>>22854980
Hall of storm giants is fine super late game, but you need to read the situation. If you're both playing some flavor of Ux control and you're both drawing and passing until the point your both at 7 cards and discarding shit like targeted removal at the end of turn, who ever activates it first is basically asking the other player to resolve something broken. Even if you can float enough for 2 counterspells after activation, your opponent probably has 2 counterspells in response and will resolve whatever they want... you're going to get a chance to answer when you untap but they could have something really broken you can't answer cleanly and end up falling behind in the cards in hand game... You're usually better off just hoping you keep hitting land drops using your instant speed card draw end of their turn to keep trying for more land drops, and just having more mana so you know you can win the counterspell pissing contest, or just crying cause your not getting land drops and know you won't win the counterspell pissing contest. It is a quick clock though if you do start getting through with it though. Whole dynamic can change games 2 and 3 depending on how you're going to optimize yourself after side board. Sometimes there are stupid strategies you can use as a control deck to completely change your game plan into a more midrange deck, its really meta and card pool dependent, and I haven't played in a long time. Storm giants usually just gets blown up by one of those lands that kills lands in control mirrors though.