You may be right about the FoF, Duel. Here's what Will "Phantomjkr" Reiffer wrote about mono-blue decks with Ank and tide in them from his excellent article "The Definitive Ankh-Tide Sourcebook" at Star City:
The good. On a decent draw on the playside, this deck can beat ANYTHING. The bad. On the drawside, the struggle is increased. In this, I came up with what I called playside/drawside sideboarding. In its simplest form, this amounted to looking at the bounce cards first as replacements for sideboard cards WHEN ON THE DRAW SIDE. The Submerges, Chills, and other stuff that I boarded came in for the Hoodwinks first and then the Boomerangs, because a lot of the advantage of things that could be done was lost - especially first-land drop bounce. On the play side, you keep those things in, most specifically for that bounce of their first land.
Last season I ran mono blue versions of the deck that used Psychic Venom and Indentured Djinn for the most part, but I also had versions that were U/B and U/W, along with a unique U/G Version with Argothian Wurm. The U/B version was inspired by Chris Cade's Parallax Prison, and had a lot of maindeck hate that was pirated by me from Finkel's US Championship deck. The White versions had Enlightened Tutor and things like Blinding Angel or Wrath of God. Initially we toyed with some cards like Flicker as well... but last season was one that wasn't particularly keen on multicolor designs. Port was everywhere, and later Tangle Wire and the old mana problem crept into the picture. I generally stuck with mono blue.
Rule number one: You need another source of damage other than the Ankh. Ankh alone is much too flimsy to be relied upon for damage. It can get Disenchanted or Pillaged, Orangutan'd or Molded. You need something else. Usually, that is a creature. Last year, as I said, I used Indentured Djinn. That is a trade off. It worked against White and Green and against most blue decks. Blue mages would let the big flying clock hit and take the three cards... then find out that they couldn't deal with the on-board creature. Black was bad, as targeted kill netted them card advantage. Red was an iffy bargain. They usually got card advantage of one if they could kill it as it took two spells. One thing was that in a lot of cases the cards given up by the Djinn wouldn't see play, as I'd follow with Tangle Wire and the Tide wrecking their mana. But I digress some. Djinn is a horrible choice now, as removal is huge again with no real combo decks... We have to find another creature. The bad news there is that the pickins are slim...
Mono Blue Approach.
Blue Ankh Tide:
4x Ankh of Mishra
4x Parallax Tide
4x Fact or Fiction
4x Air Elemental
2x Hoodwink
4x Boomerang
2x Desertion
4x Wash Out
4x Counterspell
4x Tangle Wire
4x Rishadan Port
4x Saprazzan Skerry
16x Island
Sideboard: 3x Mana Maze
Sideboard: 4x Seal of Removal
Sideboard: 3x Chill
Sideboard: 3x Cursed Totem
The first version that I ran used Air Elemental. That wound up being a Morphling later on in a U/B version after a stint creatureless. Basically there isn't a creature that I like in blue for the deck now. The other choices are Troublesome Spirit and Ribbon Snake. You could use either of those. As this is NOT a counter-oriented deck, the Spirit should work well. Ribbon Snake gets points for the 3cc drop and the fact that it will "fly" a lot in this deck... Wash Out is a huge addition to the deck that can buy enough time to get the combo going. Fact or Fiction is hailed by the masses as the best of Invasion. In the sideboard, Mana Maze is for blue. Seal of Removal is for fast beatdown decks. Chill is obvious, and Totem is mostly for Rebels.
Here is a quick look at the creatureless version. As good as Port was it gets a whole lot better when there is a Psychic Venom on one of their lands...
AnkhTidePVMS
4x Ankh of Mishra
4x Parallax Tide
4x Hoodwink
4x Boomerang
4x Counterspell
4x Mana Short
4x Power Sink
4x Tangle Wire
4x Psychic Venom
4x Rishadan Port
20x Island
I guess you could chop it a bit and add two or three Wash Outs now... It will get some small advantage because so many will run a lot of creature removal... and this has no targets for that.