At long last:
Another amalgamation of a couple months' worth of changes. To gloss over my thoughts on the changes briefly:
I'm sad to lose my pet card
Mirrorweave, but at the same time I can recognise that it was as many times a game winner as it was a dead card in hand, so it makes sense to cut it and see if I miss it. Zombie cuts I feel ok about.
Grimgrin, Corpse-Born is a weird one in that it's sacrifice ability is fine but gives me no immediate onboard advantage.
God-Eternal Bontu is efficiently replaced in effect by
Plumb the Forbidden, which at its barest impact leaves me with an intact board.
Eldrazi Monument was a weird one to cut, although less of the time now combat is my win con. I can still hit the red zone with a degree of combat evasion, but indestructible is surplus to requirement - in fact, in response to a board wipe I'd prefer my creatures die to trigger bleed effects.
Dance at the Manse I may miss, but I'm not too mad about the loss.
Austere Command is incredibly versatile, but it always cost a lot to cast.
Addition wise, there's a few creatures trialling a slot here in
Master of Death and
Vile Entomber. I expect middling results, so the onus is on them to surprise me. I'm bringing
Kindred Discovery back into the fold for trialling. Not having any security to recur it from the yard is a little concerning, considering its cost, but potentially the upside stands to be worth it. I've talked already a little about
Ashnod's Altar and
Animate Dead, and these are both attempts to manage my curve a touch. I've found color fixing to be fine of late, but colorless costs are a little tougher in some cases. I'm trialling
Noosegraf Mob again, with acceptance of the fact that it is costly, but can double its power onboard in a turn cycle, and allow me to go a bit wider than I've been capable of. The synergy with
Mikaeus, the Unhallowed is undeniable and strong, so there's a chance it could be a very good add.
Sevinne's Reclamation should be good,
Akroma's Will sort of replaces Monument and gives me a little protection here and there, I'm hoping it's a good utliity add. And
Twilight's Call joins the reanimation crew. It's quite expensive, so being here more for redundant effects is what brings it in. I'd tossed up whether or not to add
Pyrrhic Revival instead, but I had this so it's what I decided to go with.
Now I need to get some actual gameplay in and see how things run!