Also stax is really brutal when they go first turn trinsphere... Its kinda like I just got kicked in the nads.
Using search resulted in a very different deck than yours...it seems to play more like High Tide than what you have, which feels more like Charbelcher. Turn three goldfish seemed consistent:
4 Glimpse
4 Curio
4 Cloud of Faeries
3 each Kobold
4 Brainstorm
4 Impulse
4 FoW
3 Cunning Wish
3 Crop Rotation
1 Brain Freeze
3 Land Grant
4 Lotus Petal
4 Tropical Island
3 Island
1 Flooded Strand
1 Polluted Delta
3 Gaea's Cradle
1 Winding Canyons
(Sideboard would include Brain Freeze, Crop Rotation, Naturalize, Stroke of Genius, bounce, more search, a counterspell, etc.)
I have no idea whether this is any improvement or if it's just different...or absolutely horrible. However, it seemed like replacing Ornithopter, Walker and Sphere with cards like Cloud of Faeries, Brainstorm and others made sense...and would make the deck more consistent, which you said was a problem.
(Gifts was way too slow and creature tutors weren't necessary.)
Seeing as you only need two creatures and Curio to go off, why not play Gifts Ungiven and Eladamri's call? Brainstorm would be good, too. It seems like 23 creatures is excessive when you could play just play one of each...building up the draw and search effects would allow you to be more consistent and less easily disrupted, plus blue means you can play FoW.
A doubled Lightning Helix still kills x/6 creatures, though, regardless of an opponent's life totals. Delraich kind of goes splat with the -1/-1 rule...:P
1) "Creatures your opponents control get -1/-1" - This option seems to defeat the point of the option of starting with three token creatures. Is this the general idea, or perhaps it should be all other creatures?
2) Me vs. Lotus/Channel/Collossus, going first...I make one token the first turn for a total of five artifacts; after making five the second turn and losing two, I make eight the third turn and block with three to avoid dying, giving me the ability to make thirteen the following turn and block with 11 or more tokens each successive turn. I still lose going second.
Using search resulted in a very different deck than yours...it seems to play more like High Tide than what you have, which feels more like Charbelcher. Turn three goldfish seemed consistent:
4 Glimpse
4 Curio
4 Cloud of Faeries
3 each Kobold
4 Brainstorm
4 Impulse
4 FoW
3 Cunning Wish
3 Crop Rotation
1 Brain Freeze
3 Land Grant
4 Lotus Petal
4 Tropical Island
3 Island
1 Flooded Strand
1 Polluted Delta
3 Gaea's Cradle
1 Winding Canyons
(Sideboard would include Brain Freeze, Crop Rotation, Naturalize, Stroke of Genius, bounce, more search, a counterspell, etc.)
I have no idea whether this is any improvement or if it's just different...or absolutely horrible. However, it seemed like replacing Ornithopter, Walker and Sphere with cards like Cloud of Faeries, Brainstorm and others made sense...and would make the deck more consistent, which you said was a problem.
(Gifts was way too slow and creature tutors weren't necessary.)
...I wish I'd gotten interested in card blind games earlier.
1) "Creatures your opponents control get -1/-1" - This option seems to defeat the point of the option of starting with three token creatures. Is this the general idea, or perhaps it should be all other creatures?
2) Me vs. Lotus/Channel/Collossus, going first...I make one token the first turn for a total of five artifacts; after making five the second turn and losing two, I make eight the third turn and block with three to avoid dying, giving me the ability to make thirteen the following turn and block with 11 or more tokens each successive turn. I still lose going second.