Quote Originally Posted by Dark Ritual View Post
Increase your odds if you know your opponent has more countermagic than you can beat? Peek does a lot of things but that isn't one of them. Let's say they have triple force of will and triple blue card. Knowing they have that means jack shit. Knowing if you can go for it? You're playing the deck wrong on a fundamental level if you're trying to kill your opponent before they can kill you short of them having little to no cards in hand/giving them more time to draw into countermagic/hatebears/relevant stuff. Peek helps none of that. Peek is pure training wheels. Finkel played it in standard wow so revolutionary. It *really* doesn't matter what Finkel plays or doesn't play because he has more talent than everyone in this thread combined. I'd heavily suggest that people learn to read their opponents if they think peek is the greatest thing since sliced bread.
The same ignorance has been shown when people started playing Probe (not that Peek in Solidarity is new ^^). You can only cover a limited amount of possibilities and at the end of the day, knowledge weighs more than "I think" or "let's try". I don't think Peek is a crucial piece in Solidarity, but it certainly helps making the correct choices - regardless of which level you play at. If you want to tell me you always make the correct decision based on your "reading of opponents", then go ahead. I call bullshit and will fail to find the results of your superiority.

Quote Originally Posted by Dark Ritual View Post
Cunning wish doesn't exile for DTT unless they counter it and they virtually always do if they can. Bad with snapcaster? Last I looked you grab an instant that you can snapcaster back unless it's ravenous trap/I haven't the faintest idea as to why you'd want to snapcaster that anyways. Slow? Maybe a little bit but 3 mana really isn't much when you're getting a tutor for anything out of the deal. The card is the greatest tool we have to fight surgical extraction as well since extracting high tide before we've resolved one is a very real way to lose the game if we have all 4 in the exile zone. The flexibility it offers is unparalleled in this combo control deck and is completely necessary short of some revolutionary list coming about that doesn't utilize it as a 3 of or more let me know when that happens because the lists that are putting up any results run 3 cunning wish and not this 0, 1, or 2 bullshit that people seem to think is a good move deckbuilding wise.
Results? Go check tcdecks.net or mtgtop8.com.

DRS is "virtually nonexistant" but you argue with Discard+Extraction? If you check the lists you will see a ton more DRS than Extractions. If you feel confident improving your opponent's cards, go ahead.

Quote Originally Posted by Dark Ritual View Post
SFM was an example. You can replace SFM with delver, young pyro, or any significant clock. Sure you don't always want to counter SFM/significant clock and I wouldn't fault you if you didn't but the more time we have the stronger our chances of winning the game are just like a control deck. Giving up some cards for that is worth it if it ultimately wins us the game. Aggressively FoWing can be the correct line regardless of what you think FoW is not some last resort type of card that is cast only in dire need especially with dig in the picture to recoup the card disadvantage associated with forces pitch cost.

Yes, I have jammed my list against the URx meta. I have had success with it. Snap maindeck may be correct or it might not be hard to know. The worst part about the card is that it can turn the opponents removal on when normally swords to plowshares does nothing against us. Turnabout is guaranteed mana upon resolution whether the opponent has plow or not. For snap to be a more efficient card in mana production with tide than turnabout means that we have 3 or less lands in play/why are we trying to combo. Bouncing a dude to buy time can be great no doubt but turnabout does that exact same thing in terms of fogging an incoming army of pyromancer tokens, TNN, or multiple large threats to buy time as snapping something to buy a turn is virtually the same short of it being a batterskull germ token that snap is targeting/yay that one case. We're far more likely to care about stopping an army of elemental tokens as people play a lot of instants/sorceries against the combo deck who knew.
I am not sure you have actually played (= tournament) in the abomination of what the URx meta has made out of Legacy. Let alone having success. If you wait too long you will play against a hand full of FoWs, Flusterstorms, Pierces, REB/Pyroblast, etc. Yes, even maindeck nowadays. Often you cannot wait anyway. You regularly face lethal before you actually want to go off or even made your 4th/5th landdrop and Repeal/Snap is better to buy you time than using FoW (early on).

Look, we all know DTT is good. Hell, I would want to play 4 DTT in my maindeck too - but I don't, for good reasons. DTT needs fuel and comparing it to Treasure Cruise is pretty shortsighted. Why? Decks with Cruise have a lower curve and play Gitaxian Probe and Daze. Resources matter and free spells do too, when it comes to DTT. Another point is that they can play more fetchlands. We want landdrops, they just want 2-3. With that in mind DTT sucks as setup early on, so it produces awkward hands and isn't that good against fast MUs (unless it's during the combo). Your list doesn't cope with these issues, does it?