Quote from Olorin85 »Yeah it looks like the deck lacks a second 'natural' threat (vs. Delve threats that need to be 'activated' through GY). Could Thing in the Ice do the job? Or Kiln fiend? To me it looks like the recent lists are slightly too control oriented (6x discard, 3x countermagic), I would replace 2x-3x of those with a fast-clock T2 threat. Lightning bolt+Fatal push+Dismember should take care of the possible blockers T3.
Death’s Shadow and the delve threats are must-haves because they require little babysitting once deployed. They win combat against most creatures. They naturally dodge some forms of removal. You can slam them and attack without doing much else. Cast Stubborn Denial to foil removal and let them do the dirty work.
TiTi and Kiln Fiend require more setup once they’ve hit the field. Kiln Fiend needs a TBR in hand to win combat, since it’s a 1/2 that basically dies to anything unless you give him Double Strike. TiTi is going to require 4 spells to become a threat, which forces you to dump your hand to effectively use him. You might be able to slot either of those into GDS with some success, but then I think the deck begins to lean more toward something like H0lydiva’s Bloo/UR Kiln Fiend deck, which is a good deck, but it focuses very heavily on scoring the TBR combo win.
On control elements:
GDS is an odd deck. You need to shift from control to aggro, or from aggro to control, in an instant. You need to disrupt your opponent just enough to eek out the win. You often have a short window of opportunity to win and success with this deck is largely tied to understanding when that window is open. The “control” elements that you refer to are necessary for this.
Like discard. Thoughtseize clears out problem cards from your opponent’s hand and gives you perfect information as early as turn 1. It “protects” the threats you want to deploy in 2 ways. Thoughtseize also turns on Death Shadow earlier and in many games, you just want to run out a DS as quick as possible. Stubborn Denial just says “no” to so many cards that it’s hard not run it. It’s true that Denial is laughably bad in a couple of matchups… but it’s just THAT good in the matchups that it’s good in that you probably want 2-3 of them.