here is my updated list

4 imperial recruiters
4 painters servent
3 ssg
2 magus of the moon
2 goblin welder
1 jaya ballard
1 peacekeeper
3 e tutor
2 lotus petal
1 ensnaring bridge
4 grindstone
6 blast effect
2 SDT
1 koth
1 ee

8 sol lands
5 fetches
2 plateau
3 mountains
1 great furnance

side
4 rip
1 helm
1 stoneforge
1 jitte
1 SoLS
2 ensnaring bridge
4 firebolt
1 viashin heretic

I played deredge, merfolk, dredge, the mirror, lands(kurt speis), patriot, and Rug delver. Won those first five, drew with ben freidmen and his patriot list and lost to rug delver, making top 8 of a 114 person event. Lost inthe top 8 to BUG, I probably played the second game wrong but the first I just lost to a resolved delver as i could not find any answer of grind stone for the win. overall the list was tight all day. the great furnance needs to go. I always hated playing it and i think mana stability with all the wastelands is worth it. I will risk the duals as without it, I would have lost to dredge. the ability to fetch and fire off an e tutor in response to discard was amazing all day long. Overall the deck is tilted towards the combo.

The sideboarding is more fluid. It depends on what happened game one, the match up and time left in the round. In general against delver and deathrite and death and taxes, firebolt is the best card you can draw. it is card advantage and a great source of removal. I would generally run something close to this in an open or evolved meta or a big event. It is the fastest version to strengthen the most important aspect of the deck, the combo. I could even be convinced that e tutor should be four of in the deck, and i have thought about it many times. EE is basically the best catch all you can have. ratchet bomb can get bigger things but the fact that EE is active out of the gate is pretty important. I think one of these type of spells is importnat for an open event. the stone forage package has done what i wanted, but it wasnt needed for much. RIP is the BEST grave hate in the game.

Overall I would say you have to shuffle up so many hands to get a sense with what is keepable and what isnt. without cantrips it is hard to control the variance of the deck, but with repeated play throughs you will see the various permutations. Storm is a bad idea right now, so we are one of the fastest combo decks in the meta, which is a great place to be. We don't care about True Name as he is just like any other dude. My advice is to hold off on first turn moon game one, especially if you are playing the white splash. Land it turn two as you keep the E tutor open and sometimes you need the speed of the sol lands. I still think that a great strategy is to force your opponenet into a corner and make them counter your cards. I lost against rug as he had 4 daze and 2 fow with 2 lightning bolt in one game. and the second saw three fow and me short on land. I will take those losses as most of the time they will have some dudes you dont care about and you are eating through their cards. I love playing against fow as you will win that war of attrition. throw goblin welder out there first. they have to kill him and they will waste importnat spells on a card that is super strong, yet less important than almost everything else.

Seth