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18 lands in a tri-color with 4 wastelands seems way too light to me. Even with the low curve and force of will/daze, you're going to eat mulligans and 1-land games all day
My hope is the brainstorm/ponder/preordain will help out with finding lands. How many more lands do you think I should add? Could definitely see going up to 19, also could use that slot for Karakas to have against dark depths decks.
I never run fewer than 20 lands in a deck like this, as eating mulligans loses games and being stuck at 1 land for 3 turns technically lets you "survive" but puts you so far behind that it arguably doesn't matter. The 1-drop tactics cards will indeed help you solve the 1 land problems (and 9 of them is wonderful, agreed), but as the wastelands don't pump out blue you're only running 14 cards that give you mana, which is just bad math and is super vulnerable to land hate and interference in general. You're running 7 fetch lands, so top decking lands shouldn't be too terrible a concern. Karakas should be a consideration for sure. I would also suggest looking at fiery islet. In a build like this I would trim out 1 wasteland, add in 2 fiery islets and karakas (maybe trip 1 nemesis and 1 arcanist?). But that's me.
To weigh in on the land question, I'd do 19 personally, but I have little experience with legacy, as well as with Brainstorming with a fetchland on the field. The curve tops off a 3, 8 of the spells cost 0 and 9 more are cantrips. I'd say you'll be alright, though I'd have to run the numbers to be sure. Let's see:Chance to draw 1 land in 7 cards: 93.0%Chance to draw 2 lands in 7 cards: 68.6%3: 34.9%The cnatrips make it better, with just a ponder and an island the chances of 2 lands in 11 cards are 92.9%.