Okay, I follow most of this, but how does Gilder Bairn help? You can't use it to finish Helix, due to Helix having shroud, and nothing else in the deck has counters except devoted druid, which dies if you Bairn it.
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Okay, better answer: sideboard Wheel of Sun and Moon.
While Traumatize double-cast is really, really brutal, you do know it's not actually a win, though, right? Because the copy of Trauma created by Twincast resolves first, halving their deck, then the actual Traumatize resolves, halving it again, leaving them at 1/4 their previous deck size (probably not many cards, but definitely at least one).
Uhh... Just due to the counterspell? Smc, this is the list of non-standard cards presented: Urborg Elf Mortivore Tarmogoyf Overgrown Tomb Counterspell Glimpse The Unthinkable ...Somehow, I doubt that being standard-compatible was a priority here.
If you manage to deck out, you've already been so thoroughly controlled that you didn't have much of a chance anyway. :-P
Also, you only have 59 cards. You may want to fix that. :-P
Hm. As much as I love the Bolas (and I do), he's way too slow for pretty much anything ever. You'd honestly be likely to get more use out of a third Blightning (which you should have four of in a discard deck). Consider that with Megrim in play, Blightning is 3 mana for 7 damage. You probably have enough mana options in land that the obelisk is choking your 3-slot (which already has megrim, jace, and blightning) without providing any real benefit. Lastly, why keep the Terrors? I really doubt you'll be unable to scrounge the one R for Terminate, which is in most possible ways better.
I know Ghastlord doesn't trigger Megrim, but he's a 4/4 unblockable beater, and additional hand control to boot.
I disagree that this deck needs more mana accel, considering that your mana curve is pretty solidly at about zero. I'd consider cutting out DS Colossus. He's just too slow, unless you luck into getting Mycocinth at the right time. And I honestly believe you could cut the Cranial Plating too. I don't know what you'd replace them with (Welding Jar might not be a bad choice, or Paradise Mantle) The real trick, I suppose, is always mulliganing until you have glimpse of nature. Everything else hinges on that card.
Dark Depths was written to be rubbed up against Aether Snap. Something to consider.
I personally think you're better off running Hellspark over regular Spark. I'd take volcanic fallout over pyroclasm, except that your three-drop slot feels a bit inflated. Speaking of which, I'd consider trading two Ashenoor Gougers for two more Hell's Thunder. The flight makes it more likely that you'll get in for damage (and more on the unearth, if you get there), where Gouger can wind up chumped into uselessness (especially against, say, elspeth).
What you might consider doing, is replacing the infiltrators with something non-hostile. A wall or such. And you should probably run more than one shared fate, so it is likely to come up more often, and in case it gets countered or destroyed (remember that your opponent keeps whatever cards they had in hand and in play, giving them lots of opportunities to nuke it).
You're probably right about needing more return. I think 4 Debtors' is overkill though, because once I've got one in play, it's usually approaching the end of the game anyway.
The overall premise, dknight, is to win by way of cards in hand. Overbeing, the -Maros, Empyrial Plate. As for Final Judgement, the reasoning is that it gets around everything that avoids wrath. Indestructable, Persist, all of it. I might use Hallowed Burial instead. "Too much" is a dangerous term as regards enchantment destruction, especially in my casual play metagame. Trust me, it's necessary. Dragonchild, I can see your arguement about "too much control", except that this deck is built for multiplayer, where there is rarely enough control, let alone too much. The 90 cards is not so much to avoid milling myself as it is too allow myself the extra options. I'll look at some of the cards you've suggested, though. Possible updates coming soon.
Kaervek's Torch > Ghitu Fire. Chandra is neat, but overkill. Fatal attraction is a good idea.
Also, have we given any thought to Windbrisk Heights? It can play nicely with, say, spectral procession.
Hmm. I'm not sure about the decision to use Figure of Destiny. I feel like he'll get nuked to death too easily to be worth it. If nothing else, I'd cut him down to 2 and run 4 Plumes.