@desolutionist so its just about going wide with your win conditions? In my head (again i didnt test i yet, but i plan to get my hands on some rats) the plan still seems pretty wonky.
That's part of it, yes. Otherwise, Pack Rat just wins the game in only a few turns and requires no spells to be cast.
If you have a rat out and they revoker it, even if you manage to still have CCB open to produce another rat you'll have 2 2/2s sitting there. i doubt the revoker will attack in and allow a trade. if you attack with 1 rat at a time and keep 1 for blocking the clock is still very slow and gives the shops or eldrazi player enough time to find bigger or more beasts with ease.
You attack with both Rats in this situation. If they trade with a Rat, it becomes unlocked. The scenarios involving Phyrexian Revoker require a bit of finesse to pilot through; however, consider the scenarios NOT involving Revoker... What do they do? Overall you're giving the Shop deck too much credit and disregarding the ability to bait out or discard Revokers. Consider the alternative: you can't cast your spells
In that scenario you also had at least BBCCC up (to cast rat and produce another) in most cases if i manage to ge to a mana count like that i much rather just cast an EoT hurkyl's thorugh the spheres instead and untap unbothered.
Or its 1B on turn 1, and 1B on turn 2. Or its BBBBB or BBBB on turn 1. Pack Rat's mana cost can be broken up over turns, thats why it's really good against Shops. You're honing in on a specific interaction with Phyrexian Revoker and ignoring the rest. What does Hurkyl's do against Thalia for example?
And Pack Rat is played in addition to 3-4 Hurkyl's, so you can cast Hurkyl's if you have it and then untap and cast Pack Rat and activate it.
Also you mentioned getting revokers off the table with hurkyl's, in that case arent the rats irrelevant on the board; Wouldnt just going for the tendrils win be the easy part as soon as you resolved a hurky'ls?
No because Pack Rat is a lot less demanding than Tendrils. If you're going to put your moxes on the table and fight through Wastelands, Thought-Knot Seers, and creature pressure, in most cases you're going to have to fire off the Hurkyl's before you're ready to combo. Casting Hurkyl's to get off a few Rat tokens is a lot easier and wins the game just the same.
It just seems to me that a card that is supposed to act like a secondary win condition but is getting mostly shut down by a playset those decks are playing against you anyway doesnt seem like a good alternative win condition to me. Especially if the succes of the card then depends on you resolving a massive hate card that should win you the game anyway most of the time.
Revoker is small potatoes. You're cutting cards that are bad against their entire deck for cards that are only weak to Revoker. Dack Fayden has the same problem. I play a Doom Blade and a Snuff Out in the board; a combination of things like that just help to put the Shops matchup away. And you still have Hurkyl's! It's just the same strategy, except there are Pack Rats to fill the voids.
Wouldnt those slots be better spend for more Hurky's density or mana?
There are already 3 Hurkyl's Recall! And one the main reasons to play Pack Rat is for Hatebears and Eldrazi, which Hurkyl's does nothing against! More mana is good, and I have that too... Pack Rat isn't being played over Hurkyl's or lands, it's being played in addition to because the 4 Hurkyl's, 2-4 land strategy just isn't good enough.