Its invaluable. I play 2 mb with another in the side - worst case scenario, its another free spell to pump your guys, best case scenario it comes down after a thoughtseize and completely cripples their deck. I had a much harder time against combo decks before I started packing them.
I assault strobe even worth playing still? I get that it enables turn 2 kills more consistently, but it seems to be win more in all other scenarios. I like how tainted strike helps beat life gain, and is instant speed, so you can surprise them if they choose not to block - not to mention that the +1/+0 lets a 9/10 nivmagus hit for lethal, which is not to be overlooked. With strobe, he'd hit for 18, which isn't always enough.
Replace strobe with corrosive gail.
Deals with token fliers that rift can't deal with and annoying faeries that again, rift can't deal with.
Question, is there actually a down side to running both the archmage and pure steel paladin? I mean if they surgical your paladin after they remove it, then what?
You go old school storm on them. Drop your hand and grapeshot. A lot of times your opponent has put himself into grapeshot range by cracking fetches, paying for shocks etc...
If you have a retract it can be done easily.
Sometimes your opponent will remove your Paladin as soon as he figures out what is going on, by that time the storm count has gone up and in the end, that one removal spell is what kills them.
The deck certainly isn't as consistent as most modern decks. Take a look at the other glass cannon lists like Griselbrand or Nivmagus, and you'll realize that it is easily as consistent as all of those decks if not more so.
What this deck really needs is a Flamekin Harbinger for cheap, non damaging sorcery speed tutoring.
Replace strobe with corrosive gail.
Deals with token fliers that rift can't deal with and annoying faeries that again, rift can't deal with.
Personally, I'd be adding fetches like Arid Mesa and Marsh Flats. They will thin your land base and help prevent dead draws on turn 2-3.
Even if you just run basic plains along with the Seachrome Coast and/or a few Hallowed Fountain for your blue fix you'll be better off.
You go old school storm on them. Drop your hand and grapeshot. A lot of times your opponent has put himself into grapeshot range by cracking fetches, paying for shocks etc...
If you have a retract it can be done easily.
Sometimes your opponent will remove your Paladin as soon as he figures out what is going on, by that time the storm count has gone up and in the end, that one removal spell is what kills them.
The deck certainly isn't as consistent as most modern decks. Take a look at the other glass cannon lists like Griselbrand or Nivmagus, and you'll realize that it is easily as consistent as all of those decks if not more so.
What this deck really needs is a Flamekin Harbinger for cheap, non damaging sorcery speed tutoring.
Cheaper to use and hits every graveyard combo. Also acts as an extra body in a pinch.
Seems odd to have both Surgical Extraction and Slaughter Games in the sideboard. If your removal is so good, Surgical Extraction surely would replace Slaughter Games entirely.
So IMHO
+1 Surgical
-4 Slaughter Games
+3 Faerie Macabre
I feel 2x SSGs and 2x Grapeshot works.
I also got reqlly interested in the Titan combo. Is it worth pursuing Puresteel/Riddlesmith to get these guys into play for quick beats?
Might be a different or similar archetype.
Postmortem Lunge in combination with Death's Shadow and Tainted Strike is very powerful, particularly when your opponent doesn't expect any Haste action.