Originally Posted by
MGB
Most control decks have a myriad of tools which enable them to survive the first few turns - targeted removal such as StP; cheap, efficient board sweepers such as Terminusl creatures that control the ground game such as Batterskull; counterspells such as Force of Will, Spell Pierce, and Counterspell. What does this have outside of Repeal, which is just a cantripping bounce spell, or Crop Rotation->Glacial Chasm, which is terrible card disadvantage for a stalling tactic that can be circumvented with widely played land destruction? Some of these builds will main-deck All is Dust, which is a start, but a slow start.
And then, of course, because the inevitability arrives slowly in this deck - more slowly than most combo decks - what does it have to interact with the stack vs. non-aggro decks? If this decks' ability to control aggro is limited to four cantripping bounce spells and a heavily card-disadvantaged tutor for a land, and maybe a couple of board sweepers, it is even more barren in terms of its ability to control the stack vs. combo decks. The game-plan vs. combo appears to be: lose g1, then sideboard in some Mindbreak Trap and/or Flusterstorm in g2 and g3 and hope it's enough? That might win some matches vs. Storm combo, but it basically leaves you open to any other random combo deck that crops up. And auto-losing g1 to Storm itself does not actually make your Storm matchup as a whole all that spectacular, because even Mindbreak Trap/Flusterstorm will not be enough to stop Storm from stealing 1 of 2 games through that wall of hate.