Originally Posted by
Deez_Naughts
I'm sorry but this is not true, against Storm we need to combo ASAP, while having an active Daze, Pierce, or FoW to stop their 0cmc mana accelerants. Moreover, if you combo out a quick Griselbrand, it's almost impossible for them to win.
If your sitting back allowing them to develop mana, and draw cards, while hoping to simply sculpt a "control" hand, your playing the match wrong.
Also, FoW'ing or MisD'ing a Duress, Inquizition, or Thoughtseize is a fine play if it keeps an active combo intact.
As for Flusterstorm, I really feel this card is sub-optimal for Sneak and Show, and by and large Legacy as a whole. Not being able to stop artifacts, enchantments, PW's or creatures is very relevant, especially in a large open event. This card simply plays so differant in a format like Vintage, where generally every Sorcery or Instant is a bomb on its own merit. Legacy is very diverse, and choosing narrow cards like Flusterstorm is, IMO, sub-optimal. Overall, I just see no reason to run Flusterstorm outside of closed local meta game, where you have information you can use to affect card selection.
I have tested this deck like crazy within my Eternal team, and run it in three Mox tournaments and won 2 and top 8'd the other. Out of the aforementioned, my conclusions have always been that the counter suite should be comprised of Daze, Spell Pierce, MisD, FoW, and REB out of the board. Each serves an important function, but culminate in forcing through the combo, as cheaply as possible. This deck is amazing in terms of early game power, but so bad as the turns progress due to the linear game plan. This is why cards like Intuition are sooooooo good, as you need to own turns 1-4.