Either Honor of the Pure, which doesn't affect your life gain strategies much; or Spectral Procession. Or a mix of the two? Remember, the Chalice closes games fast, and without the need to attack.
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Wasteland Strangler has me concerned. You only have 8 ways that exile an opponent's card; Path and Tidehollow Sculler. The interaction with Tidehollow Sculler is awesome, but I don't see it being very reliable. Sadly, the only other creature I see that comes close to Wasteland Strangler's etb effect is Skinrender. It costs {B} more than the Strangler, but it doesn't have the limitation and the -3/-3 is permanent. The rest of it looks good.
Chalice of Life / Chalice of Death? It's a great game ender, and you should be able to flip it easily.
"isnt hit by sowing salt?"It and any other nonbasic is hit by sowing salt. Asking that is the same as asking if Noble Hierarch dies to Doom Blade. Besides, as a one of in the deck, hitting it with Sowing Salt is not a very smart move from the opponent.BTW, I see the White mana being useful for the two Unburial Rites' Flashback, and the Bosk can be fetched because it's a forest.
It adds one of 3 colours?
It was a simple search on Gatherer http://gatherer.wizards.com
Doomed Traveler ;{W} 1/1; leaves behind a 1/1 white Spirit with flying.Tukatongue Thallid; {G} 1/1; leaves behind a 1/1 green Saproling.Dripping-Tongue Zubera; {1}{G} 1/1; leaves behind a 1/1 colorless Spirit for each Zubera that died this turn.Myr Sire; {2} 1/1; leaves behind a 1/1 MyrVoice of Resurgence; {G}{W} 2/2; leaves behind an X/X green and white Elemental; with X = number of creatures you control.Desperate Sentry; {2}{W} 1/2; leaves behind a 3/2 colorless Eldrazi Horror.The following have Persist:Safehold Elite; {1}{G/W} 2/2.Kitchen Finks; {1}{G/W}{G/W} 3/2 ETB= gain 2 life.Rendclaw Trow; {2}{B/G} 2/2 with Wither.Restless Apparition; {W/B}{W/B}{W/B} 2/2.The Following have Undying:Young Wolf; {G} 1/1.Strangleroot Geist; {G}{G} 2/1 with Haste.
That's why I like Goblin Dark-Dwellers. Last night I had a great game vs WUR Delver. Turn two Moon both games, only destroying basic Plains and Islands. Game two I managed to get Bust off the goblin :P
I'd say it's a toss-up between Stone Rain at {2}{R}, or Molten Rain at {1}{R}{R}. Stone Rain is easier on the mana, but Molten Rain deals 2 damage if the land was nonbasic. I don't think there's much space for running both.
Well, I'm not that versed in Vintage, being mostly a Modern / Standard player myself. So I can only really suggest what I believe to be staples for the format, like more dual lands, Force of Will, etc. as everything else is already the best it can be, probably.
Between Stonybrook Schoolmaster; Summon the School; and Intruder Alarm, you can Swarm the opponent quite quickly.
I have no problem with that, it's why I made the deck public in the first place.
Lol, you just turned a WU combo into a GU combo. Banishing Knack / Retraction Helix + Midnight Guard / Mirran Spy + Ornithopter / Memnite Yours is possible a turn or two earlier than the WU version, but the WU version is Modern legal, for those who care about that.
Including more creatures that leave behind tokens when they die / leave the battlefield would be good. Remember Emrakul's Evangel needs creatures to sacrifice, and if the sacrificed creatures leave behind more token creatures, all the better for you. Then there's cards that work nicely with tokens, like Intangible Virtue; Second Harvest; Parallel Lives; Doubling Season; etc.
I've been pushing my friend to run this at our local Modern FNM's as he has most / all the cards.
If you stick close to two mana, the Transmute cards Muddle the Mixture and Shred Memory become very good options. Even Dimir Infiltrator would be an option, though less useful than the other two.
Don't forget, CoCo also rotates with the next set. So I don't see Bant Company being much of a problem.
You could take the another direction, one that abuses the creatures' EtB and death Triggers:Restoration AngelCloudshiftUndying Evil Cauldron HazeAntler SkulkinCauldron of SoulsPuppeteer CliqueVoyager StaffFlickerform Long Road Home Momentary Blink Otherworldly Journey Turn to Mist Eerie Interlude Eldrazi Displacer Flickerwisp Ghostway Mimic Vat If you do go with this route, Kor Cartographer could help ramp into the bigger creatures.
I like the build. Only problem I see is when rotation comes, you'll be losing a lot of good cards.
Here's how I would build it:http://www.mtgvault.com/dedwards/decks/treasure-bond-valakut/Probably too many fetches, but you need that blue for Treasure Hunt; and green for Manabond asap.
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