Originally Posted by
Navsi
Nahiri is ok as removal if you need it, but if you aren't under immediate pressure, ticking Nahiri up gives your opponent one turn to make a creature / two turns to find a haste guy or a removal spell, or they get killed by Emrakul. If your opponent has a Blood Moon and isn't actively attacking you, I'd happily start ticking her up and let the Moon stay there.
- Rhino is an ok stabilizer but he never really impresses me. A 6 point life swing is a good way of putting it, but the life loss half of that isn't particularly relevant since most of the time the opponent dies in a single massive swing anyway. I would probably run the second Thragtusk before a Rhino, but if you are worried about the mana he's an option.
- Elves are pretty scary. DnT is even ish, but Inferno helps a lot there too - if they Swords him before he attacks, he's still often a 3-for-1 and six life, which isn't bad even if you're way behind on mana.
- Sneak Attack is such a powerful plan (game 1 especially) that it feel pretty unintuitive to jam it and its support in the deck and then not commit to it. Like, you can sometimes jam a Rhino and ride it to victory, but if that Rhino was a copy of Sneak instead, then you have ~8 cards in your deck that cause you to immediately win the game if you draw them, and they're a lot harder to interact with than a Rhino.
- Usually if there's Needles, Revokers or Maelstrom Pulse / Council's Judgment in people's sideboards, they come in against us. Our walkers are more likely to survive in game 1 when they get more out of dodging Decays and Swords.