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1  Eternal Formats / Miscellaneous / Re: [article] WGDX vs GAT on: November 01, 2007, 10:46:39 am
The Witness/Ancestral kill is very reliable. If you have to Cunning wish something to manage a threat, you cannot reach the stroke of genius. Adding another Cunning wish to the build might be a solution, but it's not necessary, and slots are very restricted in WGDX.

But beware, the ancestral kill is very long and needs a good knowledge about the stack in Magic. Indeed, to really win, you must do as following :

* reanim WG Dragon, and put Witness into the graveyard (with read the runes or bazaar)
* reanim witness, and bring back another reanim
* reanim witness to get any card from your graveyard to your hand at each loop.
* Bring back : ancestrall, 4 duress, 4 force of will, another reanim, 1 read the runes
* then stop the loop by bringing back WGD into your hand. The 2 reanim go to the graveyard
* play ancestral, then 3 duress, so that you can start the next loop savely by discarding the WGD with Read the runes.

Outcome : for one draw, you make the opponent draw 3 cards, which will be duressed.


I'm not sure this actually works.  How do you get an animate spell back in your hand to restart the dragon loop?  Suppose you only have one dragon in the yard while you're looping with two animate spells and an eternal witness.  Both animates come into play at the same time.  One triggers before the other and brings the worldgorger dragon into play.  Her CIP ability goes on the top of the stack and subsequently causes the whole loop to repeat itself.  This means the second animate spell never gets a chance to realize that it has nothing to animate, which would normally cause it to go to the graveyard as an unattached aura.  Since it never hits the graveyard you can't use the witness' CIP ability to get it back into your hand.  Am I missing something?
2  Eternal Formats / Creative / Re: Post PC U/B AggroControl on: February 15, 2007, 04:52:31 pm
I'm not sure what you would cut for it, but have you considered Nether Void?  If you get a slight advantage and then drop the void it's basically all over.
3  Eternal Formats / Creative / Re: Adapting Dragon on: February 14, 2007, 12:08:14 pm
I have a question about the 5c mana base.  What lands do you use?

One big benefit of the 5c mana base is that it allows you to use Shivan Hellkite for the win.  However if you have less life than your important, then you can't rely on City of Brass to generate the red mana to fuel this engine.

Gemstone Mine works if you can keep one around until you start the dragon loop up.  But at least in my experiences, this card always quits out on you when you need it most.  Seeing one in an opening hand is very unwelcome, especially if you don't have many other mana sources.

Forbidden Orchard facilitates the oath conversion if you're interested in that sort of thing.  It doesn't stop you from winning with Shivan Hellkite if your life is low.  But the token generation could beat you down faster than City of Brass if you're having trouble getting the combo off quickly.

How about Glimmervoid?  I haven't tested this card personally.  Does running moxen/sol ring/crypt provide enough artifacts to rely on this one?  Is the fact that Glimmervoid makes you more vulnerable to artifact destruction worth worrying about?

So those of you that have more experience with this sort of thing, which of these lands would you run, and in what quantities?
4  Eternal Formats / Creative / Re: Adapting Dragon on: February 13, 2007, 10:29:17 pm
I've played around with sundering titan in dragon before.  It's pretty good, but it can bite you in the ass if you're not playing against another B/U deck.  The titan's land destruction gets less lopsided when you splash in a third color like I do.  Of course all these problems go away if you adopt the 5C mana base.

For these reasons it seems more like a sideboard card as opposed to something you want maindeck in an unknown metagame.  As far as main deck alternate animate targets, bogardan hellkite is great.  Its CIP ability is like haste but better.  It can pick off a pesky creature or two if need be, and it also guarantees a win if you can get the dragon loop started with it in play.

To Dicemanx:
Abeyance is intriguing.  I'm very much in favor of the idea of effective disruption that doesn't make as big an impact to the maindeck as FoW does.  How'd you come to the decision that this serves your purposes better than Orim's Chant?  I realize that it forces your opponent's hand as far as Tormod's Crypt and other annoying abilities are concerned.  Is that plus the card draw worth the extra mana cost?  In my experiences one mana can easily make the difference between a win and a loss for dragon.
5  Eternal Formats / Creative / Re: Adapting Dragon on: February 13, 2007, 10:28:26 am
Bogardan Hellkite versus Shivan Hellkite

Reasons to run bogardan:
don't need red mana
faster clock when going for beatdown

Reasons to run shivan:
only need one animate spell to win in the dragon loop

Maybe the shivan is slightly better, but I don't know if its good enough to warrant going to the 5c manabase.  If borgardan starts to disappoint then maybe I'll give it a shot.

Bogardan Hellkite versus Sundering Titan

Reasons to run bogardan:
synergy with WGD for instantaneous win

Reasons to run titan:
land destruction
tinkerable
more plausible to hardcast (but still not easy)

Both of these critters offer the same clock: 3-4 turns, depending on how you get them into play.

I was really looking for a big animatable body that would also win me the game if I could start the dragon loop.  Titan doesn't do this, so I think I'll stick with the bogardan hellkite.  If you do like the idea of adding additional bodies to swing with, I would advise against cutting the number of animate spells in your deck.  I understand that you can tinker in the titan, but I would still worry about spreading yourself too thin in this regard.

Tidespout Tyrant

This is a cute idea.  I would be worried about animating him if you don't have any zero casting cost artifacts, since then his ability could be slightly annoying.  If you're going this route, you might want more cards to take advantage of this infinite mana / infinite storm that you can build up.  I guess the easiest thing to do would be to bulk up your cunning wish count some more.  You could also throw in something like brain freeze or tendrils of agony, but they seem too narrow and situational for a dragon deck.

Research/Development

Not a bad idea, but I think I like living wish a little bit better, mostly because it puts a card back in your hand.  That being said, these cards aren't exactly the same.  Research can shuffle in your bounce game one, whereas living wish can tutor up a gorger or a bazaar game two.  Despite the fact that these cards don't serve the same roles, they're similar enough that I would only want to run one or the other.
6  Eternal Formats / Creative / Re: Adapting Dragon on: February 12, 2007, 08:34:44 pm
About the number of instant wins

I want to make sure I understand your point about RtR's synergy with instant speed win conditions (instant-wins).

Here's an example about why this is important:

hand: WGD, necromancy, RtR, instant-win
in play: 5 mana, no bazaar
it's my opponents turn, and he puts "I win" on the stack.  In response I RtR for one, ditching the dragon and casting the win.  Or, if I don't have instant-win in hand, I have a chance of top-decking it from RtR and turning a draw into a win.

Note that if I have a hellkite in my hand or in the graveyard then necromancy is also an instant-speed win condition in my build.  If its already in play then animating the dragon wins without further assistance.

IMO, an even more important reason to bulk up on the number of instant-wins is intuition.  Intuition only counts as a win if you can search out three other instant-win cards from your deck.  In my current build this is very fragile.  If I've already cast RtR, then I may not be able to intuition for the win.  I can't add the fourth intuition to solve this problem, because intuition -> intuition is not a win, whereas RtR -> RtR is.

So if I'm going to add another instant-win card, which one should it be?  Chord of Calling would be hilarious, but it's too narrow to take seriously.

Realistic options as far as I can see them:
put in the 4th RtR
put entomb back in

Both of these cards dump stuff into the yard, so extirpate fears should be set aside.  I'm gonna give entomb another chance.  The fact that I use hellkite to win makes entomb less of a one-trick pony.

+1 entomb

Disruption package

Dicemanx has an interesting point about pernicious deed.  I cast it.  I use it.  It feels good.  But could I have possibly won without it?  Sometimes it's obviously a savior, but maybe other times it's unnecessary.  I don't analyze my testing games that closely.  Maybe I should.  Anyway, I'll try putting them all in the sideboard and see if I miss them.

-2 pernicious deed

City of solitude
This card protects me in many ways.  Therefore I feel that it is an appropriate substitute for Force of Will, which I've been looking for an excuse to cut.  This card has a much smaller footprint in my deck than FoW.  Other than destroying the implicit FoW bluff it doesn't really have any downside to me.  It also benefits from being an enchantment, the hardest type of permanent to destroy in vintage currently.  I can't see why I'd want to draw this card in multiples, so we'll try only running two maindeck.

-1 city of solitude

Duress
It's hard to say anything bad about this card.  I would like to run four, but this card isn't always necessary or useful.  Therefore I don't feel bad about leaving the duress count at 3.

Draw/Tutor

regrowth
Without intuition it's hit-or-miss.  I love how it opens up a ton more possibilities with intuition, but it's probably too situational.  For now I'll cut it, but I'm going to keep this card in the back of my mind as long as I'm playing green.

-1 regrowth

I agree that tutor and draw shouldn't have to compete for deck space.  Now that I think about it, Deep Analysis and Lim-Dul's Vault would work very well together.  Since one way or another I'm going to end up with a bazaar after the vault, DA lets me dig through 4 out of the 5 cards that I put on top.

Merchant scroll is like brainstorm.  A great card that's just hard to fit in this crowded deck.  The reason it doesn't get the nod from me is that it doesn't synergize with intuition as well as DA.  Intuition -> merchant scroll -> ancestral recall isn't the most exciting play.  So, we'll restore two deep analyses how much they speed the deck up.

+2 Deep Analysis.

The win condition

I'm still a big fan of Bogardan Hellkite.  There's definitely something good about flexible win conditions, especially in a diverse meta-game.  It's good for the same reason that RtR is good: they both remove vulnerabilities.  RtR makes bazaar less crucial, bogardan hellkite makes WGD less crucial.  Maybe once the extirpate craze dies down I'll cut one hellkite and make it a cunning wish for even more flexibility.

For everyone keeping track at home, here's the updated decklist:

21 mana:
7 solomox
1 mana crypt
1 mana vault
4 polluted delta
2 bloodstained mire
3 underground sea
1 bayou
1 tropical island
1 swamp

7 animation targets:
4 worldgorger dragon
2 bogardan hellkite
1 eternal witness

7 animate spells:
3 animate dead
1 dance of the dead
3 necromancy

12 cards that turn draws into wins:
4 bazaar of baghdad
3 read the runes
4 intuition
1 cunning wish

8 other draw/tutor spells:
1 ancestral recall
1 vampiric tutor
1 demonic tutor
3 lim-dul's vault
2 deep analysis

5 disruption:
3 duress
2 city of solitude

SB:
4 leyline of the void
3 pernicious deed
3 chain of vapor
3 chalice of the void
1 city of solitude
1 living wish

edit: realized I was advocating a 59 card deck.  +1 intuition (running all 4 now)
7  Eternal Formats / Creative / Re: Adapting Dragon on: February 12, 2007, 03:13:26 pm
The last two responses I received alternately said that there's no permanent based hate, and no instant based hate for me to worry about.  Someone should tell that to my opponents. Smile

But seriously, there's a lot of instant based hate to worry about:
bounce, stp, stifle, trickbind, wipe away, extirpate.  Not to mention the lethal damage that red mages are sometimes able to muster.

In short, there's lots of instant based hate to worry about.  The WGD combo is very easy to disrupt with instants if you know your timing rules.

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This build is pulling away from the synergies and advantages that are present in WGDX. You still run RtR, but this card is weakened by the diminished number of instant speed win conditions (WGD has an additional 4 instant speed win cards: +1 Intuition, +2 Cunning Wish, and +1 Entomb). If you're going to do this, go with Compulsion instead, because your RtR plays will probably be quite underwhelming.

I don't understand how running less instant-speed win cards makes RtR weaker.  Are you saying I should be afraid to cast RtR because I need to hold onto it as a win condition?  I've still got the big artifact mana and plenty of cards to dump in the graveyard.  To me, those are the factors that make RtR strong in dragon.

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I would entirely support the use of Lim Dul's Vaults if you plan on using Xantid Swarms, but I would not cut card drawing from WGD - the DAs or Squees are very important in this archetype. WGD is a very redundant archetype in terms of its combo pieces, and is well served by card drawing.

I don't want to include Squee.  It's a dead card w/o bazaar.  To me the big success of WGDX is making the deck less reliant on bazaar to win.  Yes the deck has lots of redundancies because it needs specific cards to win.

DA is good, but are the odds really that good for drawing what you need off a flashed back DA?  Maybe the sting of defeat is clouding my judgment, but DA seems to disappoint a lot.  Scenarios where I NEED to draw something specific (say, an animate spell) and flashing back the DA misses, while at the same time speeding up my opponent's clock against me.

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Your "primary kill card" puzzles me - Bogardan Hellkite is not a good win condition, because it requires other cards (aside from WGD and Animate) for the card to actually kill your opponent. Your actual primary kill card is Witness; Hellkite is just an alternate means by which Witness can kill (aside from the traditional Ancestral Recall kill), but is very much inferior in a deck that aims to exploit Read the Runes, which Hellkite cannot do. Hellkite might be a decent SB card to bring in versus Fish (or as pre-SB if you face a lot of Fish in your meta) for alternate animation or as part of an Oath conversion, but maindeck I'd stick to Cunning Wishes.

Maybe I test against stax too much, but wishing for answers was always too slow for me.  Hence it's "just" a win card, sitting in my hand the whole game until I can safely animate a worldgorger.  I'm interested in filling this deck with lots of versatile cards and less situational cards like squee and entomb.

But you're absolutely right, using bogardan hellkite to win requires more than just an animated worldgorger.  You need to an extra animate spell in hand, or a ruby/lotus in play, or a bazaar in play, or a rtr/intuition in hand.  Maybe I've been lucky so far, but I haven't run into the situation where I'm ready to go off but I don't have a way to get the hellkite into play from my graveyard.  Since I do require an extra animate spell it might be a good idea to fit the fourth necromancy into the deck.

Worst case scenario you could start the dragon loop, generate enough mana to cast all the spells in your hand, and then end the loop by animating the hellkite.  It doesn't win right away but it definitely improves your board position while simultaneously whittling away at your opponent's life total and/or creatures in play.

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The Regrowth is weak. What are you Regrowing that's so important in such a redundant archetype? You might as well consider running Yawgmoth's Will instead.

Like I said previously, it allows me to do much more interesting things with intuition.  It's also useful to get a spent ancestral back, or to duress one last time before going off, or to get a win condition back after a painful bazaar session.  I don't like the idea of Yawgmoth's Will because it acts like Leyline of the Void against you for a turn.  This precludes you from going off on the same turn that you cast yawgwill.

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The Pernicious Deeds are weak - you are worried phantom threats. Deed is a fantastic SB card, but most main decks will have 0-1 permanent based hate cards to worry about, and even then WGDX addresses this potential possibility via the 2 Cunning Wish. If you feel that your meta features a number of decks that run main deck Leyline of the Void (the only "serious" permanent-based threat against WGD), play some other archetype in the short run to try to push it out of main decks - Leyline isn't that strong pre-SB against the field, and the Ichorid hype has passed.

Deed is also good against stax's lock components, keeping your opponent from getting too far ahead of you via confidant, keeping grunt from digging up your gorgers, buying yourself another turn or two against aggro, etc.  Again, I feel like I play/test against a different set of decks than you or something.  But I do value your advice.  Perhaps I'll try running 2x Chain of Vapor maindeck and relegate all four deeds to the SB.

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Running only 3 of your strongest card - Intuition? Are you really afraid of Extirpate?

I'm not so sure about intuition being the backbone of this deck.  It's good, no doubt, but Lim-Dul's vault might be stealing intuition's place in my heart.  That card has done nothing but good things for me since I started playing with it.

Maybe I haven't been playing with intuition correctly, but when I played it in WGDX it always did one of two thing for me:
*allowed me to tutor for a 3-of (animate, RtR, bazaar)
or more frequently:
*acted as a more expensive entomb: (show a pile consisting of WGD, WGD, DA)

There's other cards that mess with your graveyard besides extirpate.  It doesn't make sense to cast intuition early in the game for WGD, WGD, DA if you know your opponent has four jotun grunts maindeck.

Keep in mind that I designed this build for myriad game's tournament this past weekend.  This was the first vintage event that I know of where planar chaos would be legal.  If there was ever going to be a time when lots of people would be running extirpate, I figured it would be this tournament.  This mostly happened as a side-effect, but I discovered tat my deck is fairly resilient to extirpate.  Take my gorgers, I beat you to death with the hellkite.  Take my hellkite I recur ancestral with the witness.  Take my witness I animate the kite, then animate the gorger for the win.  A single extirpate vs WGDX could put you in "beat down with witness" mode Smile

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I disagree with Meadbert about 21 mana sources being too high - it is actually on the low side in a RtR based WGD. In the older Compulsion/Squee based builds it seemed that 19 was the bare minimum.

I don't think I could afford to cut any mana sources, especially considering how often I blow up my own artifacts with deed or RtR.  The five color mana base is a possibility.  That would make it much more likely that I could hardcast bogardan hellkite at instant speed ftw during a dragon loop.  I would miss the deck-thinning effect of fetches however.

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My suggestion, if you haven't already done so, is to start by playing WGDX first, and see how synergistic the build actually is and what resources are available to you when combatting "hate". It is likewise important not to succumb to "the fear" and have it dictate how you construct the deck. WGDX can be pulled in many different directions, and you touch upon some of these - using Xantids and Lim Duls Vaults, for example, is a relatively unexplored avenue for this iteration. Just make sure you're not sacrificing those things that made WGDX successful in the first place, unless what you are bringing to the table can very strongly offset the losses.

I've played WGDX quite a bit, and it was a desire to make the deck more resilient to "incidental hate" that led me to make changes.  The fact that hardly anyone plays this archetype, and the few people who do seem to scrub out consistently, leads me to believe that something new has to be attempted.

I agree about not succumbing to "the fear", but it's also very important to establish a board position where you can safely combo off.  Going "all in", so to speak, often times results in you staring at an empty board.  Be careful, but don't be paranoid.

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Never would I play this deck with anything less than 4 Force of Will. Xantid Swarm is a rather weak choice right now, considering that there is very little instant speed removal in the format. Sure it shuts off permission, but Dragon can often fight through control match-ups via overwhelming card advantage (of which this deck has very litte) or winning in response to an opponent's spell.

FoW is good, but often times it's very painful to select a card to pitch.

I agree that xantid swarm is weak.  It's slow (summoning sickness), it only stops spells (not abilities), and you can only take advantage of it once if your opponent has ANY blocker in play.  Hence why I will start experimenting with City of Solitude in its place.

I don't think a dragon deck should have more than eight disruption pieces maindeck.  More than that and you're going down the road of control, which is not a role that this deck can successfully play IMO.
8  Eternal Formats / Creative / Adapting Dragon on: February 12, 2007, 12:15:25 pm
first post, be gentle.

I've been playing dragon for a couple months now.  I haven't done well at a tournament yet, and I haven't seen many other people giving the deck a try, so I figured it was time to try to adapt the deck and make improvements.

Here's a link to an old decklist of mine:
http://sales.starcitygames.com/deckdatabase/displaydeck.php?DeckID=20821
It's more or less a netdeck of wgdx with maybe a tweak here or there.

Now I'm going to go over the changes that I've been trying in this deck.  I'll talk about the philosophical reasons behind my changes, and then delve into more detail on a card-by-card basis where appropriate.

Meta-disruption theory.
Dragon's a fast deck.  Ideally you should be able to ignore all the little dorks trying to kill you and just concentrate on getting your combo off before you hit 0 life.  However there's a LOT of ways to throw a monkey wrench into the dragon combo.  Therefore I think the maindeck disruption shouldn't be aimed at stopping your opponent's win condition.  Instead your disruption should be aimed at nullifying their disruption...meta-disruption, if you will.

So what screws my deck?
Instant based hate (swords, bounce, counterspells, etc).

Xantid swarms should be able to protect me from all that stuff.
+3 xantid swarm

Permanent based hate (leyline, true believer, chalice).

Pernicious deed gets the nod here.
+2 pernicious deed

I think devoting more than 8 cards to disruption is a mistake for this deck, so now we have to trim some fat.

-1 duress
-4 force of will

About force of will.  I'm not necessarily saying this card doesn't belong in dragon, but I haven't been in love with it lately, so I wanted to try playing dragon sans FoW.  Most of the blue cards in my deck are my win conditions (cunning wish, read the runes, intuition).   It's very easy to imagine a scenario where I attempt to go off, but then have to FoW something, and the fact that I have to pitch a blue spells turns my win into a draw.

Tutors instead of mass card drawing.
This change is harder for me to justify.  IMO, for a combo deck, card advantage is less important than getting the right cards at the right time.  Quality over quantity.

Deep analysis is a great card, but its mana cost is too high, and occasionally the life cost to flash it back is unacceptable.  So far through my testing I've been in love with Lim-Dul's Vault.  It's synergy with bazaar (either in play or in your deck) is unmistakable.

-3 deep analysis, +3 lim-dul's vault

The printing of extirpate hurts the value of intuition a little.  It's a much more risky proposition to intuition early in the game and dump a worldgorger in the graveyard.  But the card still is a tutor for any 3-of, so I'm not about to do anything crazy like cut it entirely.

Regrowth is fun, cheap, multi-purpose card.  As a bonus, it makes your opponent think harder when you include it in an intuition pile.  I'm not completely sold on this card, but it's been good to me so far.

-1 intuition, +1 regrowth

Versatility of win condition
I can count on one hand the number of times that I've cunning wished for an answer that actually helped me out of a predicament.  It just costs too much mana to wish for an answer and then be able to cast it.  This, and the fact that an unanswered misdirection can turn a win into a loss, was my motivation for coming up with a different win condition.  At first I considered Sliver Queen.  The main reason why I shyed away from her is that you don't win until the following turn.  Plus with the ascendence of Empty the Warrens many more decks are going to have answers to a swarm of token creatures.

I racked my brain thinking of another big body that could win the game for me on the spot, and I came up with it: Bogardan Hellkite.  This guy is amazing.  He's a primary win condition, an alternate win condition, and creature control all at once.  If that isn't enough, he also has flash.  So if you have a ruby or a lotus you can go into the dragon loop, build up enough mana, and hard cast him at instant speed ftw.  True believer doesn't stop him either.  Granted he's not the biggest reanimator target in the world, but I'm still very happy with this find.

-2 cunning wish
+2 bogardan hellkite

Cards that I considered but ultimately didn't make the cut:
entomb: too narrow.  this deck can afford to sacrifice a little goldfish speed for a lot more versatility imo.
gifts ungiven: too expensive to cast
tolarian academy: horrible synergy with pernicious deed
yawgmoth's bargain: too expensive for this deck to support
necropotence: would be great if it wasn't for the discard clause
yawgmoth's will: can't win in the same turn that I cast it, so no good

so here's the deck I played at myriad games vintage this past saturday:

21 mana:
7 solomox
1 mana crypt
1 mana vault
4 polluted delta
2 bloodstained mire
3 underground sea
1 bayou
1 tropical island
1 swamp

7 animation targets:
4 worldgorger dragon
2 bogardan hellkite
1 eternal witness

7 animate spells:
3 animate dead
1 dance of the dead
3 necromancy

10 cards that turn draws into wins:
4 bazaar of baghdad
3 read the runes
3 intuition
0 cunning wish

7 other draw/tutor spells:
1 ancestral recall
1 vampiric tutor
1 demonic tutor
1 regrowth
3 lim-dul's vault
0 deep analysis

8 disruption:
3 duress
3 xantid swarm
2 pernicious deed
0 force of will

SB:
4 tormod's crypt
2 living wish
2 pernicious deed
1 xantid swarm
3 chain of vapor
3 extirpate

results: went 2-2-0 before I dropped to play in the ridiculously-fun vintage draft.

matches I lost:
Mono u standstill: martyr of frost and waterfront bouncer circumvented my xantid swarm defense.  Standstill and ninja of deep hours kept my opponent's hand full of answers.

Mono r welder stax?  Don't know what to call this deck Smile  These games were closer.  The turn before I was gonna go off he played an orb of dreams.  Game two he played a blood moon.  I tried to float mana and bounce it, but he had reb of will (simian spirit guide).  I scooped to clockwork hydra.  In retrospect I should have hoped to topdeck a worldgorger or hellkite and hardcast it.

matches I won:
Nether stax.  His mana denial wasn't fast enough to stop me. Chain of vapor + pernicious deed do their job.
Workshop aggro w/ welders: game 1 I duress away his only mox and take him out with a quick hellkite.  game two I ignore the juggernaut clock and combo out in short order.

changes I would make:
Xantid swarm is too slow for my tastes.  Summoning sickness is the suck.  If your opponent has a blocker he's only good for one use, and there's tons of commonly run cards that can handle a 0/1 dork.  He seems to act as a suboptimal duress, eating up one answer from my opponent's hand that would otherwise be used on my worldgorger.  Plus, as I learned in my game against standstill, his inability to stop your opponent from using abilities can be a significant problem.

Instead of Xantid Swarm I'm going to experiment with City of Solitude.  Yes its symettrical, but since I'm not running force of will I'm not really missing out on much.  The only thing I can think of that city of solitude stops me from doing is blowing up manlands with pernicious deed.

-3/-1 Xantid Swarm
+3/+1 City of Solitude

Tormod's crypt in the SB was completely useless.  I'll run Leyline of the Void instead next time, as they seem to work better against ichorid, bomberman, and yawgwill decks.
-4 tormod's crypt
+4 leyline of the void

It was fun testing out Extirpate, but it doesn't seem that hot in a deck with no Wastelands.  We'll put in Chalice of the Void instead to give me a better matchup against faster combo.
-3 extirpate
+3 chalice of the void

Questions, comment, suggestions are very welcome.
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