Snow-Go is an attrition control deck that looks to grind out the opponents deck through card advantage and having no creatures in the deck it makes removal in opponent’s decks useless. The deck is a 5-color deck that takes advantage of snow-lands to use Skred as an almost pseudo Swords to Plowshares in the Pauper format. This deck is very much so a draw go deck with you reacting to what your opponent is ding until you have the advantage on them to start using Sprout Swarm to finish them off.
Card Choices
Brainstorm – In any format where this can be played it is, when used in tandem with fetch lands it allows us to essentially draw three cards and wheel away what we don’t need at the time.
Think Twice – Is card advantage, no matter how you try and claim it is not it will net you cards. Since we play a lot of spells on the end of opponents turns casting this for its flashback cost is not a difficult venture.
Accumulated Knowledge – Gives us valuable card draw. With the ability to be able to draw a large quantity of cards assuming you keep your graveyard protected. If you play you need to run as a 4-of.
Probe – A solid draw spell that gets better as the game progresses. The kicker can help to put your opponent into top deck mode and help put you firmly in the drivers seat.
Comparative Analysis – An interesting new card with the serge cost makes it a good card draw in the deck, the instant speed also allows it to be searched for with Mystical Teachings.
Electrickery – Being able to deal one damage for 1 mana is so-so but with the given ability to hit every creature on your opponents side of the board for 2 mana in the Pauper format is a big plus.
Lightning Bolt – Considered one of the best burn spells ever made 1 mana for 3 damage is supper efficient and allows us to deal with most creatures in the format.
Skred – This card when run in unison with Snow-lands allows use to be able to hit even the biggest of threats in the game, virtually giving us a Swords to Plowshares at the common rarity for 1 mana.
Diabolic Edict – Possibly on of the best end all removals in the format. It does everything that we need it to do, it gets around hexproof, indestructability and large bodies. Just be sure that it’s the only creature they have in play.
Terminate – Sometimes creatures just need to be dealt with and we don’t want them being regenerated too. This card does that with a cheap cost and at instant speed.
Staggershock – For three mana we can deal two damage to two different creatures, again netting us very nice 2 for 1s.
Flame Slash – Being able to deal 4 damage is very nice, only being able to hit creatures is a downside. Cannot be searched for with Mystical Teachings
Firebolt – Has the bonus of being castable from the graveyard giving it reusability, however the two damage and sorcery speed have caused it to fall out of favor.
Twin Bolt – For 2 mana at instant speed you have the ability to deal with two x/1 creatures which can be relevant in the format. Only dealing two damage is a slight draw back.
Strangling Soot – The ability to deal with a 3 toughness is quite powerful, the flashbacks allows us to get value from it twice. The cmc is a downside though.
Echoing Decay – A strong onesided board wipe that deals with a creature and all creatures of the same name with 2 or less toughness, gets through indestructability.
Seismic Shudder – An instant speed 1 damage board wipe, has since be outclassed by Electrickery.
Doom Blade – Is a very strong targeted kill spell in Pauper. The drawback of not being able to hit black creatures is not to bad, being that they are few and far between.
Burst Lightning – 1 mana for 2 damage is not bad and the ability to deal 4 damage with the kicker is a nice added clause.
Disfigure – For 1 mana you can give a creature -2/-2 which is relevant and helps to deal with creatures that cannot be destroyed.
Counterspell – There is a reason why this card has not been printed in a very long time, being able to counter pretty much any spell for UU is very good, need I say more.
Logic Knot – A solid counter spell that allows us to make opponents pay high costs without having to make us tap out. The delve is very important being that many of our cards do not have a use once they make it into the graveyard.
Mana Leak – This is a strong counterspell in the early stages of the game, but falls off when the opponent has enough lands in play. Do not underestimate the power of a well-timed late game use though.
Rune Snag – Much like Accumulated Knowledge, becomes better with the more copies that you cast, if you’re going to play you need to play as a 4-of to improve its countering ability.
Memory Lapse – A decent counterspell that deals with threats at that given moment in hopes that you can find a better solution in a turn.
Hindering Touch – Very strong when storm decks were big, a heavy cmc cost but played at the right time can easily counter anything with its storm count.
Negate – 2 mana for a counterspell that can counter creatures is strong in control heavy metas.
Rewind – For 4 mana countering targets spell isn’t the greatest but being able to untap 4 lands allows for other spells to be cast in the same turn.
Faerie Trickery – Being able to exile a spell is a very nice clause making cards with flashback non threats. The 3 cmc is a tad bit annoying when compared to other counters.
Prohibit – A counter spell for 2 cmc at instant speed for 2 mana, with the kicker ability to counter up to 4 cmc. Not being able to counter all cmcs can be a drawback.
Exclude – Used a lot in older lists, creatures are very prominent in the format. Being able to cantrip is also a bonus
Havenwood Wurm – A good finisher that with 6 toughness causes problems for defenders the ability to cast it at EoT is very nice, also allows it to be tutored for by Mystical Teachings.
Sprout Swarm – Our finisher allows us to make an army of 1/1s to finish the game when we see fit. Remember after you have one saproling of board use it to cover the cost of the green mana in the casting cost. This spell is probably the best at doing its job in the format being very hard for decks to deal with, being searchable with Mystical Teachings is handy too.
Mystical Teachings – This card is a toolbox, because every spell in our deck is and instant this can find us anything we need. Having the added ability of flashback it gives us card advantage. Using one to find another is often done to further increase this card advantage.
Crypt Incursion – Allows us to stabilize after the early onslaughts of some of the formats aggro decks. This can cause aggro decks to fold after their treats have been dealt with and we gain 10+ life.
Capsize – Reusable bounce effect, can be very strong mid to late gaming buy bouncing multiple lands per turn to set opponents very far behind.
Hydroblast – Countering a red spell or destroying a red permanent for 1 mana is a very strong effect in the format.
Pyroblast – The red version of Hydroblast is no different and probably somewhat better that the blue version.
Relic of Progenitus – Graveyards are a problem in and format and Pauper is no different this helps to deal with any card you do not want to see come back from one.
Ancient Grudge – Affinity is a major player in Pauper and we need to be able to deal with it, this is our answer, having flash back allows us to take out to artifacts with one card.
Gorilla Shaman – Repeatable artifact removal on a creature, has the ability to remove multiple artifacts but turns on opponents removal.
Circle of Protection: Red – Both Burn and Goblins are decks in Pauper this allows us to deal with their threats for a measly 1 mana and have them run out of gas, letting us take them to the late game.
Echoing Truth – Being able to return all nonland permanents with the same name to their owners’ hand for 2 mana is very strong allowing us to set aggro decks a few turns behind so we can find answers and outlast their game plan.
Muddle the Mixture – Counters an instant or sorcery which can be relevant but the ability to find any 2 CMC card in our deck for the transmute costs allows us to find that Circle of Protection: Red that we need in those few matchups.
Serene Heart – Is our answer to the Bogles deck. It gives us a way to take that huge threat and turn it into something that we can actually deal with, plus Muddle the Mixture can search this card out too.
The Lands
In Snow-GO, just like any other deck that is played the manabase is of great importance. By the end of a game you will see 8+ lands in play on your side of the board allowing for us to cast many spells during the end step of other players turns. 16 lands is a good recommended number to run in your deck. 8 fetch lands is optimal because we want to be able to find the colors we need when we need them and to shuffle away cards from Brainstorm.
When dealing with mulligans it is ideal to have to have at least three land in your opening hand. It is an often rule of thumb that by turn 4 you will want to be able to have access to UURB.
No matter how you build the body of your deck most landbases in Snow-Go should be the same
Some people like to run Izzet Boilerworks instead of Swiftwater Cliffs. I believe that this is a meta and personal judgement call. If you tend to see a lot of early damage the extra health might be the way to go, but in the late game the extra mana might allow you to close out games a couple turns quicker.
Piloting Snow-Go
The deck is exactly as the play on words that name is. This is very much so a draw-go style deck, being very controlling and looking to make it into the late game where card advantage and reusable threats will lead to the eventual win. This deck requires a lot of skill knowing when to kill creatures and when to counter spells giving us the best use of our cards and hopefully making 2 for 1 plays adding to our card advantage.
Knowing the role of the Snow-GO deck is very important. In every case that you will come across in this format you want to be the one who is reacting to their choices and countering their spells. Simple mistakes can lead to you losing precocious card advantage that is so needed in order to win.
General Guidelines
Be Patient.
Develop mana in a way that allows you to have access to UURB on t4 if possible.
Don't Brainstorm unless you need to.
When in doubt Teachings for Teachings, but study the deck a little bit while you're teachings to see what you really need next, or if you can just win.
IF the deck you're playing against has combat tricks/pumps for their threats, and you're not going to lose now use removal EoT and/or mainphase.
The first Sprout Swarm pays the G cost with Convoke, so don't be silly and only cast one a turn when you have 12 mana on the board. It's also wise to reserve the first couple of tokens so you can cast more in a turn until you get 5 or so power, THEN start attacking. Declaring a block and then swarming is another good strategy if you need to stabilize the board.
Thanks for the comment, much appreciated. I do know that the manabase does seem somewhat of a mess and like it doesn't play very consistently, this however is never a problem. Now I know that you never really just tell people to make this plan at this point in time in a control deck because you're supposed to be reacting to their plays, therefore each game is different. Through my play testing I have found that Trying to get your manabase set up to have the ability to use UURB is very important and allows us to play everything in our mainboard. The UU casting costs in Counterspell and Logic Knot are not very difficult to be able to cast the turn they are needed. While in the first turns you might not be able to remove a threat that is on the board, just remember that taking damage isn't the end of the world, being a lands player I have come to realize that calculating the amount of damage you can take and still be stable and win is key. I once again appreciate the suggestion and will try to find a solution to weed out and minuet problems that the Landbase might have. Just remember that if you keep a starting hand that can allow for UURB by T4 you will be in a very good position to deal with just about anything in the format.
You have helped to bring to light a lot of great points, I will try and answer as many of them as possible. Being that I am still fairly early in some of the deck matchups.
It does some very weird that I would be running a lot of redundant spells but I fell that it makes getting the right removal and counterspells when you need that can helps to lock up a game.
Now your next two points for me tie together while you right I do once in a while have to to mulligan to get the correct colors that I need I have never really found myself wishing that I had more dual lands, the Snow-lands are essential to making Skred powerful enough to deal with any creature in the format. When it comes to brainstorms I often find myself casting them for their value by which I mean they usually do not get used with a fetchland. The exception being in the very early turns I will often get the Brainstorm and Fetchland interaction. In the late game just being able to wheel three cards is often very helpful for finding the answers we need.
By the question of two maindeck kill spells I am assuming that you mean Skred and Lightning Bolt. From my experience in piloting the deck I plays out nice that Lightning Bolt can deal with the early threats and when they get to big Skred is usually online to take care of what Bolt cannot.
I had not considered Comparative Analysis, seems like it could actually have a space in the deck instead of Think Twice. The fact that is has the surge cost is very nice seeing that we will cast multiple spells per turn at the end step. Also being an instant gives the ability to be searched for with Mystical Teachings.
Thanks for the Stone rain thought, this really had not crossed my mind. So assuming that that might happen I might need to add another green source in, so the deck doesn't get cut off from being able to cast Sprout Swarm.
Again no harm taken by your comments, they allow me to see what others are thinking and look at the deck from angles that I have not thought to look at before. Criticism and suggestions are always welcome.
How does the deck win if both Sprout Swarms are countered? I see that your burn spells add up to exactly 20, but that doesn't seem like a very reliable plan B. The deck might benefit from a few copies of Archeomancer or some other source of recursion.
Introduction
Snow-Go is an attrition control deck that looks to grind out the opponents deck through card advantage and having no creatures in the deck it makes removal in opponent’s decks useless. The deck is a 5-color deck that takes advantage of snow-lands to use Skred as an almost pseudo Swords to Plowshares in the Pauper format. This deck is very much so a draw go deck with you reacting to what your opponent is ding until you have the advantage on them to start using Sprout Swarm to finish them off.
Card Choices
Think Twice – Is card advantage, no matter how you try and claim it is not it will net you cards. Since we play a lot of spells on the end of opponents turns casting this for its flashback cost is not a difficult venture.
Accumulated Knowledge – Gives us valuable card draw. With the ability to be able to draw a large quantity of cards assuming you keep your graveyard protected. If you play you need to run as a 4-of.
Probe – A solid draw spell that gets better as the game progresses. The kicker can help to put your opponent into top deck mode and help put you firmly in the drivers seat.
Comparative Analysis – An interesting new card with the serge cost makes it a good card draw in the deck, the instant speed also allows it to be searched for with Mystical Teachings.
Lightning Bolt – Considered one of the best burn spells ever made 1 mana for 3 damage is supper efficient and allows us to deal with most creatures in the format.
Skred – This card when run in unison with Snow-lands allows use to be able to hit even the biggest of threats in the game, virtually giving us a Swords to Plowshares at the common rarity for 1 mana.
Diabolic Edict – Possibly on of the best end all removals in the format. It does everything that we need it to do, it gets around hexproof, indestructability and large bodies. Just be sure that it’s the only creature they have in play.
Terminate – Sometimes creatures just need to be dealt with and we don’t want them being regenerated too. This card does that with a cheap cost and at instant speed.
Staggershock – For three mana we can deal two damage to two different creatures, again netting us very nice 2 for 1s.
Flame Slash – Being able to deal 4 damage is very nice, only being able to hit creatures is a downside. Cannot be searched for with Mystical Teachings
Firebolt – Has the bonus of being castable from the graveyard giving it reusability, however the two damage and sorcery speed have caused it to fall out of favor.
Twin Bolt – For 2 mana at instant speed you have the ability to deal with two x/1 creatures which can be relevant in the format. Only dealing two damage is a slight draw back.
Strangling Soot – The ability to deal with a 3 toughness is quite powerful, the flashbacks allows us to get value from it twice. The cmc is a downside though.
Echoing Decay – A strong onesided board wipe that deals with a creature and all creatures of the same name with 2 or less toughness, gets through indestructability.
Seismic Shudder – An instant speed 1 damage board wipe, has since be outclassed by Electrickery.
Doom Blade – Is a very strong targeted kill spell in Pauper. The drawback of not being able to hit black creatures is not to bad, being that they are few and far between.
Burst Lightning – 1 mana for 2 damage is not bad and the ability to deal 4 damage with the kicker is a nice added clause.
Disfigure – For 1 mana you can give a creature -2/-2 which is relevant and helps to deal with creatures that cannot be destroyed.
Logic Knot – A solid counter spell that allows us to make opponents pay high costs without having to make us tap out. The delve is very important being that many of our cards do not have a use once they make it into the graveyard.
Mana Leak – This is a strong counterspell in the early stages of the game, but falls off when the opponent has enough lands in play. Do not underestimate the power of a well-timed late game use though.
Rune Snag – Much like Accumulated Knowledge, becomes better with the more copies that you cast, if you’re going to play you need to play as a 4-of to improve its countering ability.
Memory Lapse – A decent counterspell that deals with threats at that given moment in hopes that you can find a better solution in a turn.
Hindering Touch – Very strong when storm decks were big, a heavy cmc cost but played at the right time can easily counter anything with its storm count.
Negate – 2 mana for a counterspell that can counter creatures is strong in control heavy metas.
Rewind – For 4 mana countering targets spell isn’t the greatest but being able to untap 4 lands allows for other spells to be cast in the same turn.
Faerie Trickery – Being able to exile a spell is a very nice clause making cards with flashback non threats. The 3 cmc is a tad bit annoying when compared to other counters.
Prohibit – A counter spell for 2 cmc at instant speed for 2 mana, with the kicker ability to counter up to 4 cmc. Not being able to counter all cmcs can be a drawback.
Exclude – Used a lot in older lists, creatures are very prominent in the format. Being able to cantrip is also a bonus
Havenwood Wurm – A good finisher that with 6 toughness causes problems for defenders the ability to cast it at EoT is very nice, also allows it to be tutored for by Mystical Teachings.
Sprout Swarm – Our finisher allows us to make an army of 1/1s to finish the game when we see fit. Remember after you have one saproling of board use it to cover the cost of the green mana in the casting cost. This spell is probably the best at doing its job in the format being very hard for decks to deal with, being searchable with Mystical Teachings is handy too.
Crypt Incursion – Allows us to stabilize after the early onslaughts of some of the formats aggro decks. This can cause aggro decks to fold after their treats have been dealt with and we gain 10+ life.
Capsize – Reusable bounce effect, can be very strong mid to late gaming buy bouncing multiple lands per turn to set opponents very far behind.
Pyroblast – The red version of Hydroblast is no different and probably somewhat better that the blue version.
Relic of Progenitus – Graveyards are a problem in and format and Pauper is no different this helps to deal with any card you do not want to see come back from one.
Ancient Grudge – Affinity is a major player in Pauper and we need to be able to deal with it, this is our answer, having flash back allows us to take out to artifacts with one card.
Gorilla Shaman – Repeatable artifact removal on a creature, has the ability to remove multiple artifacts but turns on opponents removal.
Circle of Protection: Red – Both Burn and Goblins are decks in Pauper this allows us to deal with their threats for a measly 1 mana and have them run out of gas, letting us take them to the late game.
Echoing Truth – Being able to return all nonland permanents with the same name to their owners’ hand for 2 mana is very strong allowing us to set aggro decks a few turns behind so we can find answers and outlast their game plan.
Muddle the Mixture – Counters an instant or sorcery which can be relevant but the ability to find any 2 CMC card in our deck for the transmute costs allows us to find that Circle of Protection: Red that we need in those few matchups.
Serene Heart – Is our answer to the Bogles deck. It gives us a way to take that huge threat and turn it into something that we can actually deal with, plus Muddle the Mixture can search this card out too.
The Lands
In Snow-GO, just like any other deck that is played the manabase is of great importance. By the end of a game you will see 8+ lands in play on your side of the board allowing for us to cast many spells during the end step of other players turns. 16 lands is a good recommended number to run in your deck. 8 fetch lands is optimal because we want to be able to find the colors we need when we need them and to shuffle away cards from Brainstorm.
When dealing with mulligans it is ideal to have to have at least three land in your opening hand. It is an often rule of thumb that by turn 4 you will want to be able to have access to UURB.
No matter how you build the body of your deck most landbases in Snow-Go should be the same
My suggested landbase:
4 Evolving Wilds
1 Snow-Covered Forest
8 Snow-Covered Island
3 Snow-Covered Mountain
1 Snow-Covered Swamp
3 Swiftwater Cliffs
4 Terramorphic Expanse
Some people like to run Izzet Boilerworks instead of Swiftwater Cliffs. I believe that this is a meta and personal judgement call. If you tend to see a lot of early damage the extra health might be the way to go, but in the late game the extra mana might allow you to close out games a couple turns quicker.
Piloting Snow-Go
The deck is exactly as the play on words that name is. This is very much so a draw-go style deck, being very controlling and looking to make it into the late game where card advantage and reusable threats will lead to the eventual win. This deck requires a lot of skill knowing when to kill creatures and when to counter spells giving us the best use of our cards and hopefully making 2 for 1 plays adding to our card advantage.
Knowing the role of the Snow-GO deck is very important. In every case that you will come across in this format you want to be the one who is reacting to their choices and countering their spells. Simple mistakes can lead to you losing precocious card advantage that is so needed in order to win.
General Guidelines
Be Patient.
Develop mana in a way that allows you to have access to UURB on t4 if possible.
Don't Brainstorm unless you need to.
When in doubt Teachings for Teachings, but study the deck a little bit while you're teachings to see what you really need next, or if you can just win.
IF the deck you're playing against has combat tricks/pumps for their threats, and you're not going to lose now use removal EoT and/or mainphase.
The first Sprout Swarm pays the G cost with Convoke, so don't be silly and only cast one a turn when you have 12 mana on the board. It's also wise to reserve the first couple of tokens so you can cast more in a turn until you get 5 or so power, THEN start attacking. Declaring a block and then swarming is another good strategy if you need to stabilize the board.
Sideboarding
Delver
Add: 3 Pyroblast, 1 Electrickery, 1 Diabolic Edict
Remove: 4 Mana Leak, 1 Crypt Incursion,
Burn
Add: 1 Circle of Protection: Red, 1 Snow-Covered Plains, 1 Muddle the Mixture, 1 Hydroblast, 1 Serene Heart, 2 Relic of Progenitus
Remove: 3 Skred, 1 Diabolic Edict, 1 Terminate, 1 Electrickery, 1 Crypt Incursion
Affinity
Add: 1 Diabolic Edict, 1 Hydroblast, 2 Ancient Grudge
Remove: 1 Electrickery, 1 Sprout Swarm, 2 Staggershock
Familiar
Add: 1 Electrickery, 3 Pyroblast, 2 Relic of Progenitus
Remove: 4 Mana Leak, 1 Logic Knot, 1 Diabolic Edict
Kuldotha Jeskai
Add: 2 Ancient Grudge, 3 Pyroblast, 1 Hydroblast
Remove: 1 Electrickery, 4 Mana Leak, 1 Logic Knot
MBC
Add: 2 Relic of Progenitus, 1 Muddle the Mixture
Remove: 1 Electrickery, 1 Pyroblast, 1 Diabolic Edict
Angler
Add: 1 Diabolic Edict, 3 Pyroblast
Remove: 2 Staggershock, 1 Electrickery, 1 Logic Knot
RUG Tron
Add: 3 Pyroblast, 1 Hydroblast, 1 Diabolic Edict, 1 Muddle the Mixture, 2 Ancient Grudge
Remove: 4 Mana Leak, 1 Logic Knot, 1 Electrickery, 2 Staggershock
Elves
Add: 1 Electrickery,
Remove: 1 Diabolic Edict
UB Teachings
Add: 3 Pyroblast, 1 Muddle the Mixture, 2 Relic of Progenitus
Remove: 1 Terminate, 1 Diabolic Edict, 1 Electrickery, 1 Crypt Incursion, 2 Skred
Acid Trip
Add: 3 Pyroblast, 1 Diabolic Edict
Remove: 1 Electrickery, 1 Crypt Incursion, 2 Staggershock
Fiend
Add: 1 Hydroblast, 1 Diabolic Edict, 3 Pyroblast
Remove: 1 Electrickery, 2 Staggershock, 1 Crypt Incursion, 1 Sprout Swarm
Stompy
Add: 1 Diabolic Edict
Remove: 1 Sprout Swarm
White Tokens
Add: 1 Electrickery
Remove: 1 Diabolic Edict
MUC(w/ Delvers)
Add: 3 Pyroblast, 1 Muddle the Mixture, 1 Serene Heart
Remove: 1 Electrickery, 1 Crypt Incursion, 2 Staggershock, 1 Lightning Bolt
Goblins
Add: 1 Diabolic Edict, 1 Electrickery, 1 Hydroblast, 1 Circle of Protection: Red, 1 Snow-covered Plains, 2 Ancient Grudge
Remove: 4 Counterspell, 1 Logic Knot, 1 Pyroblast, 1 Snow-Covered Island
Hexproof
Add: 1 Electrickery, 1 Serene Heart, 1 Diabolic Edict
Remove: 1 Logic Knot, 1 Crypt Incursion, 1 Sprout Swarm
Tortured Existence
Add: 2 Relic of Progenitus
Remove: 1 Electrickery, 1 Diabolic Edict
Decklists
4 Evolving Wilds
1 Snow-Covered Forest
8 Snow-Covered Island
3 Snow-Covered Mountain
1 Snow-Covered Swamp
3 Swiftwater Cliffs
4 Terramorphic Expanse
Spells (36)
4 Brainstorm
1 Electrickery
4 Lightning Bolt
4 Skred
4 Counterspell
1 Diabolic Edict
1 Logic Knot
4 Mana Leak
2 Sprout Swarm
1 Terminate
4 Think Twice
1 Crypt Incursion
2 Staggershock
3 Mystical Teachings
1 Snow-Covered Plains
1 Electrickery
1 Hydroblast
3 Pyroblast
2 Relic of Progenitus
2 Ancient Grudge
1 Circle of Protection: Red
1 Diabolic Edict
1 Echoing Truth
1 Muddle the Mixture
1 Serene Heart
Coming Soon
Match-up Analysis
MiraclesUWR | RGLandsGRMiraclesUWR | RGLandsGRIt does some very weird that I would be running a lot of redundant spells but I fell that it makes getting the right removal and counterspells when you need that can helps to lock up a game.
Now your next two points for me tie together while you right I do once in a while have to to mulligan to get the correct colors that I need I have never really found myself wishing that I had more dual lands, the Snow-lands are essential to making Skred powerful enough to deal with any creature in the format. When it comes to brainstorms I often find myself casting them for their value by which I mean they usually do not get used with a fetchland. The exception being in the very early turns I will often get the Brainstorm and Fetchland interaction. In the late game just being able to wheel three cards is often very helpful for finding the answers we need.
By the question of two maindeck kill spells I am assuming that you mean Skred and Lightning Bolt. From my experience in piloting the deck I plays out nice that Lightning Bolt can deal with the early threats and when they get to big Skred is usually online to take care of what Bolt cannot.
I had not considered Comparative Analysis, seems like it could actually have a space in the deck instead of Think Twice. The fact that is has the surge cost is very nice seeing that we will cast multiple spells per turn at the end step. Also being an instant gives the ability to be searched for with Mystical Teachings.
Thanks for the Stone rain thought, this really had not crossed my mind. So assuming that that might happen I might need to add another green source in, so the deck doesn't get cut off from being able to cast Sprout Swarm.
Again no harm taken by your comments, they allow me to see what others are thinking and look at the deck from angles that I have not thought to look at before. Criticism and suggestions are always welcome.
MiraclesUWR | RGLandsGRPauper: Burn
Modern: Burn
Legacy: Burn
EDH: Marath, Will of the Wild - Ramp/Combo | Anafenza the Foremost - French | Uril, the Miststalker - Voltron | Freyalise, Llanowar's Fury - Goodstuff
Ghost Council of Orzhov - Tokens | Lazav, Dimir Mastermind - Control | Isamaru, Hound of Konda - Tiny Leaders