Seems to me like you're going for a control build of the Rock, and for that, I approve.
First thing you'll need to do is upgrade to revised duals and fetchlands. If affordability is an issue, run proxies when you can, and Ravnica duals or borrow Revised ones when you can't proxy. Revised duals and real fetchlands (not Mirage ones, Onslaught and Zendikar) are miles better in terms of consistency and speed.
To be honest, I'm not sure why you're running the Factories. Several reasons why they're good: they produce mana, they block, etc. But, you have no way to search them, and they produce colourless mana in a colour-hungry deck. I suggest more Fetchlands and less basics.
You're also running 22-23 Lands, which is great. You always want to have a bit of extra land to either have Wastelanded away or Stifled. You want a stable manabase in this deck.
My changes for your manabase:
1 Volrath's Stronghold (and possibly a Maze of Ith)
2 Swamp
4 Scrubland
1 Plains
2 Windswept Heath
4 Bayou
2 Horizon Canopy
3 Marsh Flats
1 Forest
3 Verdant Catacombs
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Maindeck is very interesting, I'm loving the Elspeths backed with Deed. It reminds me very much of Landstill. One note: Thoughtseize is a lot better than Duress because it can grab many of the things Duress can't, namely creatures. Getting rid of a Goyf early on and saving a Swords can be worth a ton. The life seems to be inconsequential, as you're playing Hierarchs.
Change: -3 Duress, +4 Thoughtseize.
You're not really a fast deck, so I'd take out the Verdicts and make room for some more board control. Hymn is fine here. -2 Gerrard's Verdict.
4 Swords, good. 4 Pulse? Pulse is good, but it doesn't hit lands. I suggest running 3 Vindicate 2 Pulse, or 4 Vindicate 1 Pulse, or 4 Vindicate 2 Pulse if you're feeling brave. Vindicate hits tricky lands like Maze of Ith/Rishadan Port, but I can see where Pulse has definite advantages.
I'm assuming we're doing the design around 4 Deeds as your board control element, so I won't change this, as it's very good. But, watch out: it can be a tad slow at times, so use other destruction spells accordingly.
Basilisk Collar seems out of place, and seems like it's going to cry to Deed all the time. -1 Collar.
I'd up your Elspeth count, considering you're playing a full set of Deeds. I'd go to 2 or 3.
3 Phyrexian Arena is the way to go here, methinks.
Nantucko Shade I believe is not the way to go, unfortunately. He'll constantly get blown up by Deed. I suggest Knight of the Reliquary, as he gets very big very quickly, and allows you to make him bigger and bigger.
Hierarch and Witness seem good. Stronghold, Deed, and Witness allow for recurring Deed loops, which pretty much ruins anyone's day.
As well, I advise the use of at least 2-3 Sensei's Divining Top. They give you a bit more consistency and allow you to filter much better. It stops you from being in topdeck mode too often.
So, for the main:
3 Knight of the Reliquary
4 Loxodon Hierarch
3 Eternal Witness
2 Elspeth, Knight Errant
3 Vindicate
2 Maelstrom Pulse
4 Swords to Plowshares
4 Thoughtseize
4 Hymn to Tourach
3 Phyrexian Arena
4 Pernicious Deed
+1/2 Slots open (depending if you want to go up to 61 cards or not). I suggest putting in 2 Tops.
In total:
1 Volrath's Stronghold (and possibly a Maze of Ith)
2 Swamp
4 Scrubland
1 Plains
2 Windswept Heath
4 Bayou
2 Horizon Canopy
3 Marsh Flats
1 Forest
3 Verdant Catacombs
3 Knight of the Reliquary
4 Loxodon Hierarch
3 Eternal Witness
2 Elspeth, Knight Errant
3 Vindicate
2 Maelstrom Pulse
4 Swords to Plowshares
4 Thoughtseize
4 Hymn to Tourach
3 Phyrexian Arena
4 Pernicious Deed
2 Sensei's Divining Top
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As for your Sideboard, you won't really know until you play it more, but a few key points in today's metagame:
1. Survival Vengevine is very popular, and in many tournaments you'll face it often.
2. Zoo, Goblins, and Merfolk are very popular decks which are very fast.
3. Combo decks prey on the above listed decks, so they'll be around as well.
I think you should gear up to face Vengevine and combo in your board, as it'll help the most in bad matchups. With this much maindeck destruction, you should plow through most midrange decks. Aggro and combo are going to be somewhat troublesome I suspect.
To fight combo, you have to play discard or protection or Counterspells. Running 8 discard in the main is excellent, but more in the board doesn't hurt. +3 Duress.
To fight Zoo, you need lifegain or protection. Hierarch has you covered, as would Kitchen Finks, which pairs very well with Deed. Leyline of Sanctity does many duties against Burn, Zoo, Combo, Jace the Mind Sculptor, Wheel of Sun and Moon, etc.
+4 Leyline of Sanctity, or + 3/4 Kitchen Finks if you're in a heavy Zoo metagame.
To combat tribal, use cheap efficient removal, mass removal, or Engineered Plague. Path to Exile in the board improves your Vengevine matchup, but Goblins can get taken down hard by Engineered Plague.
+4 Engineered Plague, or possibly +3 Path to Exile.
You need some cheap, efficient Grave hate. Leyline of the Void fits this well, as does Extirpate. At the moment, Extirpate is a bit better, as it's harder to get around. Extirpate hits Loam decks and Vengevine very hard, as does Combo (you can remove a key piece in an Ill-Gotten Gains loop). Leyline is easily destroyed by Trygon Predator, Grip, Nature's Claim, etc. Leyline is better against Dredge, though. But, considering you have 4 Deeds, I'd go with +4 Extirpate.
You board looks something like:
4 Leyline of Sanctity
3 Duress
4 Engineered Plague
4 Extirpate
Obviously this is just a suggestion, I don't know your metagame. Let me know what you think.
I'm sorry to other people that I don't go this in depth, but I honestly had an hour to kill just at the right moment :smile:
-Matt

