I did not have a sideboard. No time to make one, least of all even attempt to optimize. The nuts and bolts part though is a mono blue sneak show that should be stronger then the two colour version.
There are a lot of things that can be improved upon with this list but I do like it as a starting point. So main idea here is hopefully others are interested in a similar plan to get a dialogue started. My main considerations were to keep as many cards blue where possible. Dream halls should be the main focus as it is actually castable. The other consideration was how to win. I was using emrakul, but laboratory manic was going to be an alternate win. I do feel there is a lot of potential here especially if I decide to actually put some work into it.
Wouldn't you rather a win condition that can actually be cast via Dream Halls, like Progenitus? Emrakul can only be cast via Omniscience or Show and Tell. Wouldn't the deck get the fatty out way more consistently if it could be cast through Show, Dream Halls or omniscience?
I've never played this kind of deck before, but wouldn't City of Traitors be good here too?
Well I guess I should give a little history of me and dream halls, namely when I first played the deck I would win with mind bomb. Those games were clock killers by constantly cycling your deck to play another mind bomb.
With that in mind, and as mentioned, I finished getting cards together minutes before the tournament start, some things become clearer. Intuition and ak was a strong draw engine and a cheap one. I want only blue cards as well so I can also have a potential to cast spells in a worst case scenario. There are a lot of dead cards without omni or halls in play as it is so I would rather avoid more. That said I was contemplating creatures like inkwell leviathan, tide spout tyrant, and as mentioned lab man.
The concept I was aiming for stems from my mind bomb days but in a more streamlined way. Get a dream halls or omni in play, draw entire deck, win. That's really the only consistency needed. And even with my poor first draft it can do that.
City of traitors was an "included" card. I opted to not play it this go just for simplicity and that I would rather have blue sources. I considered going back to saprazzan skerry. Even crystal vein I considered.
Hopefully this also helps illustrate some goals and where I'm coming from in this build for others as well.
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Ideally I also wanted to incorporate a control element. Spell pierce, divert, misdirection I considered but being pressed for time I simply avoided the inclusion. Personal tutor I also want to include to cut back on enter the infinite as I really only need 2 so I can chain them if required.
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enter the infinite gets you and omnscience which lets you cast emrakul. I really like sense's top in this deck as well as ancient tomb over lotus petal. I also like grim monolith and i think you need more counterspells than just force, so far my favorite is dispel but spell pierce and fluster storm are also viable, divert in discard heavy metas.
I would also kick the wipe aways to the SB and add a cunning wish to the MD
I don't like top because it is colourless. Like I said earlier I think trying to maximize coloured spells here is key. Dream halls is the most likely situation so I would rather have my dig spells still be relevant after they have found what I needed.
I had considered grim monolith but I fear it falls into the colourless and not adding blue. Even the only reason I have petals right now is you sometimes get that turn one show off. That's also why I want high omni, emrakul, dream hall counts. This is also an extremely awkward fine line. A lot of the cards are bad without show or halls in play. Which is a challenge into itself to find a balance between necessary and dead cards.
Wipe away I felt was a judgement call. Also because of lack of board. But casting show and tell once puts people into that mindset. Wipe away provides an answer to something that cannot be countered. This is also why I had considered tidespout tyrant as an option. It also takes advantage of all the cantrips. Cunning is a possibility except the cards I feel I want to wish for are sorceries.
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The Intuition+AK engine is intriguing. Seems like a good way to fight through Hymn and Liliana. if you were to refine the deck, I would highly recommend a Wishboard: Pact of Negation, Wipe Away , Trickbind, etc. are great cards to have access to but are very conditional to actually run MD.
I have heard vague rumors of a moustache-dispensing vending machine in a distant laundromat, across the street from a tattoo parlor. However, this information is shaky, and time is of the essence.
this deck is made or broken by your selection of mise cards.
For example, with this many fetches (and with such a need for blue cards in hand) I like how i can spin a top instead of burn a card. Ancient tomb -> top feels like the sickest thing ever, and I like how 4 tombs work with 7 fetches and 8 islands: its like playing more mana but without the extra slots. Sometimes throwing a SnT to get countered to clear the way for a dream halls is the plan.
Grim monolith is a beast, you can dreamhalls win turn 3 with 1 blue left over.
You ABSOLUTELY need more than just force for protection, spell peirce is probably the "safest" creatures dont really interact with you, but discard and counters and faster combos ruin you
Cunning Wish seems useless in a control match-up because such decks have more counter spells than you. Against Rug, Esper, and UW Helm, it will be very difficult to play against game 1. For these reasons, I play Misdirection, 2 in the main board.
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Don't take Life for granted. Enjoy what you got. Nothing last forever.
I'm still not a fan of cunning wish in this. Still intrigued by it though. I did tinker after the tournament with it resulting in changes. I should probably post that list as it is substantially closer to what I envisioned.
I should probably also post the other thing I'm working on. If I'm split between things I may as well get more input.
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That's what I moved into after that tournament. I think intuition is my big factor right now. Just cutting it may be the best thing for me to do. It is however an exceptionally strong tutor. I may be better off continuing to go back in time and look at cards like ancestral memories.
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You dont play cunning wish as an anti control card, you play it because it is one slot that means you dont ever have to lose to randomness in game one (like them showing in ensaring bridge or whatever).
Yes you could also play a wipe away, but then you lose the marginal value of sometimes having cunning wish turn into an intuition that wins the game or the counterspell that saves you.
This is a combo deck, so you want as many as your cards to either be combo cards, search/cantrips, acceleration, or protection. Cunning wish is the best all around answer that you side out for better things g2 and g3.
Top is better than a cantrip, because it actually means you get to have MORE blue cards in hand rather than less, all for the cost of a little bit more mana. You just dont ever really want to see more than one, so i think two is the correct number. This is also the reason why tomb is so good in this deck, its pretty much a repeatable source of acceleration (unlike petal which is oneshot).
Misdirection is decent, but running out of blue cards is a very real danger, which is why i prefer one mana blue spells to supplement FoW. You can select between Pierce, Dispel, divirt, and flusterstorm based on what you expect to see in your meta.
dcosiem, some control decks might have more than 7 counterspells, but with 10 cantrips and 2 tops, this deck often has better access to them
weapon X, playing comes-into-play-tapped lands is bad in a 12 cantrip/19 land combo deck, and your should feel bad about playing them, you already need as many fetches as possible for optimum brainstorms and ponders. Seriously play sensies top, the first one means you get to save one cantrip per turn till the game ends. Intuition is a crutch and you should cut them for more omnscience (if your one omnscience gets RFGed you cant win). Intuition CAN find you game winning cards, but its mana cost means that you wait another turn (if you need to find a dream halls). Also, you should never go below 3 so that intuition can always find any part of the combo
I do feel bad playing them, but I would feel even worse paying the skerry. Frankly I want double blue and its a land that can do it. I am open to suggestions on any other land I can play that taps for UU. Even with that first draft, I hated seeing any sol land after the first one. Colourless mana is absolute garbage in the deck as it plays nothing if I don't have blue available. I chalk it up to a judgement call.
You can still win without omni. I did that for a tournament. I have also found the deck to be more show.dec then anything. That's in part why I wanted to play more then 1 omni; to have more things to show into play.
You hit on why I am conflicted with intuition. I want to maximize it if I play it but feel I lose out in other areas as a result.
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a brief essay on why comes into play tapped lands are terrible and you should feel terrible when you play them in this deck:
The ideal gameplan for this deck is to cast show and tell as early as possible and win without the opponent doing anything relevant. for this to happen you need show and tell + something that will win you the game after you put it in play, the simplest route to do this is emrakul, but this isnt the fastest. The fastest involves dream halls/omniscince. For you to be able to do this with any consistency you need to be able to be able to choose what you draw as many turns as possible (sensies top is really good for this). Playing all the good cantrips is a start, but unless you can use your mana every turn, you are timewalking yourself oh and Sensei's Divining Top plays really well with one mana blue disruption. One of the most important turns to use your mana is turn one which is also the optimum time to play your tapped land, this opens you up to getting waste-locked out of mana and getting screwed by the top of your deck way more than if you just had a fetch-basic-tomb mana base. <seriously play top> Remember your cheap interaction also cost mana, so with tapped lands, you will still be sacrificing important capabilities (you will have to choose between cantriping and holding spell pierce mana up much more often, oh and play top) You still want as many fetches as possible so that you maximize the value of your brainstorms and ponders, and you want as many basics as possible so that you always have live fetches. play Sensei's Divining Top
oh, and with fetches sensei's top will get you to your combo cards just as fast as intuition, all while letting you save blue cards in hand.
if you want more blue sources just play more islands, going to 20 lands isnt the end of the world
So to summarize don't play tap lands because sensei's top.
The ideal game plan is to cast show and tell or dream halls as fast as possible. This can be done turn 2, for either spell on account of the temple/tomb/petals. Using top over multiple turns doesn't make that happen any faster if the mana is not there to cast the spells. Like I said double blue is needed for dream halls. Playing multiple colourless mana producers doesn't help me there. Some are needed to play the more expensive spells, but those spells are dream halls.
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so lets do a little walk through, you want to show and tell on turn two you can:
1. play a tapped land on turn one and an island on turn two. This turns wasteland into double timewalk and means you cant cantrip turn one a terrible idea either way
2. play two islands and a lotus petal, remember you still need show+win con this costs an extra card (tell me more about your leet counting skills and your perfect hands when you plan to pitch cards to FoW AND dreamhalls)
3 play an island and then a ancient tomb, you still get to cantrip turn one (do you really care about the two life on turn 2? i know i dont)
Ok, well maybe show and tell didnt work out. Maybe you couldnt find one, maybe they had the discard spell (would have been nice to have mana to spell pierce it eh?) maybe they had more counterspells than you. Whatever the reason, the plan is now dream halls on turn 4, you can:
1. play a tapped land in the early turns with 3 islands, stunting your mana by 1 for atleast one turn. (tell me more about how you like to give your opponent double time walk for every wasteland they play)
2. play a lotus petal with 4 island. (you have how many cards in hand again?)
3. play an ancient tomb after 3 islands (less cards than lotus petal, less susceptible to wasteland if you sequence correctly)
4. play grim monolith with 2 islands (hey you can dream halls turn 3 with this! and it cost one card less)
because brainstorm is amazing in response to thoughtseize/inquisition. It also makes it more reasonable to get to the combo cards/protection you need.
And having mana to cantrip on turn one also implies having the mana to cast a spell pierce to stop the turn one thoughtseize/turn two hymm on the draw.
The idea isnt that you have to cantrip, rather that you will have the option to do so if that is the most advantageous.
My set up plays MORE combo cards with FASTER acceleration with BETTER cantrips and MORE interaction and it does all of that even MORE consistently with LESS card required. Its the same deck as yours, but better in almost every measurable way.
to elaborate, show and tell + the mana to cast it+ what you show in is 4 (and its 5 card if you dont have tomb) cards at the least, you need 2 more cards if you want to be able to FoW and showing in a dream halls means you need two more cards on top of that, one of which is an enter the infinite (intuition into enter the infinite cost yet another card). tell me more about your perfect hands?
current list:
3 Omniscience
4 Dream Halls
4 Show and Tell
2 Sensei's Divining Top
4 Brainstorm
4 Ponder
2 Preordain
4 Force of Will
1 Cunning Wish
3 Emrakul, the Aeons Torn
4 Enter the Infinite
4 Ancient Tomb
1 Flooded Strand
4 Misty Rainforest
4 Scalding Tarn
7 Island
1 Dispel
1 Spell Pierce
1 Grim Monolith
1 Intuition
1 Flusterstorm
SB: 1 Surgical Extraction
SB: 1 Wipe Away
SB: 1 Hurkyl's Recall
SB: 1 Misdirection
SB: 1 Mindbreak Trap
SB: 4 Leyline of Sanctity
SB: 4 Grafdigger's Cage
SB: 1 Cyclonic Rift
SB: 1 Intuition
notice i went up to 20 lands and cut one monolith. shaving a land for the 4th omnscience/the 3rd preodain may be correct (testing should show weather that land should be a fetch, an island, or a tomb)
Your list also has more dead cards if you don't have combo pieces. That is something I am trying to avoid. That is why you need faster accel, more cantrips, etc.
Also not every deck goes turn 1 discard. By that logic you are terrified of FoW.
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the idea is to win before any other interaction matters. the only thing that can actually interact is counterspells/discard, so I focused my main deck on beating those things.
You think that my list has more dead cards, but 4brainstorm/4ponder/2preodain/2tops is a much better cantrip suit than 4brainstorm/4ponder/4preodain when you take into account creative use of fetchlands. the 1/1/1 split of dispel/flusterstorm/spellpierce is just to show you the options for that slot, you could easily play all of one, or even sub in a misdirection here (though i would caution against more than one) feel free to play whatever is best for your meta
Omnscience is MUCH better to show in than dream halls (you need less cards in hand and can then later hardcast dream halls if they put in a ring or a d-sphere).
Intuition always has a tax, either it cost an extra card with dream halls, or it costs a whole turn worth of mana. This means you are even more vulnerable to discard and counterspells
as for "my lists has more dead cards if i dont have combo pieces" well what exactly WOULD my hand have then? Im already going to mulligan hands with all lands/no blue sources, so it cant be that. Maybe ill have a hand full of cantrips that I might want to cast every turn ... or even a top that I want to spin?
And as for "my list must be terrified of FoW" well DUH, this IS a non-storm combo deck, why do you think my lists play flusterstorm/dispel/spell pierce? (force of will is even better against your slower, more card intensive deck. it takes you more cards to set up, and takes you longer to reload after a failed combo)
4 show and tell
3 emrakul, the aeon's torn
3 intuition
4 accumulated knowledge
4 brainstorm
4 ponder
2 preordain
4 force of will
2 wipe away
4 enter the infinite
2 omniscience
4 lotus petal
4 scalding tarn
8 island
I did not have a sideboard. No time to make one, least of all even attempt to optimize. The nuts and bolts part though is a mono blue sneak show that should be stronger then the two colour version.
There are a lot of things that can be improved upon with this list but I do like it as a starting point. So main idea here is hopefully others are interested in a similar plan to get a dialogue started. My main considerations were to keep as many cards blue where possible. Dream halls should be the main focus as it is actually castable. The other consideration was how to win. I was using emrakul, but laboratory manic was going to be an alternate win. I do feel there is a lot of potential here especially if I decide to actually put some work into it.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
Wouldn't you rather a win condition that can actually be cast via Dream Halls, like Progenitus? Emrakul can only be cast via Omniscience or Show and Tell. Wouldn't the deck get the fatty out way more consistently if it could be cast through Show, Dream Halls or omniscience?
I've never played this kind of deck before, but wouldn't City of Traitors be good here too?
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With that in mind, and as mentioned, I finished getting cards together minutes before the tournament start, some things become clearer. Intuition and ak was a strong draw engine and a cheap one. I want only blue cards as well so I can also have a potential to cast spells in a worst case scenario. There are a lot of dead cards without omni or halls in play as it is so I would rather avoid more. That said I was contemplating creatures like inkwell leviathan, tide spout tyrant, and as mentioned lab man.
The concept I was aiming for stems from my mind bomb days but in a more streamlined way. Get a dream halls or omni in play, draw entire deck, win. That's really the only consistency needed. And even with my poor first draft it can do that.
City of traitors was an "included" card. I opted to not play it this go just for simplicity and that I would rather have blue sources. I considered going back to saprazzan skerry. Even crystal vein I considered.
Hopefully this also helps illustrate some goals and where I'm coming from in this build for others as well.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
-----The Legacy Flowchart-----
Tiny Leaders Overlord
I would also kick the wipe aways to the SB and add a cunning wish to the MD
I had considered grim monolith but I fear it falls into the colourless and not adding blue. Even the only reason I have petals right now is you sometimes get that turn one show off. That's also why I want high omni, emrakul, dream hall counts. This is also an extremely awkward fine line. A lot of the cards are bad without show or halls in play. Which is a challenge into itself to find a balance between necessary and dead cards.
Wipe away I felt was a judgement call. Also because of lack of board. But casting show and tell once puts people into that mindset. Wipe away provides an answer to something that cannot be countered. This is also why I had considered tidespout tyrant as an option. It also takes advantage of all the cantrips. Cunning is a possibility except the cards I feel I want to wish for are sorceries.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
-----The Legacy Flowchart-----
Tiny Leaders Overlord
This is the list that i run, original credit goes to adam prosak and caleb durwald:
4 Dream Halls
4 Show and Tell
2 Sensei's Divining Top
4 Brainstorm
4 Ponder
2 Preordain
4 Force of Will
1 Cunning Wish
3 Emrakul, the Aeons Torn
3 Enter the Infinite
4 Ancient Tomb
2 Flooded Strand
2 Polluted Delta
2 Misty Rainforest
1 Scalding Tarn
8 Island
2 Dispel
1 Spell Pierce
1 Grim Monolith
2 Intuition
1 Lotus Petal
1 Wipe Away
1 Hurkyl's Recall
1 Misdirection
1 Mindbreak Trap
4 Leyline of Sanctity
4 Grafdigger's Cage
1 Cyclonic Rift
1 Intuition
With the way things have been going my list continues to become bluer. I still like the ak plan however which is affecting some decisions.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
For example, with this many fetches (and with such a need for blue cards in hand) I like how i can spin a top instead of burn a card. Ancient tomb -> top feels like the sickest thing ever, and I like how 4 tombs work with 7 fetches and 8 islands: its like playing more mana but without the extra slots. Sometimes throwing a SnT to get countered to clear the way for a dream halls is the plan.
Grim monolith is a beast, you can dreamhalls win turn 3 with 1 blue left over.
You ABSOLUTELY need more than just force for protection, spell peirce is probably the "safest" creatures dont really interact with you, but discard and counters and faster combos ruin you
I should probably also post the other thing I'm working on. If I'm split between things I may as well get more input.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
4 force of will
4 brainstorm
4 ponder
4 preordain
4 show and tell
3 intuition
3 spell pierce
2 spell snare
3 emrakul, the aeon's torn
1 omniscience
3 enter the infinite
4 ancient tomb
4 sveylunite temple
4 scalding tarn
6 island
That's what I moved into after that tournament. I think intuition is my big factor right now. Just cutting it may be the best thing for me to do. It is however an exceptionally strong tutor. I may be better off continuing to go back in time and look at cards like ancestral memories.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
Yes you could also play a wipe away, but then you lose the marginal value of sometimes having cunning wish turn into an intuition that wins the game or the counterspell that saves you.
This is a combo deck, so you want as many as your cards to either be combo cards, search/cantrips, acceleration, or protection. Cunning wish is the best all around answer that you side out for better things g2 and g3.
Top is better than a cantrip, because it actually means you get to have MORE blue cards in hand rather than less, all for the cost of a little bit more mana. You just dont ever really want to see more than one, so i think two is the correct number. This is also the reason why tomb is so good in this deck, its pretty much a repeatable source of acceleration (unlike petal which is oneshot).
Misdirection is decent, but running out of blue cards is a very real danger, which is why i prefer one mana blue spells to supplement FoW. You can select between Pierce, Dispel, divirt, and flusterstorm based on what you expect to see in your meta.
dcosiem, some control decks might have more than 7 counterspells, but with 10 cantrips and 2 tops, this deck often has better access to them
weapon X, playing comes-into-play-tapped lands is bad in a 12 cantrip/19 land combo deck, and your should feel bad about playing them, you already need as many fetches as possible for optimum brainstorms and ponders. Seriously play sensies top, the first one means you get to save one cantrip per turn till the game ends. Intuition is a crutch and you should cut them for more omnscience (if your one omnscience gets RFGed you cant win). Intuition CAN find you game winning cards, but its mana cost means that you wait another turn (if you need to find a dream halls). Also, you should never go below 3 so that intuition can always find any part of the combo
You can still win without omni. I did that for a tournament. I have also found the deck to be more show.dec then anything. That's in part why I wanted to play more then 1 omni; to have more things to show into play.
You hit on why I am conflicted with intuition. I want to maximize it if I play it but feel I lose out in other areas as a result.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
edit: also, back to 2 grim monolith and zero lotus petals, they also play better with tomb
The ideal gameplan for this deck is to cast show and tell as early as possible and win without the opponent doing anything relevant. for this to happen you need show and tell + something that will win you the game after you put it in play, the simplest route to do this is emrakul, but this isnt the fastest. The fastest involves dream halls/omniscince. For you to be able to do this with any consistency you need to be able to be able to choose what you draw as many turns as possible (sensies top is really good for this). Playing all the good cantrips is a start, but unless you can use your mana every turn, you are timewalking yourself oh and Sensei's Divining Top plays really well with one mana blue disruption. One of the most important turns to use your mana is turn one which is also the optimum time to play your tapped land, this opens you up to getting waste-locked out of mana and getting screwed by the top of your deck way more than if you just had a fetch-basic-tomb mana base. <seriously play top> Remember your cheap interaction also cost mana, so with tapped lands, you will still be sacrificing important capabilities (you will have to choose between cantriping and holding spell pierce mana up much more often, oh and play top) You still want as many fetches as possible so that you maximize the value of your brainstorms and ponders, and you want as many basics as possible so that you always have live fetches. play Sensei's Divining Top
oh, and with fetches sensei's top will get you to your combo cards just as fast as intuition, all while letting you save blue cards in hand.
if you want more blue sources just play more islands, going to 20 lands isnt the end of the world
The ideal game plan is to cast show and tell or dream halls as fast as possible. This can be done turn 2, for either spell on account of the temple/tomb/petals. Using top over multiple turns doesn't make that happen any faster if the mana is not there to cast the spells. Like I said double blue is needed for dream halls. Playing multiple colourless mana producers doesn't help me there. Some are needed to play the more expensive spells, but those spells are dream halls.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
1. play a tapped land on turn one and an island on turn two. This turns wasteland into double timewalk and means you cant cantrip turn one a terrible idea either way
2. play two islands and a lotus petal, remember you still need show+win con this costs an extra card (tell me more about your leet counting skills and your perfect hands when you plan to pitch cards to FoW AND dreamhalls)
3 play an island and then a ancient tomb, you still get to cantrip turn one (do you really care about the two life on turn 2? i know i dont)
Ok, well maybe show and tell didnt work out. Maybe you couldnt find one, maybe they had the discard spell (would have been nice to have mana to spell pierce it eh?) maybe they had more counterspells than you. Whatever the reason, the plan is now dream halls on turn 4, you can:
1. play a tapped land in the early turns with 3 islands, stunting your mana by 1 for atleast one turn. (tell me more about how you like to give your opponent double time walk for every wasteland they play)
2. play a lotus petal with 4 island. (you have how many cards in hand again?)
3. play an ancient tomb after 3 islands (less cards than lotus petal, less susceptible to wasteland if you sequence correctly)
4. play grim monolith with 2 islands (hey you can dream halls turn 3 with this! and it cost one card less)
Why are you focused on "the cantrip" turn 1?
-----The Legacy Flowchart-----
Tiny Leaders Overlord
And having mana to cantrip on turn one also implies having the mana to cast a spell pierce to stop the turn one thoughtseize/turn two hymm on the draw.
The idea isnt that you have to cantrip, rather that you will have the option to do so if that is the most advantageous.
My set up plays MORE combo cards with FASTER acceleration with BETTER cantrips and MORE interaction and it does all of that even MORE consistently with LESS card required. Its the same deck as yours, but better in almost every measurable way.
current list:
3 Omniscience
4 Dream Halls
4 Show and Tell
2 Sensei's Divining Top
4 Brainstorm
4 Ponder
2 Preordain
4 Force of Will
1 Cunning Wish
3 Emrakul, the Aeons Torn
4 Enter the Infinite
4 Ancient Tomb
1 Flooded Strand
4 Misty Rainforest
4 Scalding Tarn
7 Island
1 Dispel
1 Spell Pierce
1 Grim Monolith
1 Intuition
1 Flusterstorm
SB: 1 Surgical Extraction
SB: 1 Wipe Away
SB: 1 Hurkyl's Recall
SB: 1 Misdirection
SB: 1 Mindbreak Trap
SB: 4 Leyline of Sanctity
SB: 4 Grafdigger's Cage
SB: 1 Cyclonic Rift
SB: 1 Intuition
notice i went up to 20 lands and cut one monolith. shaving a land for the 4th omnscience/the 3rd preodain may be correct (testing should show weather that land should be a fetch, an island, or a tomb)
Your list also has more dead cards if you don't have combo pieces. That is something I am trying to avoid. That is why you need faster accel, more cantrips, etc.
Also not every deck goes turn 1 discard. By that logic you are terrified of FoW.
-----The Legacy Flowchart-----
Tiny Leaders Overlord
You think that my list has more dead cards, but 4brainstorm/4ponder/2preodain/2tops is a much better cantrip suit than 4brainstorm/4ponder/4preodain when you take into account creative use of fetchlands. the 1/1/1 split of dispel/flusterstorm/spellpierce is just to show you the options for that slot, you could easily play all of one, or even sub in a misdirection here (though i would caution against more than one) feel free to play whatever is best for your meta
Omnscience is MUCH better to show in than dream halls (you need less cards in hand and can then later hardcast dream halls if they put in a ring or a d-sphere).
Intuition always has a tax, either it cost an extra card with dream halls, or it costs a whole turn worth of mana. This means you are even more vulnerable to discard and counterspells
as for "my lists has more dead cards if i dont have combo pieces" well what exactly WOULD my hand have then? Im already going to mulligan hands with all lands/no blue sources, so it cant be that. Maybe ill have a hand full of cantrips that I might want to cast every turn ... or even a top that I want to spin?
And as for "my list must be terrified of FoW" well DUH, this IS a non-storm combo deck, why do you think my lists play flusterstorm/dispel/spell pierce? (force of will is even better against your slower, more card intensive deck. it takes you more cards to set up, and takes you longer to reload after a failed combo)