Juza ran this list in Brimingham to a 11-3-1 finish, according to his twitter. He said the stubborn denial was a blank, and that he doesn't get why people would play Eldrazi Tron instead.
On the snapcaster debate, I really like Esper Control's primer, and I think all arguments are applicable to UW Control (even more so than to Esper now that we have Fatal Push):
This is the main point of contention among people developing esper control, how many snapcaster mages is correct? Snapcaster is the best blue card in modern so why wouldn't we want to run a full set of four? There are two reasons. Firstly, we don't run enough copies of lightning bolt. I mean this in both the literal and figurative sense; snapcaster mage is at its best when you're able to abuse it in the early game to get ahead on value and tempo; lightning bolt is the marquee card to pair with it. Not only does esper control not play lightning bolt, we don't have enough other "cheap" (one or two mana) interactive spells to reliably abuse snapcaster mage in the early game; Tiago exists in our deck primarily as a flexible value tool for the midgame, not a way to lock down the early game the same way delver, twin, and UWR control use it.
The second reason is that we already tax our graveyard heavily. White Sun's Zenith shuffles itself back in on resolution, logic knot demands a healthy graveyard to remain live for the entire game, think twice already has flashback, and we tend to not play as many fetches as the UR decks. All of this leads to esper having much greater constraints on its graveyard, constraints that are hard to work around with more snapcaster mages.
1. The first one is virtually a freebie to run, but each one that you add in is worse than the first. This also includes making logic knot worse and snapcster mages not as good with such heavy competition for the same resource.
2. If you want to run multiples of them you must build your deck to support it. This means trimming your flashback spells and snapcaster mages, or increasing the number of cheap disruption spells you run.
3. You'll want to run the full set of 8 fetchlands to help enable multiple copies. As many lists already run that many, this might not be a large concern.
I think the current way UW Control is built contradicts what Esper Charm wants from the deck. Namely UW likes to tap out in its turn a lot, whereas Esper Charm you want to leave open and fire end-step, if not to mind-rot your opponent's last two cards. That being said, I might just be flat-out wrong and some of the more experienced pilots can back me up or tell me I'm wrong
Sorry, my bad, I meant the Abzan attrition lists with Goyfs, Liliana and Lingering souls (the ones similar to classic Jund). I'm playing the Cryptic-Ancestral Vision list.
Guys, I need some help. There's a PPTQ this Saturday and I really want to take Bant Eldrazi, but I don't have my Engineered Explosives and Cavern of souls. What cards do you think would give me the best shot instead? I'm considering changing the EE for Ratchet bomb, but I'm clueless with the Cavern.
I'd really advice against cutting Lightning Bolt. Pushing those extra 6 points of damage is relevant against 80% of the field, and they're your main plan against burn (ironically)
I agree with WolfJulio, the Blue Jund version feels like it doesn't really do what it wants to do, while the Cryptic Command end-game is still super solid.
Honestly, I really hope not. We've been seeing tons of annoying green cards since collected company, tireless tracker, etc... where it's really hard to win an attrition battle. If it does see play, though, wrath and edict effects would go up in value, so I'd try playing something like the UB Control list that pop up every now and then on mtggoldfish.
Don't know if this is real, but it already feels like a pain in the ass...