Originally Posted by
rchinnock
Hey Arsenal - Its very hard to resolve a batterskull against RUG or RU delver. They kill your stoneforge or counter it - almost every time. And then they wasteland and stifle your lands, while keeping daze, force, and spell pierce up, which make it literally almost impossible to resolve a 5 mana non-creature spell. In short, resolving batterskull is difficult, either via stoneforge, or through hard-casting it. By turn 4 or 5, however, tombstalker is a 2-3 mana spell that is easier to resolve: being both cheaper and immune to spell pierce. Also - its just more cards that do what batterskull does, in addition to being easier to resolve, and it is pretty good for those reasons, in my opinion. Its also a faster clock than anything else you have against combo and control, which seems good. Also, we put a lot of cards in the graveyard, even without snuff out or daze, and so I think that tombstalker is not at all awkward in a deck like this. You play 6-8 cantrips, 4 one-mana discard spells, 4 one-mana removal spells, 4-6 one-mana counterspells, 4 force of wills, and 9 fetch lands. By the time you are ready to cast a threat, tombstalker should be 2 mana, and therefore basically a flying Tarmogoyf that shrinks other people's tarmogoyfs.