There's rarely such thing as being 100% optimal in practice. One optimal card is suboptimal based on match-up, game state, and vice versa. The shell one would have to use to support this thing would have to be fairly novel which gives a nontrivial advantage to the person who has all of the interactions stored in muscle memory while the opponent is improvising under pressure. The individual components would would have their own different sets of pros and cons. Somehow melding this with Bazaar allows obscene draw that itself can't be countered.
Like I said, overall, I think the end result would be a list that isn't as good as one built using the most generally efficient cards. But it's not hard to envision someone doing relatively well with a deck that includes this.
Even more my point then. You would have to build an already suboptimal deck (in vintage anyway) to be less optimal to make this work.
The absolutely best burn deck in this or any format is going to be the one that kills your opponent before they can come online, and this feels even slower than a traditional list with 20 bolts, fireblast, goblin guide and swifty.
@desolutionist This really isn't the place to talk about B&R, but I would say that once you make balance a part of UX and subject it to the competitive pressures of MTGO, you will have to restrict cards. Just like what happened when Vintage hit online, the format will iterate rapidly and you will see the diverse metagame collapse in on itself - similar to what you saw with Pioneer. This doesn't keep people from having fun. This shouldn't keep the format from existing. But it's unrealistic to ignore what continually happens in large new formats regardless of initial card pools - there is never balance and broken things are discovered and optimized.
Regarding my analysis of this card, I like it. It definitely should exist as an option for Black decks. I would have played it in some Grixis decks where I literally was running Dreadbore as a card with a similar affect. The difference between 1-2 mana is considerable though and not many Black decks exist currently that would play this without also having access to Abrupt Decay.
Looting is different from Brainstorming and doing it at instant speed is a very real difference to the game - consider Snapcaster Mage.
Agreed, looting is different from brainstorming; usually looting is inferior, unless you have some graveyard tricks, because you (often) see fewer cards and don't get card advantage. I think the lack of card advantage is the most important difference, one which is crucial for blue decks.
Phasing a creature out at instant speed allows for interesting combat tricks
Usually not relevant in a vintage blue deck, unless things have changed drastically since I last played.
While JTMS has a game winning ultimate, I have fought against it and won a few times. Taking 3 turns back to back will usually end a game of Vintage.
It sounds like you're presenting an exceptional case (wining versus the Jace ultimate) as a reason against it. The Jace ultimate will usually end a game of Vintage, too. Taking 2 extra turns requires other stuff to win with it. Admittedly, you probably will win if you get to this point, so the difference in value here isn't as great as the other points.
I think I like Teferi over JTMS in the current Vintage meta but that may just be my opinion.
@Serracollector While I do love a recurable draw 3 I think that Lurrus + Standstill is a different deck from the one I built. My experience with Standstill decks is that you need both more lands than I play (22-23 instead of my 18) more countermagic shoot for 10 or so hard counters and some bigger threats to slam alá JTMS. I'm sure that there is a deck out there that uses Lurrus and Standstill but its not this particular one.
I would also mention that I don't know if Lurrus solves any of the problems Standstill has currently has; usually if you play enough copies of Standstill to have it be a plan a. then you will find another copy naturally after you opponent pop's yours and makes you draw 3. So the question is what does the standstill plan gain from Lurrus? When you answer that one a good secondary question would be how am I going to get enough mana into play such that I can play Lurrus, Standstill and protect them in the same turn? After that you are probably well on your way to a good deck, best of luck!
// 61 Maindeck
// 23 Artifact
3 Basalt Monolith
4 Grim Monolith
1 Mox Emerald
1 Mox Sapphire
3 Mox Opal
1 Black Lotus
1 Sol Ring
1 Mana Crypt
1 Time Vault
2 Manifold Key
1 Mox Ruby
1 Mox Pearl
1 Mox Jet
1 Memory Jar
1 Sensei's Divining Top
// 4 Creature
2 Walking Ballista
1 Kozilek, the Great Distortion
1 Spawnsire of Ulamog
// 10 Instant
2 Paradoxical Outcome
1 Mystical Tutor
4 Force of Will
1 Ancestral Recall
1 Stroke of Genius
// 13 Land
1 Tolarian Academy
1 Misty Rainforest
2 Tropical Island
2 Polluted Delta
1 Flooded Strand
1 Scalding Tarn
// 4 Planeswalker
1 Karn, the Great Creator
3 Teferi, Time Raveler
// 7 Sorcery
1 Time Walk
1 Merchant Scroll
1 Gitaxian Probe
// 4 Planeswalker
SB: 1 Narset, Parter of Veils
SB: 3 Oko, Thief of Crowns
// 1 Sorcery
SB: 1 Balance
Turns out, 8x monolith is really more than you need. You almost always get one in your top 7, or can mull into it, and running 1 more doesn't add enough to the % to justify losing a spell slot. I've been happy with 7.
Urza got cut for Ballista #2...the UU is often too hard to get the same turn as WW, but the infinite colorless needs sinks.
I decided to try orim's chants in the SB as extra combo protection. Force of Vigor hurts, and the pitch-bazaar decks run far too many counters/vigors main to rely on FoW alone. Teferi helps, but it rarely lives a turn vs hollowvine decks, and you need the 1WU + WW in the same turn for that to matter. Chant helps.
Oko in the side helps kill rods/ouphes. Rod decks really hurt, and you need to permanently remove them, not just bounce them for 1 turn a lot of times. BUG is tough, though not the end of the world. I've found Hollowvine to actually be the toughest match with 12 pitch spells and a fast clock. I added sphinx as a tinker target, because, although you can't use Zirda as a companion then, you can SB in Okos, Sphinx, Zirda, etc., and have a better chance of winning with Sphinx in play. BUG/BUGr and hollowvine have a very tough time vs Sphinx.
I cut misstep, which may be a mistake, but stopping the opponent is less important than protecting the win, since you are usually faster and misstep doesn't stop null rod/ouphe anyway.
The deck still needs work, but is still being pretty consistent and degenerate. Zirda is still insane, if you can land him. Any thoughts?
various companion cards, i guess the GW one works if you're creatureless, are an interesting way to guarantee casting a spell after starting a turn hellbent. so are flashback/retrace/jump-start/etc cards