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NOTE: Set by owner when deck was made.
I don't think I've seen a horrors tribal deck before, bravo for the novelty.I do, however, think there's a bit of a synergy problem going on here, as your horrors don't actually help each other at all, so you don't really get any benefit for running horror-only cards. Your horrors also run on the expensive side, and mono-blue is notoriously bad at mana ramp and being able to stall out a game with spot removal until you can cast big things, so you've got a double synergy problem.I'd advise cutting out the big nasty horrors and just running 4 copies of Chasm Skulker and Thing in the Ice and then check out Silent Hallcreeper which synergizes perfectly with your two other horrors, as it wants to be a copy of Skulker and gives you draw material to help flip Thing. Plus it powers itself up, so you've got a 3/3 unlockable clock going on its own, which is extremely nice.Some of your instants aren't really high impact enough to justify their spots, but the good news is that there are plenty of good options to think about. I'd recommend cutting Cerulean Wisps (too low impact, better cantrips available), Clockspinning (does next to nothing and is expensive and slow), March of the Swirling Mist (not high impact enough to justify the cost), Rain of Revelation (too expensive), Twiddle (not high enough impact), and probably Exclude (3-drop counters are usually too expensive cause they slow you down in vital early turns).Check out Remand, Essence Capture, Preordain, Stern Scolding, Hard Evidence, [[Mental Modulation]], Grip of the Roil, Counterspell, Consider, and Dismember.Just some thoughts, not trying to hate on the build.
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Thanks! I'll look into the upgrades for sure.