So many 4s!
No matter what you take away from the rest of this post ... you're running a LOT of 4+drops. With 11 cards that cost 4 or more (not counting Blightsteel Colossus and Force of Will). You're going to have a lot of games where turns 1-2-3 you'll be stuck without a lot of options. I would strongly recommend dropping some number of these cards for something cheaper to smooth out your curve.
Locust Gods vs Locust God-Enablers
So you're running a TON of cards that are great with The Locust God out, which don't really do anything if you don't have a Locust God out (Porphoros, Skullclamp, Bident)
I think this is a little misbalanced, which gives you 2 options:
- cut some of the Locust God-support cards, so you're not stuck drawing them without a Locust God in play
- add more cards that are synergistic with them, so that if you draw the support cards, they won't be dead.
Maybe there's a version of your deck that runs Young Pyromancer to make Clampable tokens before you've resolved a Locust God?
On the subject of Locust God support cards - I think you can do better. There's some universal magic law in here some where, so I'll try to abstract it.
With the list you've posted, you're in a situation where you have [Card A] (Locust God) and [Card B] (Clamp, Bident, Purphoros), where Card B is ONLY good if you already have Card A in play. There's nothing wrong with that, there are lots of great decks built with that pattern.
When you have a deck with this pattern, though, you really want the synergy of those two cards to be maximized. You want [Card B] to be the best possible thing to combo with [Card A], which means it's a little awkward to have 3 different cards there ... surely one of those three options is better than the other two?
Imagine a Time Vault deck that ran 1 Voltaic Key and 3 Twiddle. Twiddle+Time Vault is actually pretty fantastic synergy. An extra turn for one blue mana is pretty amazing. The problem is, you could just be running extra Voltaic Keys instead, which is significantly better. There are a few situations where Twiddle is better, but largely speaking, you'd be wrong to run a mix of Twiddles and Final Fortunes (which also combo with Time Vault) and so on, when you're not already running a full set of Voltaic Keys and Tezzeret, the Seekers. I worry that this is where your list is.
Bident + Locust God is pretty awesome, but I suspect it's a lot worse than Skullclamp. Purphoros + Locust God is the same. Obviously you're at 3 Skullclamps though, so you can only do so much by adding more, and to be fair, your other cards aren't Null Roddable. But I think you're missing a bigger opportunity here.
The card Beck (Beck/Call) is just a kill with Locust God. As awesome as it is to draw 2 cards for 1 mana and probably overwhelm the opponent with card advantage over 3 turns, Beck wins immediately. I think it's pretty splashable in this list for you, and if it isn't, it's probably better than what black is giving you here.
Of course, if you're going with the earlier strategy of adding more token generators, this is less true. Beck is much better with Locust God than Skullclamp is, but Skullclamp is better with Young Pyromancer, so I think there's a list there, too.
So if I personally were working on this deck, I'd go down one of two different paths:
- U/R/x tempo control with Pyromancers, Clamps, and Locust God at the top end
- U/R/G/x combo control with Locust God/Beck as one-turn finisher