Despite suggesting Astrolab on the second post of this thread - not the largest fan of it. Not that it isn't a good card, but it represents this deck slowing down to turn 3/4 IMO. The addition of cards like reclamation, intuition, meditate also represent that this deck is going for grind rather than explosive starts. If you're tutoring EOT opponents turn 3 - IDK, I feel that in real games that you would have had to face so much disruption already. Speed is another form of protection that this deck has.
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On another note, I was working on the following list for fun. Despite my eventual conclusion posting it in case someone wants to work of this list in case they see potential in it.
The idea of this list revolved around the card scheming symmetry. It can search up any card in your deck BUT it gets your opponent their preferred disruption. As such I built around trying to get around that symmetry. The three solutions to me are: Defense Grid (your opponent needs to search up sorcery speed disruption or have find Artifact hate and Instant speed disruption), Free Draw (this turns the "combo" into a 4 card three mana combo), and Tome Scour/Sluice (you mill your opponent's answer). Given that Tome Scour and Sluice can essentially be part of the Combo itself they work very well with Symmetry although the deck does play oddly on turn 2 (Search plus mill to set up a turn 3 win).
The list I tested was:
4 Lion's Eye Diamond
4 Underworld Breach
3 Tome Scour
3 Brainfreeze
1 Burning Wish
4 Enlightened Tutor
3 Gamble
3 Scheming Symmetry
4 Thoughtseize
4 Pact of Negation
2 Defense Grid
4 Lotus Petal
4 Mox Opal
4 Chromatic Sphere
13 Lands
To explain the choice of Chromatic Sphere - it is "free draw" if you cast in the turn before and it provides artifact count for Opal and color fixing. I used it instead of Astrolab because astrolab doesn't really "work" with symmetry, which is what this version was built around. You'll notice no Brainstorm - that's because I had to cut it for the tutors. It is unfortunate since Brainstorm also really reduces variance. Additionally the low land count didn't really support the fetches necessary for Brainstorm.
Some goldfishing testing results out of 30 games:
Goldfishes:
T1: 1
T2 unprotected: 8
T2 w discard: 3
T3 w discard: 4
T2 w Pact: 3
T3 w Pact: 3
T3 w Grid: 4
T4 with protection: 3
T4 unprotected: 1
#times symmetry was in hand without Mill/Draw/Grid: 2 (one of those games led to a turn 4 unprotected result)
How many times did I enlightened tutor for Grid: 1
Conclusion: Do not think Scheming Symmetry is worth it. The end result of 30 goldfishing games is largely similar to other lists previously posted. Playing with symmetry often felt like playing a 2 card combo (Symmetry plus draw/mill/grid) to get a three card combo. . . I feel the only reason it worked out as well as it did was that Underworld Breach is powerful enough, and the underling combo is powerful enough to enable the above results almost regardless of shell . . .
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