Not sure about the surgical, i like the card but i think i would rather play something else that affects the board maindeck, or at least cut down to 1 surgical. Nice find on Crib swap, definitly worth checking out.
Surgical extraction is quite good against combo decks aswell. Remove their combo piece after being Strangled or Discarded. I get that its normally i sideboard card, but the theme of this deck just asks for it.
I run 1 in MB and 2 in SB. It helps your combo matchups and most importantly can help you absolutely wreck Tron if you can GQ them. If you pick your targets right, you can also yank out 4 cards out of any given deck. Sometimes it hits something simple like Path to Exile which can really hose an opponents attempts to remove your creatures.
What are people's thoughts on Trinisphere in the SB for Burn matchup?
I don't think it does enough. Makes our spot removal, stranglers and relics all cost 3 which is exceedingly awkward. It comes out WAY too late to really be of any use and doesn't gain you the life back. Now I could see an Argument for Chalice on 1 as it takes out Path and Relic but not much else and really hoses most of their burn spells and creatures.
An early creature that doesn't require any setup, draws a card when it dies with the chance of cheating something into play or ramping a land for you. Note that it's a may effect, so you can choose to draw a Strangler instead of putting it directly into play if it's revealed. If you reveal a relic, map, strangler, another copy of itself, or even a land, it comes into play.
This card seems absolutely phenomenal, easily earns a spot in the main board. Gives us something to play early, trades very favorably, can easily ramp us mana, or just gives us a card back.
An early creature that doesn't require any setup, draws a card when it dies with the chance of cheating something into play or ramping a land for you. Note that it's a may effect, so you can choose to draw a Strangler instead of putting it directly into play if it's revealed. If you reveal a relic, map, strangler, another copy of itself, or even a land, it comes into play.
This card seems absolutely phenomenal, easily earns a spot in the main board. Gives us something to play early, trades very favorably, can easily ramp us mana, or just gives us a card back.
I think it could be good for an aggro variant, but not worth the slot in a grindy variant like BW.
I think it could be good for an aggro variant, but not worth the slot in a grindy variant like BW.
It's been said before, the reason this deck falls is when it takes too long to get started and just can't play anything early. Having an early drop that is able to trade favorably or even just chump block and dig 1 card deeper (also ramping us 1 land half the time) seems like exactly what this deck wants to solve this problem. It's not color intensive, doesn't require any setup, and lets us establish something on the board so we don't just get run over. We don't need more late game grind cards because we can already reliably do that. We need something to help our early game. Why do you feel that this doesn't fit in with our deck? Is there another weakness you think we should be addressing?
I think it could be good for an aggro variant, but not worth the slot in a grindy variant like BW.
It's been said before, the reason this deck falls is when it takes too long to get started and just can't play anything early. Having an early drop that is able to trade favorably or even just chump block and dig 1 card deeper (also ramping us 1 land half the time) seems like exactly what this deck wants to solve this problem. It's not color intensive, doesn't require any setup, and lets us establish something on the board so we don't just get run over. We don't need more late game grind cards because we can already reliably do that. We need something to help our early game. Why do you feel that this doesn't fit in with our deck? Is there another weakness you think we should be addressing?
Doesn't Endless one check all of the boxes you mention (other than the one extra card) while ALSO providing late game value?
An early creature that doesn't require any setup, draws a card when it dies with the chance of cheating something into play or ramping a land for you. Note that it's a may effect, so you can choose to draw a Strangler instead of putting it directly into play if it's revealed. If you reveal a relic, map, strangler, another copy of itself, or even a land, it comes into play.
This card seems absolutely phenomenal, easily earns a spot in the main board. Gives us something to play early, trades very favorably, can easily ramp us mana, or just gives us a card back.
I think it could be good for an aggro variant, but not worth the slot in a grindy variant like BW.
I agree I think it makes the cut in mono or BR aggressive build of eldrazi but its going to compete with Strangler & Thought-Knot Seer in the BW version.
I think it could be good for an aggro variant, but not worth the slot in a grindy variant like BW.
It's been said before, the reason this deck falls is when it takes too long to get started and just can't play anything early. Having an early drop that is able to trade favorably or even just chump block and dig 1 card deeper (also ramping us 1 land half the time) seems like exactly what this deck wants to solve this problem. It's not color intensive, doesn't require any setup, and lets us establish something on the board so we don't just get run over. We don't need more late game grind cards because we can already reliably do that. We need something to help our early game. Why do you feel that this doesn't fit in with our deck? Is there another weakness you think we should be addressing?
Doesn't Endless one check all of the boxes you mention (other than the one extra card) while ALSO providing late game value?
He does, and that's why we played him. But using him to chump block really sucked, and if he was removed you were just as far behind. I value the ramp and/or card draw this card gives very highly. We don't have access to Serum Visions like other control decks do, so this is what lets us dig. In a grind matchup, I'd rather see a 3/2 that guarantees another card when I'm in topdeck mode. If we just want Endless One because he's big late game, we have all our other creatures to do that. To me, this card fills in the slot that Endless One took, but does it better.
An early creature that doesn't require any setup, draws a card when it dies with the chance of cheating something into play or ramping a land for you. Note that it's a may effect, so you can choose to draw a Strangler instead of putting it directly into play if it's revealed. If you reveal a relic, map, strangler, another copy of itself, or even a land, it comes into play.
This card seems absolutely phenomenal, easily earns a spot in the main board. Gives us something to play early, trades very favorably, can easily ramp us mana, or just gives us a card back.
I think this goes in the Strangler spot. I play Strangler early for no extra value a lot, despite maindecking 4 Relic, 2 Claws, 2 Extraction, and 4 Path.
An early creature that doesn't require any setup, draws a card when it dies with the chance of cheating something into play or ramping a land for you. Note that it's a may effect, so you can choose to draw a Strangler instead of putting it directly into play if it's revealed. If you reveal a relic, map, strangler, another copy of itself, or even a land, it comes into play.
This card seems absolutely phenomenal, easily earns a spot in the main board. Gives us something to play early, trades very favorably, can easily ramp us mana, or just gives us a card back.
I think this goes in the Strangler spot. I play Strangler early for no extra value a lot, despite maindecking 4 Relic, 2 Claws, 2 Extraction, and 4 Path.
Imagine connecting it to scry.
I don't think it replaces strangler but I can definitely see this getting some reps. If it didn't put the >3cmc cards into your hand I'd think it was terrible but as it stands it seems pretty good. It can also allow you to trade up if you hit a strangler and already have a card in exile (remember his ability is the only EBT currently in the list and it actually plays into his benefit here. You could block a 4/5 or 6/6 and then flip a strangler and kill the bigger guy. Man we are getting way too spoiled with good cards.
Does Eldrazi Displacer still have a place in the deck? I love him and he's a lot of fun, but I feel he may be outclassed now.
Definately outclassed I think. It's a very good problem to have but my initial concern with him is the same one that eliminates him in my book... He does nothing when he hits the field, is weak to pretty much all removal spells and can't really block as well as other options like the 4/4 Sculler dude (I am mainly thinking of Nacatl in this instance... Strangler is fine because he can kill one and then you don't care if he trades with another, he did his job and 2 for 1'd. This guy just doesn't do that)
An early creature that doesn't require any setup, draws a card when it dies with the chance of cheating something into play or ramping a land for you. Note that it's a may effect, so you can choose to draw a Strangler instead of putting it directly into play if it's revealed. If you reveal a relic, map, strangler, another copy of itself, or even a land, it comes into play.
This card seems absolutely phenomenal, easily earns a spot in the main board. Gives us something to play early, trades very favorably, can easily ramp us mana, or just gives us a card back.
I think this goes in the Strangler spot. I play Strangler early for no extra value a lot, despite maindecking 4 Relic, 2 Claws, 2 Extraction, and 4 Path.
Imagine connecting it to scry.
I don't think it replaces strangler but I can definitely see this getting some reps. If it didn't put the >3cmc cards into your hand I'd think it was terrible but as it stands it seems pretty good. It can also allow you to trade up if you hit a strangler and already have a card in exile (remember his ability is the only EBT currently in the list and it actually plays into his benefit here. You could block a 4/5 or 6/6 and then flip a strangler and kill the bigger guy. Man we are getting way too spoiled with good cards.
I am just seeing it as another 3/2 that, unlike Strangler, replaces itself when killed. Any immediate value that might be gained by the flip is just gravy. This looks like a good card to me.
I am just seeing it as another 3/2 that, unlike Strangler, replaces itself when killed. Any immediate value that might be gained by the flip is just gravy. This looks like a good card to me.
I do REALLY like it. I am just debating what slot it ends up landing in. It can't take Lingering Souls spot in my mind because of how much work that card does for me. I can see going to a 2-2 split with strangler as a possibility but strangler is very good in many many ways. I don't really want to reduce the count of my midrange Eldrazi guys because they both win games (I'd say Sower would be trimmed first if I had to pick.. Blight Herder is just so much of a house spread over 4 bodies for 3 mana). Then we have to choose if we want the new Sculler or the 5/5 Trample, Haste guy because they are both very very good. Oh we also have Wail. There are gonna be tons of options. I could easily see it taking 6 months to a year before a particular set of them are really deemed "most optimal"
Creatures:
I think splitting wasteland and thought-knot makes sense because of seer's upside and ability to come down on the same turn as wasteland, also because they're likely competing for the same spot. Herder and Sower are 1A & 1B in this deck but adding MD Spellskite makes a lot of sense in shoring up some of our challenging match ups while reinforcing others, I prefer going wide and coming down earlier so cutting 1 Sower makes sense to me.
Spells:
I already professed my love of Izzet charm. I think Warping Wail will provide a ton of utility in this deck and Go for the throat often felt as the flex spot in this deck. Being able to exile the majority of moderns most played creatures, in addition to stoping scapeshift/wrath/scrying/pyroclasm and having lili edict protection or a chump and EOT acceleration into sower or Ulamog screams MD.
Manabase:
Colorless matters and in order to cast Warping Wail and Seer and activate wreckage we're going to remake the base. As others have posted Frank Karsten article about constructing a manabase in order to hit colors at 90% probability on curve is huge. The manabase posted above in addition to map and relic acting as "fragile mana producers" & "cantrips" provides us with the following sources and (virtual sources). T1 you need 14 sources this base hits that and is at a virtual 16. T2 & we're at 10 and a virtual 12 below the recommended 13. T3 & same as before, below the recommended 12 at 10 but at a virtual 12. It may appear sacrilegious to cut the fetches down from 4-5 to 2 but adding Caves makes sure we can reliably cast Thought-Knot and Warping. The life lost from Caves is similar to that of a play set of fetches and is mitigated mid and late by vents. Having 3 MD Ghost Quarter brings your probability against tron to 31.5% in you're opening hand and 42.7% by T3. Sea Gate in my testing has been gas but if you're playing Timely in your sideboard I can see running Vault over Sea since you're giving up a fair amount of additional percentage points by not running it.
Sideboard:
I don't think Timely or Rest is the wrong call, it just comes down to additional deck construction(vault) and play preference. I believe you should be playing one of ratchet bomb or EE, if the plan is to take out tokens both options activate on T2, I like the upside ratchet gives you since you often can't sunburst for 3 unless you have two basics and a moon is out or you've taken an additional basic with Sower. Flaying Tendrils is an upgrade over drown and answers a lot of decks cleanly. Memorcide is great against the mirror/Tron/Amulet/Scapeshift/Ad etc. Surgical comes in against similar decks as Memorcide. Matt and others discussion and usage of crucible was spot on, its great against Tron/Amulet but also against mid range decks trying to molten or fulminator you out, also GBx should be removing their Decays against you SB.
I have not tried it yet, going to tomorrow night. I see a lot of people running 1-2 Ulamog. I agree he is great. But I am going to try running 1 Mog and 1 Emrakul. I know he is more expensive but with Sower and the Eldrazi land he may be doable. Uncounterable with pseudo haste, cant be spot removaled, and take 6 things out. Just my logic.Emrakul, the Aeons Torn
Just brainstorming today, if you are in the pinch for life to sac him to Miren, the Moaning well, gain 15 life then possibly tutor him up again at the end of your opponents turn (If he didn't already win.)
Creatures:
I think splitting wasteland and thought-knot makes sense because of seer's upside and ability to come down on the same turn as wasteland, also because they're likely competing for the same spot. Herder and Sower are 1A & 1B in this deck but adding MD Spellskite makes a lot of sense in shoring up some of our challenging match ups while reinforcing others, I prefer going wide and coming down earlier so cutting 1 Sower makes sense to me.
Spells:
I already professed my love of Izzet charm. I think Warping Wail will provide a ton of utility in this deck and Go for the throat often felt as the flex spot in this deck. Being able to exile the majority of moderns most played creatures, in addition to stoping scapeshift/wrath/scrying/pyroclasm and having lili edict protection or a chump and EOT acceleration into sower or Ulamog screams MD.
Manabase:
Colorless matters and in order to cast Warping Wail and Seer and activate wreckage we're going to remake the base. As others have posted Frank Karsten article about constructing a manabase in order to hit colors at 90% probability on curve is huge. The manabase posted above in addition to map and relic acting as "fragile mana producers" & "cantrips" provides us with the following sources and (virtual sources). T1 you need 14 sources this base hits that and is at a virtual 16. T2 & we're at 10 and a virtual 12 below the recommended 13. T3 & same as before, below the recommended 12 at 10 but at a virtual 12. It may appear sacrilegious to cut the fetches down from 4-5 to 2 but adding Caves makes sure we can reliably cast Thought-Knot and Warping. The life lost from Caves is similar to that of a play set of fetches and is mitigated mid and late by vents. Having 3 MD Ghost Quarter brings your probability against tron to 31.5% in you're opening hand and 42.7% by T3. Sea Gate in my testing has been gas but if you're playing Timely in your sideboard I can see running Vault over Sea since you're giving up a fair amount of additional percentage points by not running it.
Sideboard:
I don't think Timely or Rest is the wrong call, it just comes down to additional deck construction(vault) and play preference. I believe you should be playing one of ratchet bomb or EE, if the plan is to take out tokens both options activate on T2, I like the upside ratchet gives you since you often can't sunburst for 3 unless you have two basics and a moon is out or you've taken an additional basic with Sower. Flaying Tendrils is an upgrade over drown and answers a lot of decks cleanly. Memorcide is great against the mirror/Tron/Amulet/Scapeshift/Ad etc. Surgical comes in against similar decks as Memorcide. Matt and others discussion and usage of crucible was spot on, its great against Tron/Amulet but also against mid range decks trying to molten or fulminator you out, also GBx should be removing their Decays against you SB.
Interesting concepts I personally see no reason to play Map in the deck. I haven't been playing it and I still find all my pieces pretty regularly and it removes a bad topdeck for endgame. I also still think we need Go For the Throat or Smother or Doomblade. We need the guarnteed kill that Wail won't always be. I'd probably replace the Maps with 2x of the 2cmc killspell of your choice (probably GFtT so you can use it around spellskite).
I do like your sideboard, I am a huge fan of Timely though and I have a Damnation in place of Ratchet Bomb. I am also unsure about Crucible because our graveyards really don't last. It's good against Tron so we can recur GQ but I think that is too reliant on christmas miracles. I do notice a distinct lack of Duress which helps in Tron and Burn and if you really don't want to run it. I'd really think about Chalice of the Void. It is a fantastic answer to Burn if you aren't ripping their hand apart with a ton of 1 mana discard spells.
Lastly I am a fan of Vault with Lingering Souls and I wouldn't ever want to ditch it. (even 1 activation with Herder out puts you so far out of reach in most aggro matchups).
I have not tried it yet, going to tomorrow night. I see a lot of people running 1-2 Ulamog. I agree he is great. But I am going to try running 1 Mog and 1 Emrakul. I know he is more expensive but with Sower and the Eldrazi land he may be doable. Uncounterable with pseudo haste, cant be spot removaled, and take 6 things out. Just my logic.Emrakul, the Aeons Torn
Just brainstorming today, if you are in the pinch for life to sac him to Miren, the Moaning well, gain 15 life then possibly tutor him up again at the end of your opponents turn (If he didn't already win.)
Emrakul costs WAY too much in this deck. He is 13 with Eye out.. Ulamog is great because he typically costs 8. Also very rarely could you tutor him up with Eye and not play him immediately (due to needing 7 mana to search and if any of those lands is a Temple you have the required 8).
i actually really like Chalice on 2 vs burn. It stops Boros Charm, Atarka's Command, Skullcrack, Searing Blaze, Eidolon, Revelry
a lot of very strong cards
A lot of strong cards sure but a couple things, it costs 4 to play it on 2.. by then it's probably too late (can play it on 1 on turn 2). On 1 it hits Lava Spike, Lightning Bolt, Swiftspear, Goblin Guide, and Nacatl (for that build). That seems like it'd hit them with a ton of dead draws.
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I run 1 in MB and 2 in SB. It helps your combo matchups and most importantly can help you absolutely wreck Tron if you can GQ them. If you pick your targets right, you can also yank out 4 cards out of any given deck. Sometimes it hits something simple like Path to Exile which can really hose an opponents attempts to remove your creatures.
I don't think it does enough. Makes our spot removal, stranglers and relics all cost 3 which is exceedingly awkward. It comes out WAY too late to really be of any use and doesn't gain you the life back. Now I could see an Argument for Chalice on 1 as it takes out Path and Relic but not much else and really hoses most of their burn spells and creatures.
An early creature that doesn't require any setup, draws a card when it dies with the chance of cheating something into play or ramping a land for you. Note that it's a may effect, so you can choose to draw a Strangler instead of putting it directly into play if it's revealed. If you reveal a relic, map, strangler, another copy of itself, or even a land, it comes into play.
This card seems absolutely phenomenal, easily earns a spot in the main board. Gives us something to play early, trades very favorably, can easily ramp us mana, or just gives us a card back.
I think it could be good for an aggro variant, but not worth the slot in a grindy variant like BW.
C Kozilek C
GB Gitrog GB
G Titania G
WU Brago WU
GB MerenGB
Duel Commander Decks
UR Keranos UR
BRG Jund BRG
GR Tron GR GW Tron GW
C Eldrazi Tron (SB) C
BG Lantern Control BG
UW Control (SB) UW
It's been said before, the reason this deck falls is when it takes too long to get started and just can't play anything early. Having an early drop that is able to trade favorably or even just chump block and dig 1 card deeper (also ramping us 1 land half the time) seems like exactly what this deck wants to solve this problem. It's not color intensive, doesn't require any setup, and lets us establish something on the board so we don't just get run over. We don't need more late game grind cards because we can already reliably do that. We need something to help our early game. Why do you feel that this doesn't fit in with our deck? Is there another weakness you think we should be addressing?
Doesn't Endless one check all of the boxes you mention (other than the one extra card) while ALSO providing late game value?
I agree I think it makes the cut in mono or BR aggressive build of eldrazi but its going to compete with Strangler & Thought-Knot Seer in the BW version.
He does, and that's why we played him. But using him to chump block really sucked, and if he was removed you were just as far behind. I value the ramp and/or card draw this card gives very highly. We don't have access to Serum Visions like other control decks do, so this is what lets us dig. In a grind matchup, I'd rather see a 3/2 that guarantees another card when I'm in topdeck mode. If we just want Endless One because he's big late game, we have all our other creatures to do that. To me, this card fills in the slot that Endless One took, but does it better.
Imagine connecting it to scry.
I don't think it replaces strangler but I can definitely see this getting some reps. If it didn't put the >3cmc cards into your hand I'd think it was terrible but as it stands it seems pretty good. It can also allow you to trade up if you hit a strangler and already have a card in exile (remember his ability is the only EBT currently in the list and it actually plays into his benefit here. You could block a 4/5 or 6/6 and then flip a strangler and kill the bigger guy. Man we are getting way too spoiled with good cards.
Definately outclassed I think. It's a very good problem to have but my initial concern with him is the same one that eliminates him in my book... He does nothing when he hits the field, is weak to pretty much all removal spells and can't really block as well as other options like the 4/4 Sculler dude (I am mainly thinking of Nacatl in this instance... Strangler is fine because he can kill one and then you don't care if he trades with another, he did his job and 2 for 1'd. This guy just doesn't do that)
I do REALLY like it. I am just debating what slot it ends up landing in. It can't take Lingering Souls spot in my mind because of how much work that card does for me. I can see going to a 2-2 split with strangler as a possibility but strangler is very good in many many ways. I don't really want to reduce the count of my midrange Eldrazi guys because they both win games (I'd say Sower would be trimmed first if I had to pick.. Blight Herder is just so much of a house spread over 4 bodies for 3 mana). Then we have to choose if we want the new Sculler or the 5/5 Trample, Haste guy because they are both very very good. Oh we also have Wail. There are gonna be tons of options. I could easily see it taking 6 months to a year before a particular set of them are really deemed "most optimal"
1 Spellskite
2 Wasteland Strangler
2 Thought-Knot Seer
4 Blight Herder
3 Oblivion Sower
1 Ulamog, the Ceaseless Hunger
Instant (7)
4 Path to Exile
2 Warping Wail
1 Slaughter Pact
Sorcery (9)
4 Lingering Souls
4 Inquisition of Kozilek
1 Thoughtseize
Artifacts (6)
4 Relic of Progenitus
2 Expedition Map
2 Marsh Flats
2 Godless Shrine
4 Eldrazi Temple
2 Eye of Ugin
2 Swamp
1 Plains
3 Ghost Quarter
2 Urborg, Tomb of Yawgmoth
3 Shambling Vent
1 Bojuka Bog
1 Sea Gate Wreckage
2 Caves of Koilos
3 Rest for the Weary
2 Stony Silence
2 Disenchant
2 Celestial Purge
2 Surgical Extraction
1 Ratchet Bomb
1 Flaying Tendrils
1 Memoricide
1 Crucible of worlds
Creatures:
I think splitting wasteland and thought-knot makes sense because of seer's upside and ability to come down on the same turn as wasteland, also because they're likely competing for the same spot. Herder and Sower are 1A & 1B in this deck but adding MD Spellskite makes a lot of sense in shoring up some of our challenging match ups while reinforcing others, I prefer going wide and coming down earlier so cutting 1 Sower makes sense to me.
Spells:
I already professed my love of Izzet charm. I think Warping Wail will provide a ton of utility in this deck and Go for the throat often felt as the flex spot in this deck. Being able to exile the majority of moderns most played creatures, in addition to stoping scapeshift/wrath/scrying/pyroclasm and having lili edict protection or a chump and EOT acceleration into sower or Ulamog screams MD.
Manabase:
Colorless matters and in order to cast Warping Wail and Seer and activate wreckage we're going to remake the base. As others have posted Frank Karsten article about constructing a manabase in order to hit colors at 90% probability on curve is huge. The manabase posted above in addition to map and relic acting as "fragile mana producers" & "cantrips" provides us with the following sources and (virtual sources). T1 you need 14 sources this base hits that and is at a virtual 16. T2 & we're at 10 and a virtual 12 below the recommended 13. T3 & same as before, below the recommended 12 at 10 but at a virtual 12. It may appear sacrilegious to cut the fetches down from 4-5 to 2 but adding Caves makes sure we can reliably cast Thought-Knot and Warping. The life lost from Caves is similar to that of a play set of fetches and is mitigated mid and late by vents. Having 3 MD Ghost Quarter brings your probability against tron to 31.5% in you're opening hand and 42.7% by T3. Sea Gate in my testing has been gas but if you're playing Timely in your sideboard I can see running Vault over Sea since you're giving up a fair amount of additional percentage points by not running it.
Sideboard:
I don't think Timely or Rest is the wrong call, it just comes down to additional deck construction(vault) and play preference. I believe you should be playing one of ratchet bomb or EE, if the plan is to take out tokens both options activate on T2, I like the upside ratchet gives you since you often can't sunburst for 3 unless you have two basics and a moon is out or you've taken an additional basic with Sower. Flaying Tendrils is an upgrade over drown and answers a lot of decks cleanly. Memorcide is great against the mirror/Tron/Amulet/Scapeshift/Ad etc. Surgical comes in against similar decks as Memorcide. Matt and others discussion and usage of crucible was spot on, its great against Tron/Amulet but also against mid range decks trying to molten or fulminator you out, also GBx should be removing their Decays against you SB.
Just brainstorming today, if you are in the pinch for life to sac him to Miren, the Moaning well, gain 15 life then possibly tutor him up again at the end of your opponents turn (If he didn't already win.)
Interesting concepts I personally see no reason to play Map in the deck. I haven't been playing it and I still find all my pieces pretty regularly and it removes a bad topdeck for endgame. I also still think we need Go For the Throat or Smother or Doomblade. We need the guarnteed kill that Wail won't always be. I'd probably replace the Maps with 2x of the 2cmc killspell of your choice (probably GFtT so you can use it around spellskite).
I do like your sideboard, I am a huge fan of Timely though and I have a Damnation in place of Ratchet Bomb. I am also unsure about Crucible because our graveyards really don't last. It's good against Tron so we can recur GQ but I think that is too reliant on christmas miracles. I do notice a distinct lack of Duress which helps in Tron and Burn and if you really don't want to run it. I'd really think about Chalice of the Void. It is a fantastic answer to Burn if you aren't ripping their hand apart with a ton of 1 mana discard spells.
Lastly I am a fan of Vault with Lingering Souls and I wouldn't ever want to ditch it. (even 1 activation with Herder out puts you so far out of reach in most aggro matchups).
Emrakul costs WAY too much in this deck. He is 13 with Eye out.. Ulamog is great because he typically costs 8. Also very rarely could you tutor him up with Eye and not play him immediately (due to needing 7 mana to search and if any of those lands is a Temple you have the required 8).
a lot of very strong cards
A lot of strong cards sure but a couple things, it costs 4 to play it on 2.. by then it's probably too late (can play it on 1 on turn 2). On 1 it hits Lava Spike, Lightning Bolt, Swiftspear, Goblin Guide, and Nacatl (for that build). That seems like it'd hit them with a ton of dead draws.