last edited by Guest
@moorebrother1 I play four basics: three in the maindeck and one in the sideboard. Land destruction doesn't feel too bad.
Bolt and Swords are good, but ideally you'd want three or four total in your 75. Maybe add two or three to that number considering Snapcaster flashback. I think (though my opinions may change) single use removal doesn't create enough advantage to warrant adding more than three or four because of the many two-for-ones in White Eldrazi. Goblin Cratermaker can be very good when it works, but you run into similar problems as with other removal spells. You have a lot less removal than they have creatures, and each of their creatures is designed to prey on your playstyle, while your removal, usually, only mitigates the disadvantage created by these creatures.
Essentially, the problem is that the sweet spot for the number of targeted creature removal in xerox decks is, in my opinion, around three or four, while White Eldrazi has around 26-27 creatures maindeck. Many of these creatures flat out stop your game plan, and you can't stop them from being cast when they're using Cavern. Some of your best cards will be exiled from your hand (!) by TKS as fast as T1 (i.e. too bad if you kept your Mentor hand). Some of your cards will, inevitably, be discarded when targeting Reality Smasher, thanks to its 5/5 body. Your fetchlands will come into play tapped and probably be wastelanded.
The matchup as it is feels too dependent on winning the coin flip. I'm wondering if there are other obscure cards that haven't been tried that could mitigate this.