I build what i am passionate about and enjoy, so i am frequently casting pet cards and some random singletons. As a rule, there are a few cards in here i would probably be suggested to cut, but that i won't. That doesn't mean i am not looking for any help, insight, suggestions to add/cut because i still want to walk the middle of "some pet cards" and "some actual viability".
I haven't tested this, i hope that it is not faux pas to be posting here like this. I play 4 color control in legacy, although this is quite different (not just because of the moxes).
There is a lot more action in here than gas (no Preordain, for example), and i went with a little hard draw with Sphinx and 2 Painful Truths, rather than cantrip, to stay up in cards.
The standard plan is to battlecruise to victory. Deathrites, Leovold, Kess, Tasigur and Sphinx are the main attackers. A little Drain action for the Sphinx, but otherwise content to sit with DRS, a planeswalker, open mana, and patience as long as you can counter a critical spell and clear some Golems from the board.
Lands (14)
Restricted Mana (6)
Creatures (10)
Planeswalker (6)
Removal (6)
Card Draw/Selection (7)
Counters (11)
Good Stuff (2)
Other Stats
For one, i am not sure if the lands are correct the way that they are. I play the Badlands/Bayou for flexibility, but i might be more correct cutting them for another Trop and Volc? This is close to what i play in Legacy (3 sea, 2 Trop, 2 Volc, 1 Bads, 1 Bayou) and i have moxes here, but i didn't cut too far down so i can remain flexible on lands drops/fetches. That said, there are 3 Dacks, too, though. However, no Gush. Also really unsure of reliability in number of lands. Should i actually be adding 3 more lands maybe?
I believe the creatures are correct as is. I could be talked out of Tasigur i think, although he seems really strong for a cheap beater that lets you spend well the mana you leave up for counters. I guess i don't need to explain what he does, i'm just saying it seems to be where i want to be at, but also seems like i may not be activating his ability. I may not have 4 mana, or i may not have 4 mana when i have to attempt to counter a spell.
Is the removal count somewhat reasonable? I included maindeck Grudge since i will probably be able to cast it twice any game i draw it in and have targets, although of course mileage varies different decks. With uptick in Outcome and shops doing fine, might be where i want to sit. Abrupt Decay just seems ridiculous, great catchall. Does not hit Jace TMS, Precursor, or Eldrazi (which is also not huge portion of meta, though). Explosives seems incredible all the time, poop on tokens, moxes, Spheres/Hatebears/Revokers.
Is Krosan Grip okay right now with some Bargain uptick? Once an opponent knows you have it, you may be out of luck since they can activate any number of times with priority. But there is generally no reason to resolve Bargain and just say "10 cards", right? Instead activating it for 1 to see what you get? 3 mana is obviously a stretch just for that surprise though. But, possibly not totally dead against Shops, since you can kill Ballista or Ravager without any response.
Is the Drain + Sphinx okay? It seems good. Doesn't seem like a broken tier 1 strategy but doesn't seem embarrassing.
I also thought about Tinker + Blightsteel, but not sure if i have space, should make space, or be the same deck as Drain Sphinx. Could foresee a couple situations i hardcast Blightsteel with Drain, but eh.
Trying to assess how the counter suite should be modified, i do not feel it is optimal necessarily. I want extra game against Paradoxical, but i am also a fan of Drain. Because of adding Drains, i am at 3 Misstep and 0 MBT/0 REB.
I am a less soft to Misstep and Chalice than other decks, which is cool even though Chalice is restricted, but i also kind of put weight on DRS for mana and draining life.
I don't really know what the sideboard will exactly be.
Is just a random start. I mean i think there must be some number of Ingot Chewer and Cage for example.
Other cards i have been looking at:
Tinker + Blightsteel; I enjoy this, although i have 7 artifacts. With DT and card drawing, i should be able to assemble it. However, i cut it for now.
Preordain: Just playing more action spells than card filtering. Having 3 Dack and multiple rebuys of restricted cantrips helps. This is kind of just my style.
Kolaghan's Command: More a mainstay of the 4 color control in Legacy. With Thorn restricted, probably much more likely to cast this, and 3 of the modes seem just fine against artifacts. I don't mind the plan of grinding out shops until they have little board or cards in hand, and this can shoot down 2 creatures, but not all of them. Just have to watch for timing on Factory, but can force movement on Ballista and pop a Revoker.
Sudden Shock: Was much more interested in this with 4x Mentor decks. With the restriction, should i even play it at all? It does pop Ravager and Ballista but not really sure there's where i want to be with this spell.
Tutors: Vampiric and Merchant Scroll. I'm not really trying to peel through my deck for just 1 one of a small few game ending threats. So, not really trying either of these.
True Name Nemesis: I don't know, seems like a great threat. Vintage is not a format of Marsh Casualties and Toxic Deluge. Strongly considering it.
Yawgmoth's Will: I had this, and felt it was mostly just goodstuff. I didn't have a combo i needed to rebuy or assemble, and i didn't want to pay 3 to buyback on one spell.
Scavenging Ooze, Manglehorn, Ramunap Excavator, Trygon Predator: I like these, but i felt like playing more spell-based control and my creature selection fits that better. I could see leaning this way a little.