the do nothing guys are just emerge fodder. The idea is to try to pull off multiple elder deep-fiend and tap the opponents lands down, turn after turn. I've been doing some testing and its not too bad.
The link I posted is a video description of how its supposed to work.
I messed around with two different version of this in black and greem. The pay of card was the discard guy. but often decks only had cards that cost 3 or less so no value. The other one was eldrazi rock. The last one showed some promisse but having consist mana was difficult.
after seing safrons list today I thought you could probably do a mono blue verison with tron lands. Use Trinket mage / treasure mage as your 3 drops. Perhaps even run Solemn Simrularcum as your 4 drop.
In adition to the deep fiend, you can run wurmcoil engines instead of the frost titans. Instead of the griff you can run walking balista that scales very well with the tron lands.
Private Mod Note
Rollback Post to RevisionRollBack
I have dyslexia, no I am not going to spell check for you, yes you have to live with the horrors of it.
Delve creatures seem like a natural fit for emerge. Why not run GY filling creatures and delve dudes so you can just chain battle cruiser magic.
4 sanctum with no thought-knot seer seems like low hanging fruit on dealing with combo decks. There are quite a few that can go off at instant speed and this keeps a chain of interaction.
Imo pitch sprawl for a stronger creature ETB value package via persist/undying and then up your card type to include traverse the ulvenwald - which effectively lets you tutor win cons and engine pieces galore.
Undying/persist also play very nice with kozilek's return if you don't use the dorks.
Deck looks fun and I may play with it some. I need to sit and brew though. These are just first glance thoughts - no testing behind this.
I played a black blue version that worked with heartless summoning. The idea was to double dip on heartless and pay 1 for filigree familiar then emerge minderbender for bb. It wasn't bad but fairly inconsistent
It also frees me 2x SB slots which I want to improving the go-wide aggro matchups, I consider various mass-bounce options like: Aetherize - cheapest instant speed option that keeps your board intact (unlike Evacuation) as the deck doesn't have enough islands for Engulf the Shore. Aetherspouts - more expensive but more powerful. Whelming Wave - sorcery speed but rather cheap and doesn't bounce Elder Deep-Fiend which is an octopus.
Another (probably too cute) option is Icy Blast which can tap down the opponent's board for two turns for tempo.
Kitchen Finks does seem exactly what this deck wants at the 3-drop slot, but what about Foul Emissary? Surprised it wasn't mentioned since it's an obvious plant for Emerge, but it actually seems pretty good.
Since the deck is pretty fair and mostly geared towards beating midrange decks I wonder if sideboarding in a combo for Game 2 against unfair decks can be a good idea by taking out the emerge creatures.
I'm not that sure flying over trample is worth the extra mana, you can also play S.Mauler face down to keep up counters and turn it face up later.
Now that I think about it Mystic Snake might be better in the new list over Whirler Rogue for more options at instant speed.
I also consider puting back 2x Deep-Fiend which may be better than S.Mauler in the maindeck to play more as a flash deck.
Going to take the non budget version of seth's deck to my next few events and get in some online practice with it. I will check in and post here how it did.
I ran it through some practice on mtgo today. It didn't do as well as I would hope for. I just need to get better with mulligan decisions but the deck is kind of cool and fun to play. It just needs to ramp and curve out properly to work.