thank you for the comment. there is much to consider to make this deck at its prime. :)
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I also had a build prior to this one that utilized explore and garruk etc. I found that this deck gave me less outs that I can play with now. Once an opponent figures out your game all they have to do is play the wait game and pick off your polys with either creature removal backed by more removal and/or CS. Or CS backed up by removal/CS. Game one is an easy win when the opponent doesn't know whats coming. Game 2 and 3 pose a different story. This new version that I built doesn't allow your opponent to focus on your one main spell but allows you to cast a Summoning Trap at opponents EOT if necessary. A little more flexibility can go a long way.
Three Ionas are a better choice overall. While they are more suspectable to removal effects than progenitus its a clutch card that allows you to basically shut down an opponents deck. If you choose the color that most if not all of that decks removal spells uses there really wont be a problem. Knowing and understanding your opponents decks is key here. Only deck with a chance of giving problems with Iona would be U/W control. If you choose white, yes no more wrath, paths, or o-rings, but that leaves the possibility for Jace lvl2 to pop up and send your toon goodbye (plus Into the Roil etc.) Its a gamble in that situation but for most other decks its GG. Playing Jund? Call black, gg. Mono decks get eaten by iona.