste not) and then devour flesh my master of feasts until I had nothing in hand or on the field. Game 2 I won off the back of waste not which carried me until I could hard cast lord of the void (living the dream) in which he conceded. game 3 I mulliganed to 6 and kept a slightly bad hand which got thought seized again until I had to concede.
Overall I placed 7th which wasn't the worst since I didn't face any control/sphinx's decks (which this deck can counter easilly). I definitely know the power of thought seize now and am planning on picking up 3 or 4 as well as cutting 1 whispering madness (someone pointed out using 2 in a game was slightly overkill, as I was getting like 14 mana, 7 extra cards, and 6 zombies off of my combat phase) and maybe adding another disciple or some more main board removal. I also found it hard to get an island at turn 2 or 3 for my side boarded negates so I may add another temple or cut the negates for straight up removal. Seeing as I could beat the two decks I was most afraid of, as well as getting close to beating mono blue and B/G which are extremely strong at the moment, I think this deck can do some work once I get the mechanics down.
EDIT: I also realized that I need to cut down my drainpipe vermin and/or black cats because they just don't get as much value, although black cat is a good wall against some aggro decks.