Quote from ohhaythar2DECKLIST HERE
This is the list that I run. I replaced Standstill with Augury Owl for a few reasons which seem to come down to a matter of philosophy-
1. Augury Owl is another flyer in a deck that wants a lot of them on the field. Whereas normally I would have a field with Pest, CoF, and Standstill on T2 with 3 more cards on the way, I'm now able to set up Pest, CoF, and Owl which is going to be swinging consistently with a clock of 4 unblocked T3. It also makes us less susceptible to removal just by having more things to remove.
2. Because of the increased clock, opponents are quick to waste removal early in the game when it will cost them. On T3, your opponent has 3 lands. RUG can either play Bolt first then Goyf, or Goyf first then Bolt. Either way, he taps out and you get a lot of value out of your daze. And the Owl should have been able to ensure that another Pest or Jitte or Shinobi is on the way to keep the pressure on.
3. Augury Owl can be recurred. Whereas Standstill pops once, you can play Owl over and over to dig almost 6 cards deep into your deck. Getting crucial Jittes has never been easier. Plus, using him with Deep Hours creates a pseudo-top effect.
4. Having 4 more creatures all but guarantees a good opening hand. I hate drawing 2 daze, 1 FoW, 1 Standstill, 2 Island, 1 Deep Hours. I also hate getting hands like this when I'm mulliganning down to 5 with 1 Daze, 2 Island, 1 Standstill, 1 Deep Hours. In both cases, if Standstill was Augury Owl, I would be able to play. This is a deck that needs to have a plan T1. You're taking a huge gamble by relying on your Standstill to go get the kinds of cards that should have been in your opening hand to begin with.
5. Standstill is conditional whereas Augury Owl is an any-time spell. Owl doesn't care if you have board position yet. Standstill is irrelevant against Merfolk and DnT which are going to Vial in threats anyway. And against other fair decks, you need Shinobi usually to set up board position because our guys usually aren't swinging for much until T3 which is too late a lot of the time.
Quote from ohhaythar2
-The reason I run Drake and not Faerie Impostor is just because it can be played turn 1. This deck pretty much has to play an enabler T1, and I can't stress enough how much it sucks to mulligan past 6.
Quote from mtgnomadMTG isn't a total information game, but there are decks that don't care very much what the opponent is doing which is nearly the same thing, so I don't think developing a bot that can play such a deck at a high level is unrealistic.
Quote from MawootadAfter testing the deck out for a couple of games, it feels like it has severe consistency issues and no real way of interacting with other decks. A single clique or resto with a bit of counters or removal can easily outrace the deck and there are no reliable maindeck answers to inkmoth nexus, twin, pod, or boggle. There are no real turn 1 plays and the only turn two plays are heartless summoning (which is great but you don't always draw it) and chalice of the void (which is pretty useless against a ton of decks). I really feel like the deck desperately wants either executioner's capsules or dismembers to interact with dangerous creatures before they get out of hand, as well as serum visions or sleight of hands for improved reliability and efficiency. Sorry if this comes off as abrasive, I think the deck has the potential to be pretty strong, but right now it's in desperate need of tuning.
Quote from DrWormNo, there is no chance to tap it.