DW have different ways of working, but I think now the main ways are:
1. Control
2. Tour guide
either way, they all use spells to gain advantage. Seeing as how urs may become more control, my idea is:
-3 Silva(gold has destruction effect so it's better)
-1 Goldd
-2 Dark Core(Discards as a cost so no DW effect)
-1 Dangerous Machine( Only the 1st one is good and too random)
-1 DW Dealings(helps the opponent in most cases)
-1 DW Lightning
-1 Forced Requisition(it's good but at 1 u have less chance of dead draw)
+1 Dragged down to the Grave(play this well and they won't know what to do)
+1 Armageddon Knight
+1 BW Zephyrus the Elite
+1 of each Virus(DDV/EEV)
+1 Broww(gives extra draw for EVERYTHING)
+2 Beiige, Vanguard of Dark World(gives free monster presence)
+1 Return From the D.D.
+1 Dark Armed Dragon/Tragoedia
+1 Solemn Jugdment
That's all I got for ya