I kind of suspected as such when he kept talking about how it was T2, with Paths and Martial Coup, and Oblivion Ring, but I just let it go, lol.
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One key reason why Oblivion Ring is better than Journey, is it's ability to hit any nonland permanent, aka planeswaklers.
I wouldn't mind playing a match or 2 against this with my Elfdrazi Trap deck. http://www.mtgvault.com/ViewDeck.aspx?DeckID=90041 You're mildly wrong on one thing. In a way, Deprive picking up Halimar, you lose a turn on land, and 2 turns worth of the mana. It does have it's uses though.On a side note though, the above comment stating that Stoic Stoic Rebuttal was better than Cancel is very true. Stoic is basically Cancel, except that if you do have multiple chalices out, it becomes counterspell
After much playtesting, I've found that Archive Trap is often better than Tramitize, if only for the possibility that it can be played for free often enough. 13 cards is often good enough to get them under way. One of the biggest problem you're going to have though, is running so few lands. For starters, your mana costs are incredibly specific, and with no dual lands, you can't afford to be skimping on your lands. I recommend 22 total, already including your Scalding Tarn's. I'm not a fan of Flash Slash, and I find that Lightning Bolt is generally better, if only because you can point it at your opponent's face just as well. Call to Mind is also pretty helpful in any Pyromancer's Ascension decks. I'm certainly not a fan of Grindclock as a whole, but if you're going to run it, I'd highly recommend Contagion Clasp instead of the Engine. It comes online much faster, and can help charge up your chalices earlier on, ending up in more mana faster, thus helping you turn on your Blue Sun's Zenith's. Echo Mage seems like it would be good in builds like this, but it's an incredibly inefficient use of your mana while he's leveling up. Anyway, just throwing some stuff out there, take it how you will.
If you're running that many creatures, have you considered running Lead the Stampede?
I'm curious about some of your numbers. You have 4 Thrunn's and 4 Glyssa's, both of which are legendary, and you have 12 fetchlands...but only 2 Cobras? I would take out one of each of those 2 legendary creatures, and add 2 more Cobras, especially since you have 4 Green Sun's to fetch out the creatures you need at the time.
I put the Zenith's in the sideboard, because at the time, it was a far more control dominated metagame. In a control metagame, Summoning Trap will win games, because it forces their removal to do all the work. If, in game 1, they try to Mana Leak an Elvish Archdruid, it can turn into an Eldrazi or a Titan as early as turn 2. The other reason that the traps are main deck, is that in those matchups, if I'm holding a trap and a titan, I can just trap at the end of their turn, make them counter or potentially lose, and often tapping enough mana to enable a titan to resolve on my next turn, which can also lead to a fast win. The Zeniths are there mostly for the agro deck, to guarantee that I get a creature. Against Kuldotha decks, I can't always afford to wait for 6 mana, or risk missing a creature when I desperately need a blocker, or a Baloth.
If there's no deathtouch on the board, there's no reason not to attack, as long as the counter attack isn't going to kill you. He'll basically eat a blocker every time he attacks, especially if his power gets over 20. It can act as both mana ramp into Blightsteel or a win condition all his own.
I am just going to throw this out there, because it's wrong in your description. You're aware that Assault Strobe is in fact double strike, not just first strike right? I agree it's a better side board card, but I'm just making sure, since it's stated wrong in your description.
When you go from phase to phase, mana normally empties from your pool, putting you back to 0. The same thing happens every time you go from a phase of your turn or your opponents turn to another phase. This also happens when the turn gets passed. If you have an Omnath in play, all of that green mana stays in your pool, unless you cast a spell with it. Aka, at the end of your opponents turn, tap all your sources for green, leave it in the pool, and use it for later.
My first suggestion is to get/use Arid Mesa instead of Terramorphic Expanse. The fact that the land comes into play tapped is going to hurt your tempo. Also, I've never been a big fan or boros agro, just because of the specific mana costs involved, all the double white and double red. I don't know if Victory's Herald really fits, and I think you'd be better off with either another Hero of Oxid Ridge or a Hero of Bladehold. I'm also not really a fan of Myr Sire as a whole, though I get that it's there for the Piston Sledges. I think you'd be better off with some Signal Pests and Heros of Bladehold. Anyway, just my thoughts, take them how you will.
This is something one would call the immovable object. My challenge to you sir, is to properly stop in time the unstoppable force that is the eldrazi. http://www.mtgvault.com/ViewDeck.aspx?DeckID=90041
Deck seems a little Planeswalker heavy. Having 4 of each could turn into a lot of dead cards in your hand. Also, the agro builds do really well with Copperhorn Scout. Playing guys on turn 3-4, attacking with an already in play Scout, untapping your mana producers, then following up with a Garruk in your second main, untap 2 lands, sets you up for a next turn Overrrun, often for the win on turn 5.
And sideboard edited to include 4 Green Sun's Zenith.
The cards don't get shuffled in until you've revealed either enough creatures, or your entire deck. So if you go through all your cards and don't find enough creatures, the ability stops, and he puts the revealed creatures on the battlefield, and shuffles the rest into his library.
This deck is made for standard I'm guessing, and Polymorph rotated out last September.
If you're running mono green infect, have you considered Gigantiform? 5 mana can be little expensive, but if you catch control tapped down, or if they're just not expecting it in general, it can be a game winner.
Updated the description to reflect it's current version, as the previous description was very outdated.
Exactly why I'm such a fan of Overgrown Battlements. The only real problem is if red feels like using a burn spell after combat, but that's still better than damage getting through, and that burn spell getting pointed at your face in a few turns, lol. I've run a lot of playtests with this deck, and I'll say freely, that even with it's low land count, it can endure through most punishment if it can just get to six mana and do something with it. Sometimes that even includes summoning a Sylvan Ranger, fetching the land (aka his job) Then saccing him to some random threat, or using him later to power out more mana with an Archdruid. This version will almost always have problems with red decks, if they're smart enough to kill the small elves. If it reaches six mana though, a titan can be difficult for them to deal with, and after a titan resolves, likely fetching up your 7th mana and your eye of ugin, the game it pretty well in your control, as long as you're not at 8 life staring down 12 power worth of goblins.
Yup, and that's why annihilator is so fun :D. Eldrazi help break through a lot of things that used to creature almost unbreakable locks.
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