I was starting to lose hope and then the final reveal blew me away, time to start plotting.
I don't think i'll try to drop the fulminator land hate package unless hard combo starts putting up results, also if you drop all the land cyclers it may be wise going up a few lands, perhaps to 22? Maybe the regular cycling will be enough as is with so many 1 cycles now?
I agree, it is worth considering drake haven (Particularly as a game 2 sideboard option) and curator with a blue splash, and regardless of the rest of the set this deck is getting a significant albeit small boost.
Also with a blue splash it is possible to include cards like spiketail drakeling and mulldrifter, this is worth considering i'd wager.
I do not believe living end should run any copies of As Foretold, sure we can take advantage of having a living end dead in our hand but because of the cascade package there will be nothing castable at 1 or 2 time counters besides that, and our creatures are massively overcosted in general. If you want to cheat a dead draw living end I am a fan of the 1 of Kari Zev's Expertise.
I don't particularly think that cycling on non creatures is going to give this deck anything, unless the cycling causes a strong 2 mana card to be 3 mana for "Balance" reasons. There may be an aftermath card or two that could give us more playable answers.
Two trains of thought, play conservatively with you cyclers if you have an answer in hand, or start sandbagging your worst cyclers to try to draw an answer. this deck has a fair amount of permanent hate and can play the long game reasonably well, living end is a 3 mana tutorable wrath.
Cards that I see becoming somewhat useful due to the split card changes:
Dead//Gone - Almost Shocks that can bounce sometimes for lethal
Crime//Punishment - It's mass permanent removal for specific cmcs
Rough//Tumble - Extra ways to keep the board clear, adds extra importance to faerie macabre if this gets ran.
With White Splash
Hide//Seek - sideboard maybe, general hate card.
The Crime portion of Crime//Punishment can also bring back goodies I guess.
Wear//Tear - Sideboard hate.
Wax//Wane - More enchantment handling with white splash, Wax isn't very appealing.
The biggest problems I see with these cards is that they don't come on bodies so I don't see them working mainboard, but they may be solid sideboard options.
I was considering taking a leaf from UR spell's book and trying out take inventory.
Another interesting cards to consider would be Voldaren Pariah, perhaps out of the side replacing gryffs in builds that still run scrapheap scroungers.
Does anyone think that the wretched gryffs are under performing? I guess they block copter profitably but generally we go wide so the evasion is less relevant. They're great in sanctum lists because they replace themselves and tutor edf up, but they die if we use them with kozilek's return.
Git probes are one of the most valuable cards in the deck and I would hesitate siding or cutting them, getting multiples is a bit iffy so i'd run 2 or 3, but the information you gain from seeing your opponents hand can allow you to decide whether to play threats or to hold for answers, they also cantrip and are "free": Literally everything we want in a non threat non answer card. They also allow us to play a smaller deck and hedge the math in our favor in regards to how many lands to run, without the probes running 18-19 lands is far more riskier, if you drop probes entirely i'd be willing to bet you would need to replace at least one or two with a land to compensate which reduces the number of slots you effectively gain through cutting them.
I really like vapor snag in delve heavy metas or against opponents that you can timewalk with one, you can also use them to rebuy snapcasters for more value so they're never completely dead, they're definitely a meta call if you want to put them somewhere in your 75.
To everyone that wants to cut Young Pyro or thinks that it's under performing, how do you usually handle playing it? It seems the reception on the card is extremely Bi-Polar with it being cited as both single-handedly winning games and being the worst card in the deck.
I don't think i'll try to drop the fulminator land hate package unless hard combo starts putting up results, also if you drop all the land cyclers it may be wise going up a few lands, perhaps to 22? Maybe the regular cycling will be enough as is with so many 1 cycles now?
Also with a blue splash it is possible to include cards like spiketail drakeling and mulldrifter, this is worth considering i'd wager.
Two trains of thought, play conservatively with you cyclers if you have an answer in hand, or start sandbagging your worst cyclers to try to draw an answer. this deck has a fair amount of permanent hate and can play the long game reasonably well, living end is a 3 mana tutorable wrath.
Cards that I see becoming somewhat useful due to the split card changes:
Dead//Gone - Almost Shocks that can bounce sometimes for lethal
Crime//Punishment - It's mass permanent removal for specific cmcs
Rough//Tumble - Extra ways to keep the board clear, adds extra importance to faerie macabre if this gets ran.
With White Splash
Hide//Seek - sideboard maybe, general hate card.
The Crime portion of Crime//Punishment can also bring back goodies I guess.
Wear//Tear - Sideboard hate.
Wax//Wane - More enchantment handling with white splash, Wax isn't very appealing.
The biggest problems I see with these cards is that they don't come on bodies so I don't see them working mainboard, but they may be solid sideboard options.
Thoughts?
Another interesting cards to consider would be Voldaren Pariah, perhaps out of the side replacing gryffs in builds that still run scrapheap scroungers.