Hello nogoblinsallowed community,
Of course, Avarice Amulet is a very tricky card to play with. You can set yourself up to lose very fast if you let your equipped creature die. However, you'd be surprised how hard it is to kill a creature in this format, especially one that has 4 toughness and can't attack -
Wall of Omens.
Basically, the only >2 mana removal decks in duels 2015 will play is either reprisal or shock. If your opponent has to spend their turn tapping out for a removal spell on your wall, you can tempo them out with a
Negate or similar and be ahead on your next draw step. You're also going to find a singleton
Gods Willing that allows you to answer a kill spell at the cost of only one mana.
But those are usually non-plays when you're threating to kill them on turn 6-7. So i gave the deck an offensive capability similar to that of Delver decks in modern/legacy.
The four copies of Raise the Alarm are there not only to go wide against removal strategies (and are great against
Tribute to Hunger), they also give us much needed percentage points against the mono reds of the world. A matchup that sometimes felt unwinnable with bigger styles of U/W, is almost favourable when you have 2/4 walls of omens alongside 1/1 tokens.
There are no 6+ mana plays in this deck. It's more of a tempo deck than a real control deck and as such wants to benefit from playing multiple spells per turn. So instead of your planar cleansings, kolizeks and obelisks of alara of the world, we've got a package that's more aggressively slanted, like
Vapor SnagNot that the single
Roil Elemental is experimental - it is lights out for the opponent in some matchups and abismal in others (but still a 3 power beater in the worst case scenario).
Selectively quoting you to cut down on length and also address some specific points.
I built this deck and tried it out against the AI piloting some of the stronger decks in the meta, and in my opinion the deck is good but not great. I would not expect it to go 22-4 against a sample of good opponents. I never won a game by turn 6-7. People seem to show up a lot on this forum claiming their deck is a 90%+ winner, but then when you look at which decks they played against, it was human opponents playing garbage decks. I'm not saying yours is garbage im just explaining my skepticism when people claim their deck is the undisputed champion.
I played a few rounds against the following archetypes (again, AI controlling them): seance spider spawning, selesnya token, izzet aggro, azorius combo control (bone wand).
The only clearly favorable matchup was against bone wand, which is really just a mirror match but one that your deck is better suited to win because it can go aggro faster and gets more early card advantage from avarice.
Seance spiders (which i think is the strongest midrange deck) was a split. That's not bad. Won 2 (1 of the games by a turn, though), and lost 1. A major caveat is that my seance spiders deck runs hedron crab, which the AI will never use to self-mill. More answers for Seance than any other deck, in 3x negate and 3x angelic edict. But, with two seance's and ways to recur it, I had to counter or exile seance a combined 4 times in a single game. If you can get a talrand out, and keep seance off the board, then you generally win in a few turns, but spider spawning can slow you down with chump blockers. If seance can persist on the board for a few turns, they will usually find an uncounterable removal to take your avarice, or an uncounterable craterhoof to seal the game. But, in both wins I was able to get out a talrand with an amulet providing plenty of instants and sorceries, and win a token standoff before seance found a craterhoof.
Against the aggro decks, izzet and selesnya, the struggles were real. I played 2 against izzet and lost both games by turn 6, and went 0-1 against selesnya. Selesnya had a great start - elvish visionary x2, raise the alarm, two creatures I countered or reprisaled, a triplicate spirits and a token pumper. Chipped me down in the early turns and attacking with 3 2/2 flyers on turn 7. Triplicate spirits is basically an immediate loss for this deck unless we can set up with a talrand in response, which I didn't happen to have. Izzet was a pretty ugly matchup, though it is for most of the meta. Reprisals and angelic edicts are dead cards, and negate is pretty useless as well. The deck doesn't have enough blockers to deal with a wide goblin token or pyromancer token attack, it can't kill guttersnipe, and it can't stop a kiln fiend. Also, seeing a turn 3 goblin rabblemaster on the draw is pretty much an instant loss unless you have both a vapor snag and dissolve in hand. And stoneforge mystic dies to shock.
The deck deserves some more testing against other archetypes, like other midrange decks and the better control decks, but it seems like it should lose consistently to aggro and unfortunately those are the best decks in the format. The problem against aggro seems to be that you can't get into your own card advantage engine quickly enough while also responding to all the early threats. Talrand is the only hope against a wide token assault, but casting him on turn 4 with no counter protection is a toss up on whether he will get killed before he can generate value, and waiting until turn 6 to cast him with negate support is often too late.