Deathrite Shaman and Liliana are fine but Apostile's Blessing and Unburial Rites isn't? This is absolutely ridiculous.
I would build a Junk deck and it would dominate the metagame even harder than Jund does now. Knight of the Reliquary, Shaman, Putrid Leech, Geralf's Messenger, Smiter, Path to Exile, Thoughtseize, Abrupt Decay, Liliana. In your nucleair wasteland this is incredibly hard to beat.
Artifact Creature - Construct (R)
Tap: Add 3 to your mana pool. Spend this mana only to cast artifact spells.
1/3
Mill is not a good deck but it can be built properly. Ensnaring Bridge works well with a mill strategy. I recommend the following package to make sure you can stop attacks for longer times.
-Ensnaring Bridge
-Welding Jar
-Mox Opal
-Darksteel Citadel
This accelerates your game and helps you dump your hand faster to hide behind Bridge. From there you tee off with mill cards until the opponent runs out of cards. you'll need more artifacts to enable Mox Opal. Executioner's Capsule and Mesmeric Orb are fine candidates. Orb could potentially be much better in this setting because it helps with metalcraft and it can be protected by Welding Jar. Capsule is just additional creature removal in the form of an artifact. If you're going for artifacts, Trinket Mage is very good. You can run a small toolbox in your 75 next to the standard kit. Put a Chalice in there to put at 2 to stop Ancient Grudge, which takes care of Bridge/Jar.
Essentially you'll be preying on combo decks (by having 8 extirpate effects in your 75) and you'll be playing the prison strategy against aggro/midrange decks by landing Bridge + Jar. From there you need to draw like 4 or 5 mill spells to win the game.
This is all theorycraft but might be worth looking into. It certainly seems fun.
After boarding I have four Blood Moons in my deck. While it isn't a guaranteed win, it slows them down long enough for me to get the job done.
Tron decks have their weaknesses. They prey on midrange and control decks. They lose to combo and they have problems against affinity, burn and tempo.
The problem though is that he isn't better than the other creatures so you'll have to cut spells, which nonbos with both Delver and Lavamancer himself.
Another option is Kird Ape but again, it's far less impressive than the creatures that are already being played.
In some metagames I like to have two Lavamancers in the board that I can switch around with Vendilion Clique. For the most part, Clique is good when Lavamancer is bad and vice versa. This strategy doesn't interfere with the number of instants and sorceries you run.
Shadow of Doubt in the board is awesome tech.
Of the three possible lines, I like the Keldon Marauders line best. Then the Searing Blaze line and finally, the Lava Spike line. I agree with divisionbyzorro that it's important to examine all the lines and never make blind assumptions. Burn is a deck where the pilot has to work with what the deck gives him. Indeed, it's very important to try and get maximum value out of your cards. This and speed. It's a fine line when you want to be aggressive or when you want to maximize value with your spells. In this scenario, aggression is better than playing the value game.
Also, if you Spike early, you'll lose the ability to succesfully Blaze a potential turn two Tarmogoyf. If you hold on to Spike the Goyf is 2/3 when Blaze resolves.
His plan should be to control the board well enough to buy time, which means his deck's inevitability will present him with the most opportunity to create synergy.
Your cards are worth double when you're already applying pressure. For instance, Leaking something on an empty board is half as good as leaking something when you are beating down with Insectile Aberration or Goyf. So you need an early threat. Can't sit back and kill/counter creatures.
You could make a case for keeping both lands open and passing. If he plays a creature you're in great shape because you can Blaze for maximum value. If he doesn't it's fine too. He'll be using a card to remove your Guide (which already did four damage) or he'll take another two from Guide.
That said, playing Marauders now is stronger. Turn one Guide, turn two Marauders on the play has always been a great way to pressure your opponent from the get go.
That, and more importantly color fixing.
Jund is nothing but interaction and therefore much less a tactical deck, but a strategic one. Playing strategically correct requires a lot of knowledge on different elements of the game, like the format's card pool, probable deck lists, you have to calculate combat math many turns ahead and you need to manage your resources better than the other guy (especially in mirrors). Having a good plan is very important when you play Jund.
Yeah, I believe the biggest misconception in this discussion is that Jund autopilots itself.
But enough about Legacy. My point is that SFM into Skull is too powerful for modern. You can't compare the SFM>Skull play to the critical turn of a combo deck. The combo deck is built to achieve something on a given turn and the entire deck is geared toward it. Getting Batterskull in hand merely takes 5 slots in your deck, 1 card in your opener which you pay two mana for on turn two. Next turn, you can drop the skull at instant speed. If your Mystic gets killed, you're still up a Batterskull in hand. If anything stifles deck design, SFM and Skull are the worst.
Mythic could come off at a later stadium, coupled with a Batterskull ban. Introducing SFM to the format would make sense if a non-BG deck was dominant, because Swords are tough to deal with when you don't have access to Abrupt Decay. Right now, Jund ignores the Mystic and blows up the sword and lets you waste time and mana on getting the sword attached to something.
Mystic is a risky unban. If Wizards chooses to unban more cards she could perhaps come off at a later stage. But it HAS to be coupled with an immediate Batterskull ban, or it would destroy the format.