Goldfishing seems to be ok so far. I especially like how most removal is worthless against the deck (though Moon effects make it cry). I'm still debating about the Scout if I should change that to something like Rites of Flourishing as that is the closest non creature Exploration this deck is probably going to have. I'm also still iffy about my Mulch/Treasure Hunt split, but my testing hasn't gotten anything real conclusive about it yet. Bloom has been awesome in this version in testing.
I'm actually testing Esper Gifts Lark on Cockatrice. I'm actually liking it more than the UW Lark version. The goldfish is pretty consistent and the simulations so far look promising.
I'm particularly fond of some of the Gifts piles you can make with this as you can pretty much guarantee comboing out 1-2 turns after you gifts, which you can afford due to your control spells.
I'm having fun with this. A black splash could also be doable and Lark + Evoke creatures seem to go well in a Makeshift Mannequin. Going Esper colors also gives you access to the multipurpose Esper Charm.
That looks like an amazingly solid list. And I totally forgot about Chandra's Spitfire! Such good synergy there - It's going on my shortlist. Wondering about Rift Bolt though, think it works pretty well, but is it worth your opponent knowing that you're definitely going to try "going off" next turn? Can't argue with the rest of you're removal package.
Actually I treat Rift Bolt as a turn 1 play. It's something to do turn 1 that is 3 damage for 1 mana, like in regular burn, with the option of being a removal spell. If I use it to go off on a burn chain to pump my creature massively, that's great, but I don't typically use it like that.
The list plays more burn to keep the way clear for your creatures to bash, which incidentally also pumps your creatures. Because the removal is also burn, you can use it for extra damage even if your creatures get killed. As for a third creature, Chandra's Spitfire was one I was considering adding.
If you were to go for more Hymn effects, I'd rather use Wrench Mind than Noggin Whack since it isn't dependent on Prowl to reduce its cost for a similar effect.
As for the OP, the opinion for Stinkdrinker Bandit is kinda mixed from my experiences. Some people like it, I personally do not because it eats removal and I hate prowling it out. I always think I could have done something else that would be more effective for the turn like casting Bad Moon (and this is on my borderline cards for the deck) or Hymn. I usually end up hardcasting it turn 4 for the alpha strike. If you can get a hold of Bitterblossom then that would give you a constant source of damage.
Here is something to keep in mind. In this format, any card with a cmc 4 or greater either needs to win you the game or warp the game state so much in your favor.
With this in mind Sanguine Bond is pretty bad and so is Tendrils of Corruption since you don't run many swamps to take advantage of it. I would add Hymn to Tourach somewhere since it gives you more disruption. Jitte is almost always a good addition.
If you used a few Tropical Islands you can probably put in Hunting Pack in your wish board. I recall some Solidarity players using that in a few instances to get an end of turn hunting pack for about 4 or 5 4/4 beasts and then going beatdown on their turn.
I would look for a nice hasty creature. Since you are using R, maybe Raging Goblin or Goblin Guide so you can swing turn 1. Another spell that may interest you is Fury of the Horde to give you a second attack step. So perhaps something like this
3 Oblivion Stone
Creature: 5
1 Emrakul, the Aeons Torn
4 Sakura-Tribe Scout
Sorcery: 13
3 Explore
2 Life from the Loam
2 Treasure Hunt
2 Mulch
4 Summer Bloom
Lands: 40
2 Academy Ruins
1 Boseiju, Who Shelters All
4 Breeding Pool
4 Ghost Quarter
4 Inkmoth Nexus
2 Mikokoro, Center of the Sea
4 Misty Rainforest
3 Mouth of Ronom
1 Mystifying Maze
6 Snow-Covered Forest
3 Snow-Covered Island
2 Tolaria West
4 Treetop Village
Goldfishing seems to be ok so far. I especially like how most removal is worthless against the deck (though Moon effects make it cry). I'm still debating about the Scout if I should change that to something like Rites of Flourishing as that is the closest non creature Exploration this deck is probably going to have. I'm also still iffy about my Mulch/Treasure Hunt split, but my testing hasn't gotten anything real conclusive about it yet. Bloom has been awesome in this version in testing.
Thoughts?
As for an updated version of the list
4 Godless Shrine
11 Plains
1 Emeria, the Sky Ruin
2 Mistveil Plains
5 Swamp
Turbo: 8
4 Howling Mine
4 Spiteful Visions
Creatures: 4
4 Martyr of Sands
Fog Effects: 15
4 Batwing Brume
4 Dawn Charm
3 Pollen Lullaby
4 Chronomantic Escape
2 Idyllic Tutor
2 Runed Halo
1 Story Circle
1 Wrath of God
2 Oblivion Ring
1 Martial Coup
1 Emrakul, the Aeons Torn
4 Leyline of the Void
4 Thoughtseize
4 Extirpate
3 Surgical Extraction
The board is built to hate other control decks especially U based ones.
Currently I'm testing this list
3 Drowned Catacomb
3 Glacial Fortress
1 Hallowed Fountain
1 Watery Grave
4 Marsh Flats
5 Island
3 Plains
4 Swamp
Creatures: 15
3 Bloodthrone Vampire
2 Body Double
1 Inquisitor Exarch
1 Mirror Entity
4 Mulldrifter
2 Reveillark
1 Shriekmaw
1 Venser, Shaper Savant
3 Cryptic Command
3 Gifts Ungiven
2 Makeshift Mannequin
2 Mana Leak
2 Path to Exile
4 Rune Snag
Sorcery: 5
1 Wrath of God
1 Damnation
1 Unburial Rites
2 Thoughtseize
3 Pithing Needle
1 Iona, Shield of Emeria
4 Leyline of the Void
3 Esper Charm
1 Damnation
2 Thoughtseize
1 Wrath of God
I'm particularly fond of some of the Gifts piles you can make with this as you can pretty much guarantee comboing out 1-2 turns after you gifts, which you can afford due to your control spells.
Actually I treat Rift Bolt as a turn 1 play. It's something to do turn 1 that is 3 damage for 1 mana, like in regular burn, with the option of being a removal spell. If I use it to go off on a burn chain to pump my creature massively, that's great, but I don't typically use it like that.
4 Mountain
4 Steam Vents
4 Scalding Tarn
4 Island
4 Shivan Reef
4 Wee Dragonauts
4 Kiln Fiend
Burn/Removal: 16
4 Lightning Bolt
4 Incinerate
4 Rift Bolt
4 Searing Blaze
4 Distortion Strike
4 Mutagenic Growth
Search: 8
4 Ponder
4 Preordain
The list plays more burn to keep the way clear for your creatures to bash, which incidentally also pumps your creatures. Because the removal is also burn, you can use it for extra damage even if your creatures get killed. As for a third creature, Chandra's Spitfire was one I was considering adding.
As for the OP, the opinion for Stinkdrinker Bandit is kinda mixed from my experiences. Some people like it, I personally do not because it eats removal and I hate prowling it out. I always think I could have done something else that would be more effective for the turn like casting Bad Moon (and this is on my borderline cards for the deck) or Hymn. I usually end up hardcasting it turn 4 for the alpha strike. If you can get a hold of Bitterblossom then that would give you a constant source of damage.
Lands:
Creatures:
4 Prickly Boggart
2 Nightshade Stinger
2 Oona's Prowler
4 Oona's Blackguard
4 Inkfathom Infiltrator
4 Earwig Squad
4 Duress
4 Geth's Verdict
4 Morsel Theft
4 Hymn to Tourach
3 Sign in Blood
Since the deck is so artifact heavy, would Glimmervoid be of potential use here instead of City of Brass?
Mana: 22
4 Chrome Mox
4 Wasteland
14 Swamp
Spells: 28
4 Duress
2 Funeral Charm
4 Surgical Extraction
4 Extirpate
4 Hymn to Tourach
4 Smallpox
4 Pox
2 Syphon Life
Artifact: 4
4 Isochron Scepter
Creatures: 4
4 Dark Confidant
With this in mind Sanguine Bond is pretty bad and so is Tendrils of Corruption since you don't run many swamps to take advantage of it. I would add Hymn to Tourach somewhere since it gives you more disruption. Jitte is almost always a good addition.
If you used a few Tropical Islands you can probably put in Hunting Pack in your wish board. I recall some Solidarity players using that in a few instances to get an end of turn hunting pack for about 4 or 5 4/4 beasts and then going beatdown on their turn.
4 Badlands
4 Blood Crypt
4 Bloodstained Mire
4 Sulfurous Springs
Creatures: 28
4 Progenitus
4 Reaper King
4 Goblin Guide
4 Raging Goblin
4 Spark Elemental
4 Hellspark Elemental
4 Simian Spirit Guide
4 Tainted Strike
4 Assault Strobe
4 Blazing Shoal
4 Fury of the Horde
It's very much an all in approach. So it is vulnerable to certain things like Force.