icybreaker.
I know about bonewalls, steals and defrags. About being defraged etc, yes bonewall has the upper hand.
Bonewalls require ammunition, if you want to think of it that way, which mean that a deck must include creature control (basically creature damage) to be useful. I use to run bonewalls in my FG farmer. Post 1.17, it was lacking in the protection department because it relied on FStorm timing and oty placement. That led to many losses and made FGs very hard. Since then i completely removed bonewalls (believe it or not) and added 4 EXTREMELY useful Phase shields. Now my FG farmer is very, very successful. I also took out all the sundials.
In my 30 card pvp deck (flying titans for the curious) I stall with 5 phase shield (what ever the upped one is called). 5 of those is 15 turns of safeness.
7 cards are drawn on turn 1, that leaves 23 cards left (basically 23 turns)
23 minus 15 = 8 (asumming one of the PS is not in the last 8 cards)
i have rarely made it to 8 cards left. I either win or lose by then. The win or lose point is usually around when 15-12 cards are left. that means that most of the time i play, there is a phase shield protecting me (most of the time
.
There are many uses for both bonewall and PS. i like both and understand your points.