You make a good point that the deck doesn't really "need" an extra win con with Pyrite Spellbomb, but once the lock is in place and you have Academy Ruins, Pyrite Spellbomb, and 4 lands, Spellbomb clinches the win.
I don't play Magic Online, so bear with me...That Surgical Extraction at the end of Game 3, it looks like the Living End in the graveyard remained there, is that correct? If so, I'm guessing LSV forgot to click on it once the spell was resolving, since the first time he clicked it was just to choose which card to extract, but then after that he again has to click it in the graveyard to exile it. Is that accurate?
+Ianfett2291 possibly for zoo, possibly because you can activate it yourself when you have more than 1 with your pain lands, other than that i don't know.
merfolk? It'll keep your head above water until you get the ensnaring bridge out. Seems a bit iffy its its just that and the few competative burn variations though.
+Ianfett2291 I think it's specifically because with the pain lands, if you have multiples, you can net an extra life per turn by pinging yourself, and then letting them trigger on upkeep.
+Dave Ellis Thanks. That's actually a pretty clever use. I also didn't realize until I watched match 3 that sun droplet triggers on each upkeep not just your own.
+Ianfett2291 Dragon Claw will only gain u 1 life per spell they play and tends to only be really great in red aggressive mirrors (e.g. see the appropriate Friday Nights episode lol), and although that isn't insignificant, this deck can slow the game enough that the difference in speed between the two cards is negligible. additionally, yes, if you have 2 droplets you can net 1 life with a pain land per turn cycle.