I don't play blue, never have, probally never will. I made the decision that choke is a back breaker not from the pretty picture, but from my opponents reaction to it. To me it is a dead turn, but that's fine cuz homeboy across the table just shat on himself. Effectively choke can shut down counterbalance cuz they can't spin top and ruin your day.
I am really happy with my MD list, I do feel that I have 3 open spots with the 2 grunt and lone skyshroud. I just don't know what will/can go there. I have thought about the susher route and I looked at crusher at my local card shop and pondered for a moment. Neither seems like "the" card to me.
Also, get off my back about my board yo! That sideboard is for decks that I have been seeing alot of in my local tournaments. How about you come over to where we play with that SB and that deck from '07 and see how you do? I ain't trying to bust your balls, but it sure seemed like you were busting mine. Just from the last tournament that I played in I saw 2 combo decks (one black and one blue), dreadnought, and a berserker deck. The only reason I beat the blue deck was cause of choke. The only reason I beat the nought deck was choke. I sensed a pattern so I stuck with it. My Sb will change from tournament to tournament too. Krosan grip hangs out right next to pyroclasm and is always ondeck. Everything we do is to beat opponents, so why play a card in SB that will not be threatening for your opponents?
I once thought as you did, more speed and damage, then I decided I like to win, so I started to round out the deck. I added bigger creatures(tarm, thoctar, and the new catl), utility in jitte (over the previous rancor), back breakers like choke and PoP, removal like StP. I love rancor and I think that it MAY still have a place in the deck, but like I said, I an uncertain about only 3 cards in the main.
I think that the deck has to play 4 plow (is dreadnought g1 an auto loss?) how about monastary and tombstalker, you always have 2 bolts in hand? 3/4 PoP should also be included as a "secret weapon". I really like the addition of the 5/4 thoctar and I feel that he is an auto 4. With Tarmogoyf and Thoctar we effectively have 8 threats that must be dealt with within 1-2 turns or be placed at a serious disadvantage with the 8 lightning effects we run.
As we all know the point of the deck is to play more creatures than the opponent, burn theirs out of the way, and swing in. Hopefully this happens quicker than the opponent can recover from. If you have a different game plan, to me, that is not zoo. If your plan is to chip away for 5 or so damage and then burn them out, that sounds an awful lot like sligh to me.
On an ending note can anyone tell me why mogg fanatic is included in this deck? Am I missing some vital knowledge about this card?

