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Well if this isn't going to be a Control deck, I'm not sure what would be the purpose of Ashiok in here. Maybe SB that card and add in more Turn // Burns and Far // Aways.
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Thoughts:1) Ditch Steam Augury. As I mentioned in another post, Steam Augury is no Fact or Fiction. The difference is that your opponent is choosing the pile - and that's huge. You can bet your bottom dollar that there is no way in hell you're going to get that one card that you really, really need. (The Lesson: Any card that you play that lets your opponent choose an outcome is usually bad).2) Ashiok is probably too slow in the format, and really isn't that great a card. While it sounds all sexy to mill you opponent and cast critters for free, it has a lot of down side. For starters, it's effectively a dead draw against control heavy/creature light decks. However, the worst thing about Ashiok is that she relies too much on luck to be effective, in at least three ways: a) On turn one, Ashiok mills three cards, of which (on average) only two are non-land. Even in a creature heavy deck, typically only one of those remaining two cards will be a creature. Thus, only one of the three cards you mill will be "playable" for her second ability on average. Luck Problem #1: 'Will I even get a critter?' b) If Ashiok lives to turn two (which is probably unlikely against a creature heavy or burn deck), then it's a matter of pure chance whether the creature you milled is castable. Odds are that the critter will be small (because most are small). And even if you got very lucky and milled a bomb critter, its CMC would have to be 5 or less (and there are not too many bombs at 5 or less...). A 5 CMC critter would kill Ashiok on turn two (because Ashiok will only have 5 loyalty counters), thus resulting in no card advantage. And if the critter is 6 CMC or more, you'll have to wait yet another turn to activate her second ability (and good luck on that, once your opponent sees what you next turn with Ashiok will be). The creature doesn't even have haste, so it sits there with it's pants down waiting to be picked off before you start rolling with it. Luck Problem #2: 'Getting off a second turn second ability activation is rarely a game changer'. c) Since (by definition) the critter you milled is geared toward supporting your opponent's strategy, it could very well have little use to you. Luck Problem #3: 'If I get a critter, is it actually going to help me?'3) Go with the Stormbreath Dragon or the Ætherling, but not both. Five super expensive creatures is too much in this type of deck (since there is no mana ramp at all...). Note that you'll need 8 mana available to safely cast Ætherling, and you need 7 mana to make Stormbreath Dragon actually worth it. Remember, Control = stabilizing the board state, then protecting a win condition. I'd say two Ætherling's, and use the three open slots for counters (which may just be enough counters to force your opponent to respect counters. I like Izzet Charm [soooo useful] at 2 CMC, and Dissolve at 3 CMC).4) Find some mana ramp. Control decks are mana hungry - always have been, always will be. Now you do have six scy cards (and though scy isn't 'ramp' in the pure sense, it can be considered a mana developer), which is a good thing. Four Magma Jet's might be a smart change here, if you're into the whole scy thang.5) Anger of the Gods is amazing in this type of deck. Make it four, I say.Anyways, my two cents. Great start for a Standard Grixis - keep developing!