I would probably try and identify what's causing your deck to give you bad openning hands. Do you have a plentiful amount of deck thinners? Do you have multiple deck shuffling effects (
Sangan, ROTA,
Apprentice Magician, etc..)? Does your deck contain a lot of cards that use up lots of resources and forces you to play them early?
A lot of the problems I've found with my decks is with the lack of deck thinning a deck has, the most inconsistant it is. Generally having a good assortment of deck shufflers and thinners can work to your advantage in processing consistant openning hands and draws.
Airknight Parshath,
Magical Merchant, and Dekoichi are great examples of this.
Keep in mind, even the most consistant decks ever built can have that specific combination of cards that gives them absolutely no options to use.
Also, an important thing to keep in mind is your side board. If your side board looks random and inconsistant, chances are your main board needs a little bit of work.
Try dropping cards like
Smashing Ground or possibly a copy of
Nobleman of Crossout for something else. Moving cards around and switching things up might make the deck more consistant in the end.
Before the 4/1 list hit, I ran a monsterously fast Flip Flop Control deck. It ran two
Jar of Greed, two Dekoichi, two
Magical Merchant, two
Pot of Avarice,
Sangan, and two ROTA. The deck was extremely fast and aggressive at keeping a large hand and a decent sized field to work with.
The thing that I loved the most about it was the fact that it was the most consistant deck I've ever used.
Moving stuff around, taking stuff out, replacing stuff in the side board or main board, and thinking of how to make the side board and main board consistant all at the same time as a working engine can be a pretty hard challenge.
I often sort my deck by statistics. I do the same with the side board and keep the data seperate. Then I make an overall data summary including the main and side board data.
Monster Removal
Spell/Trap Removal
Deck Thinners
Deck Shufflers
Searchers (I don't consider them the same as Deck Thinners, they're specific at what they're looking for.)
Revival
Negation
I also have a little test that I've tried out with my decks.
Drop the first 10 or 15 cards in your Graveyard. Get out a second deck and have that deck start from scratch. Begin a normal game. See who wins. Best to get a friend that knows how to play to use the second deck.
This might not give you concrete information, but it does test the consistancy of your deck and how it would perform without 10 or 15 key cards.
Just some stuff to consider trying out anyway. =)