I have a deck that I feel is far too good to let go, but I feel needs some work against some match-ups. It has been my consistent experience, for example, for it to lose to Mardu Vampires. I don't know why, it could be from removal, or them outdoing me in aggro. My current formula is around $100. While the high mana curve looks pretty bad, consider the deck is intended to reward you for using a deck where playing huge creatures is intended to be viable. I would appreciate, however, if anyone has anything meaningful to suggest. Here is the deck formula:
Creature (35) 4 Elvish Mystic 4 Generator Servant 4 Zhur-Taa Druid 4 Archwing Dragon 2 Deus of Calamity 1 Kiki-Jiki, Mirror Breaker 2 Thundermaw Hellkite 1 Urabrask the Hidden 2 Etali, Primal Storm 3 Primeval Titan 3 Ruric Thar, the Unbowed 4 Savage Ventmaw 1 Omnath, Locus of Rage
Enchantment (4) 2 Lurking Predators 2 Warstorm Surge
Basic Land (20) 1 Cinder Glade 8 Forest 7 Mountain 4 Rootbound Crag
Planeswalker (2) 2 Xenagos, the Reveler
Thank you for your response and advice. Before I delve into discussion about the themes and cards you suggested, I'm going to clarify why the cards you suggested to take out are in the deck in the first place. You brought up valid points regarding each of them.
Warstorm Surge- Understand that my inspiration from this deck came from looking at how Omnath, Locus of Rage and Warstorm Surge combine. So I came up with a deck which could play Warstorm Surge in a reasonable amount of time and play Omnath and other huge creatures to quickly kill the opponent without needing to attack. In practice, sometimes Warstorm Surge slows me down, and others I can seamlessly play it with my huge mana pool. I think, especially if I go with the more focused Primeval Titan and Omnath combination, I would definitely try to keep it in.
Lurking Predators- Yes, it's a six drop. But my goal is to make playing six drops relatively simple in this deck. And the thing I like about this enchantment, is that my opponent ends up fueling my game plan. The six mana I use to play this ends up forcing my opponents to use their mana to essentially give me creatures and advance my board state for no additional cost to me.
Kiki-Jiki Mirror Breaker- I have contemplated taking him out, but he does have good uses. He is usually used to either A, reuse an entry effect from a creatuer (i.e. Thundermaw Hellkite or Primeval Titan, especially Primeval Titan), and B, fuel Warstorm Surge.
Zhur-Taa Druid- I have often told myself that I need stronger ramp sources, but I still kind of like an Elvish Mystic with a nice burn effect. But I'm not totally unwilling to replace it with something stronger.
Savage Ventmaw- You are correct that Savage Ventmaw is a bad turn 6 play, but that's not what he's for (you should be able to play any six drop before turn six ideally). Savage Ventmaw should be played on turn 3 via Elvish Mystic and Generator Servant. He comes out on turn 3 with haste, swings, and pays for himself immediately, allowing you two six drops on turn 3. To me, that seems like great value.
I do understand why you suggested dropping them, and a few I might. But Ventmaw will definitely probably stay for that reason.
I think Copperline Gorge would be more ideal for lands but that's up to you and your budget. The basic shell of this deck is very strong. If Street Wraith is out of your budget you could even drop them and the Hollows and just add more fast small creatures.
Creature (35) 4 Elvish Mystic 4 Generator Servant 4 Zhur-Taa Druid 4 Archwing Dragon 2 Deus of Calamity 1 Kiki-Jiki, Mirror Breaker 2 Thundermaw Hellkite 1 Urabrask the Hidden 2 Etali, Primal Storm 3 Primeval Titan 3 Ruric Thar, the Unbowed 4 Savage Ventmaw 1 Omnath, Locus of Rage
Enchantment (4) 2 Lurking Predators 2 Warstorm Surge
Basic Land (20) 1 Cinder Glade 8 Forest 7 Mountain 4 Rootbound Crag
Planeswalker (2) 2 Xenagos, the Reveler
Warstorm Surge- Understand that my inspiration from this deck came from looking at how Omnath, Locus of Rage and Warstorm Surge combine. So I came up with a deck which could play Warstorm Surge in a reasonable amount of time and play Omnath and other huge creatures to quickly kill the opponent without needing to attack. In practice, sometimes Warstorm Surge slows me down, and others I can seamlessly play it with my huge mana pool. I think, especially if I go with the more focused Primeval Titan and Omnath combination, I would definitely try to keep it in.
Lurking Predators- Yes, it's a six drop. But my goal is to make playing six drops relatively simple in this deck. And the thing I like about this enchantment, is that my opponent ends up fueling my game plan. The six mana I use to play this ends up forcing my opponents to use their mana to essentially give me creatures and advance my board state for no additional cost to me.
Kiki-Jiki Mirror Breaker- I have contemplated taking him out, but he does have good uses. He is usually used to either A, reuse an entry effect from a creatuer (i.e. Thundermaw Hellkite or Primeval Titan, especially Primeval Titan), and B, fuel Warstorm Surge.
Zhur-Taa Druid- I have often told myself that I need stronger ramp sources, but I still kind of like an Elvish Mystic with a nice burn effect. But I'm not totally unwilling to replace it with something stronger.
Savage Ventmaw- You are correct that Savage Ventmaw is a bad turn 6 play, but that's not what he's for (you should be able to play any six drop before turn six ideally). Savage Ventmaw should be played on turn 3 via Elvish Mystic and Generator Servant. He comes out on turn 3 with haste, swings, and pays for himself immediately, allowing you two six drops on turn 3. To me, that seems like great value.
I do understand why you suggested dropping them, and a few I might. But Ventmaw will definitely probably stay for that reason.
4 Insolent Neonate
4 Flameblade Adept
4 Burning-Tree Emissary
4 Reckless Bushwhacker
4 Ghor-Clan Rampager
4 Hollow one
4 Street Wraith
4 Faithless Looting
4 Cathartic Reunion
4 Lightning bolt
2 Become Immense
Lands (18):
4 Karplusan Forest
4 Rootbound Crag
9 Mountain
1 Forest
I think Copperline Gorge would be more ideal for lands but that's up to you and your budget. The basic shell of this deck is very strong. If Street Wraith is out of your budget you could even drop them and the Hollows and just add more fast small creatures.
Another route more similar to your current setup couple be something like this:
4 Birds of Paradise
4 Arbor Elf
3 Avalanche Riders
2 Stormbreath Dragon
1 Acidic Slime
1 Eternal Witness
4 Utopia Sprawl
4 Lightning bolt
4 Molten Rain
4 Stone Rain
3 Garruk Wildspeaker
3 Mwonvuli Acid Moss
2 Primal Command
4 Rootbound Crag
2 Kessig Wolf Run
2 Cinder Glade
10 Forest
3 Mountain
Draft My Cube!
Here is a decent budget example - https://www.mtggoldfish.com/articles/budget-magic-99-53-tix-ponzamonicon-modern
#I'd drop Panharmonicon (too slow) though for some interaction like Lightning Bolt.
#Merfolk Branchwalker can be replaced with Strangleroot Geist (or Viridian Emissary/Nest Invader for more ramp) which is very good with Evolution.
Creature (34)
4x Arbor Elf
4x Archwing Dragon
2x Deus of Calamity
4x Elvish Mystic
2x Etali, Primal Storm
4x Generator Servant
1x Omnath, Locus of Rage
3x Primeval Titan
3x Ruric Thar, the Unbowed
4x Savage Ventmaw
2x Thundermaw Hellkite
1x Urabrask the Hidden
Land (22)
1x Cinder Glade
9x Forest
8x Mountain
4x Rootbound Crag
Enchantment (8)
2x Lurking Predators
4x Utopia Sprawl
2x Warstorm Surge
Planeswalker (2)
2x Xenagos, the Reveler