I like this deck idea but there are a few things I see right off the bat:
Things to remove:
1. Howling mines - I'm really not in favor of this. Even though most of the time you're just making them draw creatures which are bottlenecked by your critter control, against a half-decent deck you're just promoting answers to your control permanents. I'd switch these out for more noncreature control on your end.
2. Divination - no reason for these not to be Mulldrifters. When you have the extra mana you'll be glad to have a 2/2 flyer in addition to your draw.
3. X-Burn spells - you have too many (6). I'd like to see a downgrade to 3 and a mix of some of the forthcoming suggestions.
Possible Additions:
1. Mulldrifter - as stated before, strictly better than divination.
2. Incendiary Command - you'd be surprised how often you find yourself taking out a nonbasic or replacing your hand draw, but also this helps boardwipe and would be a good substitution for some X spells.
3. Chandra Nalaar - Since you've got a control lockdown already, she's a nice substitution for X spells to pick away at the player and put a pretty severe timeclock on the board. They'll waste valuable resources trying to take her down.
4. Remand - I can see these substituting for howling mines or compulsive research. More often than not it's a timewalk, I really recommend it.
5. Diamond Valley - Don't count it as a land but this is a great way to keep your life total high while sacrificing creatures grabbed from the other side of the board.
6. 3rd propaganda - Seems like you could cut a draw spell for a 3rd propaganda.