The lands matchup is fine (but very grindy and punishing) so long as you are ready for it. Between RiP, Pithing Needle, and Brimaz (if you are playing it) in the sideboard, you should have plenty of tools available so that you don't just auto-lose to Punishing Fire lock. Aura Fracture is not particularly a common sideboard card, so that's likely a quirk of your local player's build. It's more common to see something like 4x Krosan Grip in the sideboard to deal with similar situations.
Speaking of the Lands matchup. It looks like there's a new iteration eschewing the Punishing Fire/Grove combo for Molten Vortex. At least we can revoke that. On the other hand, it makes it easier for them to chain shocks.
So with the new rules change regarding DFC, Ratchet Bomb becomes worse as a sideboard card because it doesn't kill Delver with 0 counters anymore (sucks specially in the Grixis matchup where blowing up Delvers and Pyro tokens at the same time was good value).
I just caught the tail end but I don't agree with killing off the Goyf and Deathrite on his turn, specially with RiP still in play. Both wouldn't have been able to chump block too. Had the draw been Abrupt decay, or Golgari Charm, he can still respond with the Jitte. The worst case of not being able to use the counters would've been if the Shardless player has Krosan Grip, in which case, he'll most definitely blow up the Jitte, and with RiP still in play, the 2 creatures would be useless. (Blowing up the RiP, while viable, would still let Medea recoup 6-8 life for whatever he will lose. Then Medea wins on the swing back). Now, consider the scenario where the Shardless player draws his only out which was Toxic Deluge. Having all 4 counters on the Jitte, would've forced him to pay 10 life just so he can make sure to kill the Crusader, and in that case his Goyf and Deathrite also die, plus Medea gets to gain 8 life (or choose not to use the counters to kill of the Tar Pit in case it gets activated). That would leave the Shardless player in a precarious 1 life, and dead to all DnT creatures. Medea's line of play allows the Shardless player to pay just 4 life (leaving him at a safer 7), and the Tar Pit is even out of Jitte range (only 1 counter left), leaving the door open for the Shardless player to steal the game.
You have Inkmoth Nexus as food for Acrum. This seems (to me) like strictly a more monetarily expensive choice than Mishra's Workshop (Spring, Autumn, and Summer) Am I missing something?
Sorry for the small point, but it is the difference between 11 (if choosing Spring) and 32 dollars. (I mean I'm still getting a Mana Drain for this general, but still).
You mean Mishra's Factory?
You need to run the artifact creature manlands because they serve as additional fodder for Arcum. So that means Mishra's Factory, Blinkmoth Nexus and Inkmoth Nexus.
I'm sure I'm just missing this detail somewhere, but after I draw my entire deck and cast my game winning combo (Disk + Forge + Lattice) how do I actually win the game? Don't I just lose on my next draw step due to no cards in library? I don't see anything in the deck (other than Academy Ruins) that puts cards back into my library. Even, theoretically, if I only need to draw some portion of my deck to get the Disk combo down, don't I still need way more turns than I likely have cards in my library to win on dork beatdowns?
Edit: So I thought about it a bit more. Academy Ruins will let you go for the rest of the game by just cycling one artifact onto your deck every turn, but that's assuming you had an extra blue mana up on your Disk turn and also that Academy Ruins wasn't in your graveyard. Am I wrong to think that's kind of a fragile combo? You need to have setup a chain of 5 or 6 uninterrupted critical artifacts plus your commander. And you can only survive if the one correct land didn't get thrown into your yard at some point, you didn't already play a land that turn and you also had additional colored mana after comboing out? I'm guessing there's a simpler answer and I just don't see it.
You could go the infinite Myr tokens route. You do this by by tapping the Myr Turbine, copying the token making ability to produce 2 tokens. Then you tap both tokens to use the Clock of Omens ability to untap Myr Turbine (and another artifact if you copy the untap ability). Rinse and repeat.
Or better yet, just make a 1000/1000 Hangarback Walker and use some haste enabler to win on the same turn.
TruNub is right tho, once you get infinite mana and draw your deck or assemble the disk combo, people will just concede. Or in some cases, they'll tell you "okay you win" then continue with the game without you (happened to me twice after winning on turn 3 and 4 hahaha).
Btw, what are your thoughts on Command Beacon? Is the upside of not paying for 4-6 additional mana (if Arcum gets killed multiple times) worth 1 less U source?
Thoughts on Mirrodin's Core as additional C support? I think it can be argued that in some cases, Mirrodin's Core will be better than Tendo Ice Bridge, specially in Control.
Also, how has Nether Void been in your testing? Has Black finally reached the critical mass needed for NV to be considered a staple (it is after all considered as the black Armageddon) , or is it something that you consider on the fence and is in line to be cut? Currently holding out on purchasing it in the mean time.
I'm planning on joining a Legacy tournament next weekend but I've been out of the loop for around 3 months. I'll be trying out the SoWaP main tech for the first time. Down to my last cut, the 4th Revoker or the 4th Mirran Crusader?
^The Manlands cycle will also be completed in the next set, right? If that happens, it should push out all the painlands as well and should give us a perfectly balanced fixing suite of Duals-Fetch-Shocks-BFZduals-Manlands.
I'm not TruNub but I have save for a couple of cards that I'm missing.
Speaking of the Lands matchup. It looks like there's a new iteration eschewing the Punishing Fire/Grove combo for Molten Vortex. At least we can revoke that. On the other hand, it makes it easier for them to chain shocks.
You mean Mishra's Factory?
You need to run the artifact creature manlands because they serve as additional fodder for Arcum. So that means Mishra's Factory, Blinkmoth Nexus and Inkmoth Nexus.
You could go the infinite Myr tokens route. You do this by by tapping the Myr Turbine, copying the token making ability to produce 2 tokens. Then you tap both tokens to use the Clock of Omens ability to untap Myr Turbine (and another artifact if you copy the untap ability). Rinse and repeat.
Or better yet, just make a 1000/1000 Hangarback Walker and use some haste enabler to win on the same turn.
TruNub is right tho, once you get infinite mana and draw your deck or assemble the disk combo, people will just concede. Or in some cases, they'll tell you "okay you win" then continue with the game without you (happened to me twice after winning on turn 3 and 4 hahaha).
Btw, what are your thoughts on Command Beacon? Is the upside of not paying for 4-6 additional mana (if Arcum gets killed multiple times) worth 1 less U source?
The 2nd one is probably more along lines Rock, but man did he pick up some insane pieces for Recurring Nightmare to have fun with.
Thoughts on Mirrodin's Core as additional C support? I think it can be argued that in some cases, Mirrodin's Core will be better than Tendo Ice Bridge, specially in Control.
Also, how has Nether Void been in your testing? Has Black finally reached the critical mass needed for NV to be considered a staple (it is after all considered as the black Armageddon) , or is it something that you consider on the fence and is in line to be cut? Currently holding out on purchasing it in the mean time.
So I guess we get another one for the all-promo DnT deck.