Originally Posted by
Ronald Deuce
No problem!
I'll address the last two things you said first. Extirpate and Surgical Extraction are hideous. There's little we can do to stop them, but there are a couple of things that might keep us from getting totally blasted (see the last part of this post).
Here's the (perhaps rather rickety) sideboard I'm planning to run the next time I take the deck out for a spin:
4x Nature's Claim
2x Street Wraith
2x Lotus Petal
1x Ashen Rider
1x Dread Return
1x Iona, Shield of Emeria
1x Elesh Norn, Grand Cenobite
1x Flayer of the Hatebound
1x Blazing Archon
1x Memory's Journey
[EDIT: Someone earlier mentioned the danger of having an Eldrazi player cast Metamorph to copy Archon. I think Flayer would be extremely useful in such situations, so my default plan against the menace was to bring in both.]
I'm not a big fan of Ingot Chewers, either, primarily because they only hit artifacts (and not enchantments) and we can't cast them in response to anything's hitting the field. Looks like it shines against Grafdigger's Cage, which is pretty cool, but I feel like the major strength of Nature's Claim is that it hits either artifacts (esp. Grafdigger's) or enchantments (Rest in Peace, Leyline of the Void). N.B.: none of those cards puts a clock on us; we may (MAY) be able to topdeck cards against these threats if the opponent doesn't have a threat on the board already. Again, that's a luxury not afforded us if the opponent's running Deathrite or something similar.
I've always felt like Ancient Grudge (and Ray of Revelation) had their uses, but both were themselves pretty narrow. It's nice that we don't need to open with (or topdeck) them, but—unless they're in our opening hand—Grudge doesn't respond meaningfully to the artifacts that hate us out (except, I guess, Relic of Progenitus) and Ray doesn't stop Leyline of the Void. I've still got a Ray floating in and out of my sideboard to give me an extra shot at hitting Rest in Peace, but I'm not a big fan.
I considered Noxious Revival for a little while, but I feel like it doesn't do anything we would want it to do better than other cards would do the job. Sure, it brings back cards we've dredged that we can't use if they're in the 'yard, but it also doesn't do anything if it's been dredged out. In most games, unless I'm totally locked or have had rotten luck with dredges, my hand's empty within the first three or four turns, whether or not I've managed to combo out.
It's worth pointing out that Street Wraith (which can bring us back a dredger in case of DRS shenanigans) has this problem, too. With that said, the Wraith has other advantages, like being harder to counter, putting the card back into our hand directly, and acting as fuel for Ichorid. I feel like it's a better call to run it instead of Revival.
The only card on which I feel like we can rely for those situations (and, perhaps more importantly, against Surgical Extraction) is Memory's Journey. I don't think it's a stable enough card to run in multiples, but I may be wrong about that. I'm running a whole lot of reanimation targets in my 'board right now, and I think that if I cut one of those cards, the thing I'll add to the sideboard is a second Memory's Journey specifically because it's so good against Deathrite.
Extirpate still cuts up our whole plan. Not sure we've really got an answer to it because Split Second is one of those things better left unprinted.
Hope I'm not being too harsh! Sincerely, I'm interested to hear further input regarding these cards, my sideboard choices, and my attempts at rational analysis. If anyone's got data they can provide, that'd be fantastic, so thanks in advance.