A Tergrid, God of Fright deck is plenty happy to run Tinybones, Trinket Thief and vice versa
Ive rotated several cards in and out of the deck throughout playtesting, and while the maindeck is pretty close to set where I want to be (with a Bedlam Reveler being on the chopping block at the moment), the sideboard is constantly evolving
You really cant afford to miss a land drop in this deck, so it runs a whopping 37 lands, including the cycle of Temples, Checklands, and, uh, Handlands? What do you call the cycle of Port Town / Choked Estuary / Shineshadow Snarl lands, anyways
Possibly the most important Curse in the entire deck is Curse of Misfortunes , as, on your upkeep, it lets you search your deck for another curse and attach it to them
I personally think these are a clever design that opens up a ton of deckbuilding options both obvious and outside the box, but quite nicely doesnt break anything along the way