Originally Posted by
mort-
Ok, where to start. I'll try to get the points as good as possible together. Everything is explained with the following list in mind:
Flaming ANT
4x Polluted Delta
4x Scalding Tarn
2x Swamp
1x Island
1x Volcanic Island
1x Tropical Island
1x Underground Sea
1x Badlands
4x Lion's Eye Diamond
4x Lotus Petal
4x Dark Ritual
4x Cabal Ritual
4x Brainstorm
1x Ad Nauseam
3x Preordain
4x Ponder
4x Infernal Tutor
4x Burning Wish
4x Thoughtseize
3x Duress
1x Past in Flames
1x Tendrils of Agony
Sideboard:
4x Dark Confidant
2x Krosan Grip
1x Rebuild
1x Chain of Vapor
1x Reverent Silence
1x Meltdown
1x Eye of Nowhere
1x Deathmark
1x Past in Flames
1x Grapeshot
1x Tendrils of Agony
First, Counterspell isn't played that much (well, in Landstill), which leaves a normal countersuite of Force of Will and Daze, most of the time accompanied by Spell Snare and Stifle.
The two greatest advantages of PiF are immunity to Spell Snare, (I'll leave out Daze because you should be able to get 6+ mana easily) and the possibility to be flashbacked. That leads to a pretty simple conclusion: If your opponent wants to counter PiF for good, he has to invest four cards and two life. For only one of your cards. That's pretty damn good.
Second, your Burning Wish become must counters. If your opponent doesn't counter BW, point one is in action. Pre PiF, letting a BW through was not that big of a problem. The possibilities to win were (in a non-combo turn) small, leaving you with a card that was even known by the opponent, so he could react accordingly (i.e. -> it's a Tendrils, I'll better not counter anything, he wants to storm me out with my help). With PiF.. yes, he knows what it is, but he can't do a thing against it, so he has to counter the Wish.
Third, it's an absolute gamechanger. Let's say we are at the worst possible moment. You tried to go off two times already and your opponent had the counter everytime. Now you are at one, he has a Goyf and two cards, known as Stifle and Spell Snare. Due to the late gamestate you have a lot of lands in play. In your last possible turn, you draw PiF. Now two things happen.
1. You start grinning so hard that your opponent wants to punch you.
2. You win the game. (Not the game, hi btw ;))
I know that this is a pretty extreme example of a game, but it does happen. You go off the first time with half your hand, your opponent counters with his only counter, then topdecks the next one for your planned win next turn.
PiF from the top basicly reads like this: So, I invest four mana. You better have a Force. Even if you do, you better have another one. No? Ok, then I'll replay every spell in my graveyard. That includes Duress (you can ignore Stifle up to the point where PiF resolves, same with Spell Snare), several rituals and/or cantrips for even more goodies.
What I'm trying to say is: We get a card that ignores every counterspell except Force of Will (and Counterspell obv) and even our life total, with the greatest downside being that our opponents board graveyardhate. Which is, frankly said, just bad.
And in exchange? We don't lose anything except for four damage if we want to win via Ad Nauseam.
Almost forgot, discard? Yeah, that's effective now.
So, in conclusion, this deck now has three routes to victory, each having it's up- and downsides.
1. Via Tutorchain:
Up: Ignores life total, gets better if your opponents life is lower than 20, can calculate some counters for storm.
Down: Easily countered via Snare, most of the time you have to sacrifice your hand to get hellbent, requires at least five cards in your hand, the more life your opponent has, the worse it gets, can be difficult to set up.
2. Via Ad Nauseam:
Up: Instantspeed, one card combo, can only be countered by Force of Will (and Counterspell), ignores opponents life total almost every time, can remove Snare and Stifle after casting.
Down: May fizzle even with 20 life, so it's somewhat random, gets worse with every point of life you lose, cards like Lightning Bolt / Fire//Ice have to be calculated if your opponent is in red.
3. Via Past in Flames:
Up: Gets better the longer the game drags on, one card combo, can only be countered by Force of Will (and Counterspell), ignores opponents life total almost every time, needs to be countered two times, ignores your life total, can remove Snare and Stifle after casting, can be tutored via Burning Wish, immune to discard, may win games with a desastrous gamestate.
Down: Requires at least two rituals in your hand or graveyard (depending on the number of LEDs/lands maybe less), graveyardhate.
As you see, PiF provides the most upsides with the least downsides.
So, I hope I didn't forget anything. I strongly advice you to test this card, it is as good as it reads (maybe better).
If there are questions, please feel free to ask.