Originally Posted by
marcin
Fatal:
Problem with splash is mostly about already weak mana base. Most hands without two islands are risky even with Vial. On draw, non-blue deck can Thoughtseize your Vial, and blue deck can daze/fow them. Cutting Daze hurts here.
There are many, many hands you have to mulligan if you don't have basics. Even if this single Wasteland/Stifle doesn't cut you off UU for game, it delays Reejery or Nemesis for one or more turns.
Your build is absolutely Vial depended. You need mana to activate SFM, to equip Jitte and SOFAI, activate Mutavault, all while manabase can be disrupted. Maybe you should cut some Wastelands ? Against many decks they are rather avarage (Miracles, Show and Tell, ANT) and against others they hurt you more then them (RUG can easily work with 2 lands, Deathrite Shaman lets them use destroyed land two more times). Also, without Daze or Spell Pierce, Wastelands are less powerful in general.
Maybe we're playing this deck differently but in my testing I found Jitte to be too slow against Jund/Junk. After playing Nemesis on turn 3, you need another land to cast and equip Jitte and attack. Casting Image lets you race with them even without another land drop - attack for three, casting Image as another immortal blocker, then attack for 6 next turn while they were unable to attack with Goyf for two turns. Against Delver decks it's much better, as with two Jitte counters you can kill something relevant and Nemesis can't block Delver.
And your version is much weaker against combo in game one. SFM and equipment slows down your goldfish (and can't be pitched to FoW), you don't have daze or spell pierces. You have some great options in SB, but you sacrifice 5 slots for combo, while traditional builds only need about 2. Swords and RIP are of course great in relevant MU, and are clearly better then traditional grave hate and submerge.
And about manabase - I think I'd try it with more fetches and less duals. After all, there are more wastelands then stifles.