Right but how do you know what just by reading it? Because "attacks" doesn't clear up the ambiguity between declaring an attacker or after you've finished your declaration of attackers.
That dichotomy is a nonstarter for this interaction, and a confusion on your part.
I know it's on my part, that's why I said "right" and didn't refute any of the answers. Peter's already answered what I needed.
Right but how do you know what just by reading it? Because "attacks" doesn't clear up the ambiguity between declaring an attacker or after you've finished your declaration of attackers.
How do you distinguish this? Because the cards say "attacks" but it doesn't specify if that means when declaring attackers or when you're done declaring attackers.
Your opponent with Ensnaring Bridge at one life has no cards in hand, you have a Noble Hierarch out. If only you can just attack with Noble, maybe you can win this, but can you or will exalted prevent you from attacking?
Normally a player would get to use tapping abilities once it cycles back to their turn. But, what if an opponent take two turns in a row? Can your creatures use their tapping abilities on their second turn if you played them just before passing your turn?
I haven't had many problems with Maverick since the DRS ban, I run mostly GW or GWU, I prefer more noble hierarch for when you happen to not get the land you need or it gets blown up by wasteland.
I thought taking out thoughtseize and deathrite and abrupt decay and all that would be a major issue, but the aggro is very persistent without that and the tutoring with GSZ and SFM makes it as versatile as it needs assuming you can identity the deck quickly enough, and then there's the mana accel and damage ramp from noble on top of that.
Literally just umezawa's jitte alone is already enough to lock down a game against a lot of decks, add coutnerspells and/or Vendilion Clique to protect it from hate and break combos and you got yourself a faster and more versatile DnT that also has much better scaling into late into the game.
The only thing I've seen as an issue so far is the aggro of stompy decks and sometimes Sneak/Tell, not even chalice since the mana curve for Maverick is 2-3, but just the shear speed they can get to dealing 10-20 damage per turn is another reason to consider FOW and Clique as I've also found Mother of Runes to be less crucial as stompy and sneak decks rise in popularity, so now I only run 3 instead of 4 and sideboard them out against anything that is predominantly colorless.
Deathrite could have tipped the favor from wasteland by allowing you to take extra mana from it, but that really only matters in matchups against more aggro decks anyway that rely on specialized lands like cloudpost or ancient tomb, it doesn't do much to delver or especially burn and merfolk due to its low mana curve, you're more likely to be able to use that time to your advantage due to the versatility to answer whatever threat you face and it still boosts Knight of the Reliquary. You already have the opportunity to use Thalia to break a combo or tutor for Qasali to destroy a combo artifact, use Jitte to finish off a 5/5, swords to remove a flier or other key creature, Scavenging Ooze to counter Reanimator or delve on top of traditional grave hate, Scryb Ranger to block delver or clique. If you know what to tutor for, then adding the control from black and grave control from DRS is just overkill and frankly a waste of time because it didn't add much aggro whereas the GW or GWU already has both control and aggro symbiotically.
If you go aggro you can answer very easily to delver and other aggro/control/combo decks by consistently applying the pressure, because as long as you don't let them build a reservoir of counterspells and removal, you'll always be able to answer to anything they could possibly cast and inevitably overrun them. If Stonforge resolves, they can no longer counter your batterskull or any other equipment, but if they use up a counterspell or lightning bolt on Stoneforge or have to chump block against Nimble Mongoose for whatever reason then not only do you have creatures to feed scavenging ooze and gain life, but they have one less answer to your own removal or Knight or Clique or Stoneforge or Qasali or etc, and that's just if you haven't gotten Thalia or Voice of Resurgence out already.
Alternatively you can consider maining a few Sorcerous Spyglass if you miss thoughtseize and sideboard Mistcaller which aren't as effective against Eldrazi but are effective against Steel Stompy and Sneak/Tell.
Suppose someone plays a card like Karakas against Emrakul, the Aeons Torn and they manage to get Emrakul out several times in one turn. Do they get to take several extra turns or only 1?
But where is the math that shows adding black makes the deck faster? Everything that's currently in the deck can be done by monored, so all you've done is make yourself more vulnerable to wasteland and price of progress.
I know it's on my part, that's why I said "right" and didn't refute any of the answers. Peter's already answered what I needed.
I thought taking out thoughtseize and deathrite and abrupt decay and all that would be a major issue, but the aggro is very persistent without that and the tutoring with GSZ and SFM makes it as versatile as it needs assuming you can identity the deck quickly enough, and then there's the mana accel and damage ramp from noble on top of that.
Literally just umezawa's jitte alone is already enough to lock down a game against a lot of decks, add coutnerspells and/or Vendilion Clique to protect it from hate and break combos and you got yourself a faster and more versatile DnT that also has much better scaling into late into the game.
The only thing I've seen as an issue so far is the aggro of stompy decks and sometimes Sneak/Tell, not even chalice since the mana curve for Maverick is 2-3, but just the shear speed they can get to dealing 10-20 damage per turn is another reason to consider FOW and Clique as I've also found Mother of Runes to be less crucial as stompy and sneak decks rise in popularity, so now I only run 3 instead of 4 and sideboard them out against anything that is predominantly colorless.
Deathrite could have tipped the favor from wasteland by allowing you to take extra mana from it, but that really only matters in matchups against more aggro decks anyway that rely on specialized lands like cloudpost or ancient tomb, it doesn't do much to delver or especially burn and merfolk due to its low mana curve, you're more likely to be able to use that time to your advantage due to the versatility to answer whatever threat you face and it still boosts Knight of the Reliquary. You already have the opportunity to use Thalia to break a combo or tutor for Qasali to destroy a combo artifact, use Jitte to finish off a 5/5, swords to remove a flier or other key creature, Scavenging Ooze to counter Reanimator or delve on top of traditional grave hate, Scryb Ranger to block delver or clique. If you know what to tutor for, then adding the control from black and grave control from DRS is just overkill and frankly a waste of time because it didn't add much aggro whereas the GW or GWU already has both control and aggro symbiotically.
If you go aggro you can answer very easily to delver and other aggro/control/combo decks by consistently applying the pressure, because as long as you don't let them build a reservoir of counterspells and removal, you'll always be able to answer to anything they could possibly cast and inevitably overrun them. If Stonforge resolves, they can no longer counter your batterskull or any other equipment, but if they use up a counterspell or lightning bolt on Stoneforge or have to chump block against Nimble Mongoose for whatever reason then not only do you have creatures to feed scavenging ooze and gain life, but they have one less answer to your own removal or Knight or Clique or Stoneforge or Qasali or etc, and that's just if you haven't gotten Thalia or Voice of Resurgence out already.
Alternatively you can consider maining a few Sorcerous Spyglass if you miss thoughtseize and sideboard Mistcaller which aren't as effective against Eldrazi but are effective against Steel Stompy and Sneak/Tell.
And is there any other use for making yourself lose life or is it all just about Death's Shadow?