Eldrazi decks running thorn and rods will love this. They cast junk off non-shop lands anyway, and don't have much trouble splashing colors with Noble Heirarch or Urborg, Tomb anyway. If some good cards are spoiled with this mechanic, Eldrazi is the shell i see playing it.
@CwaM Round 2 (after the bye): Kept a hand of Island, Tundra, Sol Ring, Mana Crypt, Thirst, Paradox (with a force on top off mull to 6) . Figured this hand played through Sphere or even chalice fine, and I KNEW my opponent was on shops (due to a ridiculously pimped Shop Deck he played in teh prelim). He opens with Trinisphere off a wasteland.
Game 2, I smoked him.
Game 3: He ends up with 2 vehicles which domed me for 8 (due to fetch + Fow + 5 + 5) and no cards in hand. Draws a Ravager, and puts me to 3. I fragmentize the Ravager, and then he draws another creature (Revoker or Factory?) , crews, and attacks for lethal, forcing me to hurkyls. He then draws a Triskelion, and I'm forced to counter it. On his next turn, he replays the vehicle and attacks me. Had I drawn my plows instead of my hurkyls, or had I drawn any draw spell, I win the game, as I had taken care of his spheres earlier.
Round 2: Game 1 I smash Grixis Pyromancer. Game 2, I mulligan to 5, and he has turn 1 FlippyJace, turn 2 ancestral/Ancestral and I'm out of it. Game 3 I kept a hand of 2 Islands, Sol Ring, Sensei's Top, Paradox, Thirst and open up Island, Sol Ring go. He opens Ruby, Sapphire, Island, Dack (steal Sol Ring). He has 2 cards in hand at one point with a pyromancer in play and dack, and is sitting on sol ring, ruby, sapphire, volcanic. I decide instead of Demonic Tutor for Swords or something, to Demonic and pass. He draws his next land. Demonic's for Therapy. Therapies me. Flashes back therapy. Gushes. replays a land, and Time Walks.
Clamp/dudes feels more synergistic - you'd be happy whether they paid life or not ... I still suspect the card is bad and I won't be testing it, but the clamp plan feels like it's playing to the cards strengths more (I suspect the same deck would be sacking Moxes to Ravagers for even bigger effect)
If you're going powerless, would Elvish Spirit Guide have a place here as some fast mana? Would Cavern of Souls be worth trying over Strip Mine and Crop Rotation as additional hedges against Mental Misstep?
We ran spirit guide back in '06 and it definitely did a damn fine lotus petal impersonation. In fact, our red/green beats player ran simian and elvish spirit guides.
If I was going to build infect without power, they would be my first stop.
@enderfall I don't really have that many plains in my deck (5) to discard in the first place, and it's just worse Disenchant if I'm not doing that. I suppose there are some "gotcha" moments you can do with it, but it doesn't sound too exciting to me.
Abrupt Decay: I really don't have many problems with mentor/pyromancer personally; and if it's already generated a bunch of tokens, AD/Swords/Path/whatever won't save you at that point. Phyrexian Revoker (which I noticed you weren't playing) shuts down some of the cards you brought up and so does Stony Silence. Having a nice, clean answer to Oath is great, but I'd just play BUG Leovold at that point since I feel like it's going to be a better deck (maybe?).
Mana Crypt: After making my opponents lose to their own Crypt and seeing it kill numerous people, I'm not convinced especially in a deck that is not a combo deck. There are plenty of games that go long, and this deck isn't exactly packing life gain, but that's less of an issue if you have DRS. There are going to be games where Crypt is way better than Sol Ring, but I don't like including cards in my deck that can cost me the game when there are acceptable (and better in some cases) alternatives.
Edit: After a few play test games thinking about it, Sol Ring doesn't really make a lot of sense since it goes against the philosophy of "play dudes on turn 1."
I don't really see the purpose of it. You have a really lose, almost unwinable matchup va dredge because of it.
Switching roles is cool if you juke your opponent into playing stuff that is bad when you switch. But changing from control to Agro shops doesn't have many advantages to it except maybe in the Oath of druids matchup.
Here are the two lists I would consider playing right now, and they are completely different decks:
So I cast show and tell, put griselbrand into play, opponent slaps down leovold. I'm a little annoyed and worried but glad to get a chance to test against it.
Twice I activated griselbrand on my opponent's turn to draw ONE card for seven life :)
It still helped me win. The worst part was when I had to use forbidden orchard to make Mana and my opponent got a free card from it!
@Doomhed Your best bet is to go proactive discard like Duress or slot in Git probe and Cabal Therapy and run defense grid main.
Essentially you need to be able to not lose to opponents forces, spell peirce's and Mana Drains while still being proactive enough to not die to storm on t2-3. While things like Pernicious Deed can keep anything off the board and in the sideboard stuff like Arcane Lab or Mystic Remora could be brought in against storm in addition to more discard.
You are right, I didn't expressed me well. I meant that for any successful deck, there is another that can win it, so there is an equilibrium that prevents having an absolute dominant archetype. On the other hand the point of equilibrium shifts depending on how people prepare their decks against others. If people want to punish blue decks, non-blue decks will improve. Same for other cases.