The way that decks come to be is important, no matter how counter-intuitive that seems. The process of building a deck is vital because it shows why certain cards were added/shaved, what interactions and matchups specific things are for, and the way the deck handles in dynamic situations.
In life, we don’t learn lessons by studying nonstop. We figure something out, discuss life strategies, discover a pattern, then we ponder them. We consider them and think about them and time passes. We mature and the lesson assimilates itself into our being through that very passage of time.
Deck building is no different, and anyone who tells you that decks don’t have inherent knowledge that is comprised within it through its development and maturation is either lying to you or ignorant. You need to be privy to that knowledge if you want to truly access a deck instead of just using it. It is the difference between playing a deck and piloting it.
The list feels very retro at the first glance, mainly due to the 3 copies of Path to Exile and Noxious Revival. Spell Snare is also an uncommon inclusion nowadays, I always felt that it was in conflict with the turn 1 hand disruption plan the deck tries to execute, which is why Serum Visions is a little awkward as well.
Sultai Charm feels a little clunky at times as it has the very real cost of 3 mana (colour mostly not being an issue) for the effect. Reducing dead draws is LotV's second name while simultaneously pressuring the opponent's resources. Have you tried her as a 3-of already? I'd never go back in most matchups.
Arcum's Astrolabe works wonders with only 6 snow basics and provides a welcome cantrip while a single copy on the field is enough to fix the mana almost perfectly fine, and it's more painless (or faster) than going for shockland after shockland. I have thought about switching the 2nd Trophy for a Maelstrom Pulse, T3feri can speed it up for the opponent's turn and I kinda want to be able to get rid off any nonland permanent with a Gifts pile if needed.
The play patterns you mentioned are generally fine, but for 2016 I fear. A single Grave Titan doesn't outgrind some (or even most) decks in Modern and immediately gets removed, having paid 3U + 3W for two 2/2 tokens, which isn't great
Iona does nothing against UWx, she either gets path'd or bounced and isn't a fast enough clock on her own. Rites/Titan doesn't do it either, as they can very easily interact with a sorcery spell for 3W, wheres a Gifts can be cast at instant speed and hence sneak through their defence, it's irrelevant which cards are in the yard from there on, the above-mentioned package keeps coming for them after this. That said, against opponents with less interaction, Rites/Titan can power out a myriad of zombie tokens within 2 turns, Rites/Elesh Norn is a nice option against opposing Fields and beefs up our own zombies immensely, the choice of reanimation target is heavily dependent on the opponent's deck and currently I think the trio of Titan, Elesh and Iona is the way to go.
Quote from steve_man »Quote from JuiceBOX »Does Flash not work with cards like Angel of Serenity, Fiend Hunter, and Sundering Titan as well?
Yes, but those are still narrow scenarios that are not exactly game winning combos. Flash / Hulk / Angel of Serenity / Fiend Hunter aren't exactly the most commonly cubed cards, and eating up 4 slots just for those types of narrow non-game winning combos isn't worth the real estate, IMO.
Quote from JuiceBOX »Does Flash not work with cards like Angel of Serenity, Fiend Hunter, and Sundering Titan as well?