You just control the early to mid game with the counters/spots and the occasional wipes, then usually on turns 5+ you put down Vial, best with open mana for counter backup. Once you untap you can counter-burn all the way or do some heavy damage with your free spells.
Kraum is just a late game finisher dealing 5 damage from Vial + 4 attack as a haster. The turn before this, you can cast Trespass for 11 damage, totaling to 20. Fireblast and other spells can also pretty much deal some decent damage to make your opponents close to half-life.
Try Vial & Kraum as Grixis Control. Been testing it on paper and the results are quite impressive. Run a bunch of counters, black/red spot removals and sweepers, discarders, some walkers, and cards such as Temporal Trespass, Pyrokinesis, Fireblast, Commandeer etc.
I think Heartwood Storyteller is nice to have when you need a creature draw engine. Likewise, Stoneforge Mystic acting as a 2nd clamp also performs well in my playtests.
I still believe Prossh is very strong despite the Food Chain banning. There are a lot of other absurd and insane plays (e.g. Earthcraft, Craterhoof, Pod, Pattern of Rebirth, Clamp, etc.). Plus, with the additions of cards like the new Sidisi and Biorhythm shaman, I think it's still very scary to go against with. Winter orb is nice in elfballs too.
Kraum is just a late game finisher dealing 5 damage from Vial + 4 attack as a haster. The turn before this, you can cast Trespass for 11 damage, totaling to 20. Fireblast and other spells can also pretty much deal some decent damage to make your opponents close to half-life.
If I get the time I'll send my list. Thank you.
Also, I've cut obliterate. Is it wrong? It's too clunky and I feel like xinye, wildfire and jokulhaups are enough.