This is the second pool from the next day and I would like to not that I changed the deck around at the last match that I won. Just wondering if I could have done any better or did I find the best solution in the end.
Here are a few general points I'm noticing from your decks:
1) 14 lands is way too few. You should aim for 17 lands as a rule of thumb. Maybe 16 if aggro or 18 if control. Only 14 lands will give you manascrew statistically more often.
2) When people run few lands, it's usually because they didn't cut enough bad cards from the deck. That's the case in your builds both here and in another thread. Cut the worst cards for lands.
3) Limited is all about combat, so cards that do not help combat or impact board presence tend to be bad in 99% of decks. Pure lifegain (Luxa River Shrine), generic 1/1s (Slither Blade), and mill are such cards. Even though these things might help your game plan (stay alive or deal damage to opponent), they are doing it at a cost of a card. You had to draw that instead of a good creature or removal spell or combat trick. That means you'll have one less relevant creature on the board than the opponent and have a harder time staying ahead in combat. The card cost is the real problem. So while Luxa helps you stay alive, it also helps you lose the game by being 1 creature or land behind the opponent. Slither Blade may deal 1 damage to the opponent every turn (slow), but it's too small to help you beat the opponent's creatures attacking you back. You want to avoid cards like these.
4) Some cards are synergy-driven and only playable in certain decks. Nest of Scarabs is one. It can be amazing, but you need a critical mass of -1/-1 counter producers. Both your decks have only 3. Many games you may have Nest but 0 ways to trigger it. Other games you may only trigger it once, make 2 1/1 tokens. That's not very good for a 3-mana card (compare it to Dragon Fodder). Nest of Scarabs requires you to build around it. It can be good, but it's not good in these decks.
As Foretold is one of those cards they print for Constructed players. It will enable some cool constructed decks, but it doesn't do much in Limited.
Rags // Riches should be in any black-blue deck. It can generate insane card advantage by killing their weenies and stealing a powerful creature. Although -2/-2 isn't as universally good as a full Wrath effect, the fact that it has an Aftermath side is pure upside. And this format has a lot that dies to Rags.
I think you'll start building better Sealed decks when you run more lands and cut down the cards that don't really impact the board or are too conditional.
1 Compulsory Rest
1 Devoted Crop-Mate
3 Djeru's Resolve
2 Fan Bearer
1 Forsake the Worldly
1 In Oketra's Name
1 Renewed Faith
1 Sparring Mummy
1 Those Who Serve
1 Vizier of Remedies
Blue
1 As Foretold
1 Aven Initiate
1 Cancel
1 Compelling Argument
1 Hekma Sentinels
1 Naga Oracle
2 River Serpent
1 Slither Blade
2 Tah-Crop Skirmisher
1 Vizier of Many Faces
1 Winds of Rebuke
2 Zenith Seeker
Black
1 Blighted Bat
1 Bone Picker
2 Dune Beetle
1 Final Reward
2 Horror of the Broken Lands
1 Festering Mummy
1 Nest of Scarabs
1 Pitiless Vizier
1 Plague Belcher
1 Soulstinger
1 Splendid Agony
1 Stir the Sands
1 Tresspasser's Curse
1 Wander in Death
1 Wasteland Scorpion
1 Cartouche of Zeal
1 Deem Worthy
1 Desert Cerodon
1 Electrify
1 Harsh Mentor
1 Limits of Solidarity
2 Minotaur Sureshot
2 Nimble-Blade Khenra
1 Pursue Glory
2 Thresher Lizard
1 Violent Impact
Green
1 Bitterblade Warrior
1 Exemplar of Strength
1 Gift of Paradise
1 Greater Sandwurm
1 Hapatra's Mark
1 Haze of Pollen
1 Hooded Brawler
1 Initiate's Companion
1 Naga Vitalist
1 Pouncing Cheetah
1 Sandwurm Convergence
1 Scaled Behemoth
1 Shed Weakness
1 Sixth Sense
1 Neheb, the Worthy
Artifacts
1 Embalmer's Tools
1 Gate to the Afterlife
1 Luxa River Shrine
Aftermath
1 Reduce // Rubble
1 Destined // Lead
1 Rags // Riches
1 Mouth // Feed
Lands
1 Evolving Wilds
1 Grasping Dunes
1 Painted Bluffs
1 Sunscorched Desert
2 Horror of the Broken Lands
2 Nimble-Blade Khenra
2 Minotaur Sureshot
1 Festering Mummy
1 Bone Picker
1 Harsh Mentor
1 Blighted Bat
1 Neheb, the Worthy
1 Plague Belcher
1 Soulstinger
1 Pitiless Vizier
1 Wasteland Scorpion
1 Electrify
1 Pursue Glory
1 Deem Worthy
1 Splendid Agony
Sorcerys
1 Violent Impact
1 Limits of Solidarity
Enchantments
1 Nest of Scarabs
1 Cartouche of Zeal
1 Tresspasser's Curse
1 Luxa River Shrine
Lands
1 Evolving Wilds
6 Mountain
7 Swamp
2 Horror of the Broken Lands
2 Tah-Crop Skirmisher
2 Zenith Seeker
1 Festering Mummy
1 Bone Picker
1 Naga Oracle
1 Blighted Bat
1 Slither Blade
1 Vizier of Many Faces
1 Plague Belcher
1 Soulstinger
1 Pitiless Vizier
1 Aven Initiate
1 Wasteland Scorpion
1 Winds of Rebuke
1 Cancel
1 Splendid Agony
Sorcerys
1 Compelling Argument
Enchantments
1 Nest of Scarabs
1 As Foretold
1 Tresspasser's Curse
Artifacts
1 Luxa River Shrine
1 Evolving Wilds
6 Island
7 Swamp
Here are a few general points I'm noticing from your decks:
1) 14 lands is way too few. You should aim for 17 lands as a rule of thumb. Maybe 16 if aggro or 18 if control. Only 14 lands will give you manascrew statistically more often.
2) When people run few lands, it's usually because they didn't cut enough bad cards from the deck. That's the case in your builds both here and in another thread. Cut the worst cards for lands.
3) Limited is all about combat, so cards that do not help combat or impact board presence tend to be bad in 99% of decks. Pure lifegain (Luxa River Shrine), generic 1/1s (Slither Blade), and mill are such cards. Even though these things might help your game plan (stay alive or deal damage to opponent), they are doing it at a cost of a card. You had to draw that instead of a good creature or removal spell or combat trick. That means you'll have one less relevant creature on the board than the opponent and have a harder time staying ahead in combat. The card cost is the real problem. So while Luxa helps you stay alive, it also helps you lose the game by being 1 creature or land behind the opponent. Slither Blade may deal 1 damage to the opponent every turn (slow), but it's too small to help you beat the opponent's creatures attacking you back. You want to avoid cards like these.
4) Some cards are synergy-driven and only playable in certain decks. Nest of Scarabs is one. It can be amazing, but you need a critical mass of -1/-1 counter producers. Both your decks have only 3. Many games you may have Nest but 0 ways to trigger it. Other games you may only trigger it once, make 2 1/1 tokens. That's not very good for a 3-mana card (compare it to Dragon Fodder). Nest of Scarabs requires you to build around it. It can be good, but it's not good in these decks.
As Foretold is one of those cards they print for Constructed players. It will enable some cool constructed decks, but it doesn't do much in Limited.
Rags // Riches should be in any black-blue deck. It can generate insane card advantage by killing their weenies and stealing a powerful creature. Although -2/-2 isn't as universally good as a full Wrath effect, the fact that it has an Aftermath side is pure upside. And this format has a lot that dies to Rags.
I think you'll start building better Sealed decks when you run more lands and cut down the cards that don't really impact the board or are too conditional.