Deck was 700ish tickets for me. I already made 300 grinding standard for the invi and first 2 competitive leagues with this deck netted me 65 tickets. It will pay for itself for me in not too long.
http://articles.mtgcardmarket.com/the-grinders-podcast-episode-31/
Here is the link to the grinder's podcast. At 19:00ish mark they talk about the deck for a minute or 2 just in excitement. I think thats the coolest thing about this deck is that everyone wants to play it!
@Molz: Hey, congrats on the finish! I have been reading your write-ups with interest and I find that you seem to find insight in a framework of proactive/reactive disprution vs tempo positive/negative play vs card quality/advantage in the context of a prison deck. But as much as I think there's knowledge to be gained from this, I can't seem to fully grasp it. Would you mind laying down general outlines of this theory for us? Thanks!
Here are some scattered bits that look like the tip of an iceberg we need to look at in it's wholeness:
Generally:
My general plan is that trading resources with inquisition/push is not where we want to be. We want to be locking out entire sections of their deck by not playing creatures/ playing a bridge. Trading 1 for 1 and being tempo negative on a card like inquisition isn't what a combo/prison deck is trying to do. This is why I currently only play brutality. Post board I think discard is powerful to take their hate against the right matchups (I run thought seizes).
I also think 4 visions is very good, but you need to be willing to trim them in sideboarding. Like I said in an earlier post visions is about positive card quality and negative tempo. Spending mana to spin your wheels but dig a bit. Versus aggressive matchups we don't have enough time.
On vs Tron:
Spellskite doesn't seem like it really interacts well versus ulamog. It just throws away a card to partially beat their trigger. I'd rather play more proactive disruption.
On SBing:
Predicting how my opponents will play and how much they intend to rely on hate versus beat me in a fair game. I trim mana acceleration like mox/prism versus grindier/discard heavy decks because they are positive tempo and negative card quality, and in these matches I want higher top deck equity. Likewise if I need to drop a bridge to 0 immediately versus affinity/infect I cut serum visions as they are negative tempo but positive card quality.
And lastly, looking forward to watching you streaming!
Happy to explain my thoughts Radouf. Lets use a bunch of examples to illustrate.
Tempo: Term meaning time. Mana (or time) is a limited resource in magic. To spend time on plays that don't progress you towards victory is wasted tempo. Positive tempo trades are if I play a bridge and it nullifies my opponents thought knot seer and reality smasher. I paid 3 mana for their 8 worth of spells. Negative tempo would be if I thought seize my opponent's thought knot seer while they have another one in hand (I have spent 1 mana, and they have not spent any mana yet). A tempo neutral exchange would be if I collective brutality my opponent's eidelon and force them to discard a spell and I drain them for 2 (in this exchange we each spent 2 mana on our play).
This is also why collective brutality to look for an instant or sorcery against a counterspell deck or a k/command deck is very low tempo and not too exciting but sometimes a play we make.
In an example where tempo is important:
Affinity: Serum Visions and Bridge. In a normal game versus affinity I have time for a turn 2 play, and a turn 3 bridge to stall some of the board and then turn 4 or maybe 5 if they had a slow start I need to be empty handed. Bridge with 1 or 2 cards doesn't stop them going all in on an inkmoth nexus with a ravager for lethal, or large chunks of damage with etched champions walking passed blue thopters. Serum visions is great on turn 1 to fix your hand, but on turn 2 I need to either be playing a prism or a brutality (to interact but mostly just reduce hand size). Turn 3 needs to be bridge or set up for a turn 4 bridge. If you have a bridge in play but your hand is now serum visions and you missed a land drop, you can't physically cast all of your spells unless you hope to topdeck a land off the visions. This is an example where serum visions actually drawing a card loses you the game. The fact that you had to spend 1 mana to draw a card and then cast that card on limited mana is likely difficult.
Similar scenario for Burn. Turn 1 serum visions is fine to set up, but turn 2 I need to brutality or play a thopter/sword with a 0 drop to whir/play the other copy on 3. Serum visions at this point out is strictly worse than a land. If they play an eidelon on 2, then serum visions is actually not just negative tempo but painful.
This is why mox opal/pentad prism are such good cards. They are extremely high tempo cards.
Proactive versus reactive disruption: In the same mindset as tempo, our deck tends to have plenty to do with its mana. If I held up a negate on a turn that my opponent did not play a spell I could negate I just wasted 2 mana (negative tempo). If I can proactively play a pithing needle on their Karn, I didn't get positive tempo, but I proactively tried to lock my opponent into 'needing to draw their out'. If I have needle on Karn and a needle on O-stone, then I want to end the game before they draw their ulamog. Proactively I am shutting down parts of my opponents deck. This is similar to a slaughter games effect. The trick is that trying to contain every card is likely impossible in these matchups. Keeping a whir for a spellskite to contain 1/2 of an ulamog trigger will let them target my 2 needles, and whichever one I save they play the other card rotting in their hand (making my needle only buy time and not actually lock them out). This is a reactive response to something you cannot proactively stop).
We can't always be proactive, but when in doubt make the opponent have it (odds are they don't). This is where reading your opponent comes in, thinking have they had a better time to play their out or not. If they have had a good time and chose not to, they likely don't have it.
The last piece is Card Quality: Better cards than my opponent wants me to have. This is where serum visions is very very good.
Versus deathshadow or grindy matchups like Jund I want to side out as many bad top decks as I can. I don't plan to lock my opponent turn 3 and ride it for the rest of the game. I expect many discard spells to take my key pieces, counter spells for 1 mana to give my opponent positive tempo and disrupt my combo/bridge, or artifact removal spells. This is why I side out most of the pentad prisms/mox opals for cards that NEED to be answered. (Chalice for death shadow/maelstrom pulse).
Imagine if you're on the deathshadow side and you see a hand of 3 lands, a thopter foundry, a bridge, a chalice and a mishra's bauble. What do you take? They always take the chalice because they can't function with it in play, but now I'm left with very strong cards. They will likely follow up with 2 more discard spells because they're great like that! This takes our foundry and bridge, now we're both low on resources and in a top deck war. This is where I wait to crack my bauble until I have time to cast the card I would draw (and almost always at their end step or upkeep, don't want to expose that new card to discard). The difference between drawing a pentad prism and drawing another chalice/maelstrom pulse is huge. I didn't need to race my opponent to place my things in play like we do versus affinity, because I know the deathshadow decks are going to disrupt me along the way.
This is where serum vision really shines. It helps you keep cards on top of your deck where your opponent can't discard them. Keeping redundant copies of bridge/foundry is very strong as it forces them to have more artifact disruption.
As an aside, The idea of card quality over card advantage is extremely important throughout magic. Most obvious is the card Brainstorm. I play a lot of legacy midrange blue decks and you don't technically draw positive 3 cards with brainstorm, but if you put back 2 lands/dead cards and draw 3 great spells and fetch it away you've built an A-call.
Hopefully, that helps partially explain how I look at the deck. We have the ability to combo quickly and get to a board state where they cannot win, but also grind forever due to key cards (mostly bridge) locking out entire portions of their deck. Having a sideboard that supports this plan and isn't just based on a singleton bullet and playing to hope they can't beat it is important (this is why I think trinisphere is not a good sideboard card).
Happy to help answer any questions on my thoughts or take criticism. I'm still learning too and this is a large reason I bought the deck on MODO to be able to test things like aether grid/spire etc.
Really liking the insight Molz7! I don't have very much time to play, so it's great to get this indepth explanation. Going to try to remember it when I'm playing
Agree - the detail and thought you're putting into your posts is very helpful. I don't want to be wrong on Chalice for example because I just sold mine to get opals, but you make a very compelling argument with 1 cmc stopping rocks + claim in tron and a bunch of burn spells + revelry in burn. When you're hindering their game plan AND their disruption that pulls a lot of weight. My bad experience with chalice was RW prison where you maindeck it and just fire it down on turn 1 blind and hope for the best. Bringing it out of the board for targeted matchups, where its both disruptive to their deck AND their hate makes way more sense.
On brutality, I get the flexibility and the synergy with bridge (and sword as a discard option), I just kept running into situations where sorcery speed or 2 toughness limit caused me serious grief. Company decks going EoT chord/coco, untap gg. Or storm decks going t4 electromancer gg. Or a spell queller or 3/3 scooze wrecking my day as I look at -2-2 with sadness. Certainly we build decks with the bigger picture in mind, and you may say - forget all that. Focus on cage/needle vs company, focus on chalice 2 vs storm, focus on needle vs ooze, focus on bridge and grinding down spell queller decks instead of being mad they quellered your sword.
But boy does fatal push ever look like a more direct solution to most of those problems, while also doing the brunt of the work of a brutality (killing creature is the best/most reliable mode).
Private Mod Note
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Modern
* Esper Draw-Go
* Tezzeret Whir
* Blue Tron
@Molz: thank you for the detailed explanation. While I'm familiar with those concepts and "see them" when playing, you seem to use them to your advantage as if you saw the full matrix of their intertwined action. That's great.
https://www.twitch.tv/videos/157427798 - Hoogland's stream is sub-only, unfortunately. I'm not a massive fan of Jeff, but I recognise him as a very good player, and it's a shame we can't get any free testing out of the stream.
Yeah ran into the paywall myself, but like Stu said, it should be up on YouTube shortly! Keep an eye out.
From his Twitter post we can already see the spice in the decklist tho:
MB Capsule, Aether Spellbomb, friggin' Key to the City (had to look that one up), Crucible and Witchbane Orb, double EE. SB 3x Krosan Grip, among other things.
It's exciting as Hoogland is the Kiki-Chord master. And Whir of Invention is pretty much a fixed Chord of artifact. So he's starting from a very different place than most. Also I looked it up and he's played Tezzerator a couple times in the past two years. Chord of Artifact must've brought him back to it. So looking forward to this!
What are people's thoughts on Bontu's Last Reckoning? I was thinking I'd put 2 in my sideboard, but that's partly because I don't have damnations. There are also a lot of abzan company decks at my store, and casting a wrath a turn earlier is huge against those.
@tan00k: we're all at the stage of testing. It sure looks like if there's a shell for Bontu's Last Reckoning, this is going to be it. Now get out there and report back
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MODERN Blue Lantern, UBx Tezzerator. OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
Although I like Bontu's Last Reckoning and think it has definite potential (especially as a budget replacement for damnation,) we shouldn't forget that our primary plan of Ensnaring Bridge and Thopter Foundry/Sword of the Meek combo are already very strong vs. creature strategies and overload on maindeck removal
A couple Bontu's maindeck is great in a meta like that! I would also include a maindeck pithing needle. If you're looking to tune your deck to beat burn maindeck the chalices will do that, but at the cost of consistency and making the deck more clunky against the field. Witchbane orb and chalice out of the sideboard will tilt the match big in your favour and game 1 rushing the combo is the way to go. They won't always play t1 goblin guild t2 goblin guide. They'll do that less than 25% percent of the time and building your deck around specifically surviving that can hurt overall matchup %. It all depends on just how slanted your meta is towards burn/combo I guess
I've been playing flaying tendrils in the side to take care of decks like counters company, affinity etc. I can't imagine last reckoning being the better of the two against those decks.
Decks that are fast enough for us to want to clear on turn 3 are handled by flaying tendrils and in the case of counters company, flaying tendrils is just the best board wipe we can bring in the matchup at any mana cost as well.
Some mix of flaying tendrils and damnations(2/1 for me currently) is vastly superior to last reckoning imo.
"Decks that are fast enough for us to want to clear on turn 3 are handled by flaying tendrils and in the case of counters company, flaying tendrils is just the best board wipe we can bring in the matchup at any mana cost as well."
If the objective is to simply improve the abzan company matchup then I agree that tendrils is the way to go. But last reckoning may be a good compromise between tendrils and damnation where it comes down turn 3 in the matchups you need, but is still reasonable against eldrazi/shadow. That flexibility is why I think it could be a good sb card.
"Decks that are fast enough for us to want to clear on turn 3 are handled by flaying tendrils and in the case of counters company, flaying tendrils is just the best board wipe we can bring in the matchup at any mana cost as well."
If the objective is to simply improve the abzan company matchup then I agree that tendrils is the way to go. But last reckoning may be a good compromise between tendrils and damnation where it comes down turn 3 in the matchups you need, but is still reasonable against eldrazi/shadow. That flexibility is why I think it could be a good sb card.
Not just the abzan company matchup, but also the affinity, humans, dredge, elves and other aggro matchups tendrils is better than last reckoning and damnation.
Which matchups would you need a damnation on turn 3 instead of 4? Merfolk is already one of the best matchups we have. I can't really think of any other matchup where turn 3 wipe with that drawback is better than a turn 3 tendrils or turn 4 damnation.
I'm agreeing with you that tendrils will always be better in some matchups and damnation in others. But last reckoning is better than tendrils against shadow/eldrazi, and it may be better than damnation against company/elves/etc. If I had a ton of sideboard slots I'd only play tendrils and damnations. But since those slots are at a premium, reckoning could be a good compromise. Hopefully that makes sense.
Uh. We run at least 7 mana rocks. Most of the time you will have four mana on turn 3 if you want it. I see absolutely no room for reckoning over damnation (which is already a sideboard 1-2 of at best).
Tempo? Not untapping your lands for a turn is pretty much free time walk for your opponent. Whatever tempo you gain casting this turn 3 is almost always invalidated when you do absolutely nothing turn four.
If you want more action vs company and goblin guides fatal push is probably the card you're looking for. Maybe tendrils.
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Modern
* Esper Draw-Go
* Tezzeret Whir
* Blue Tron
BadMcFadden: "Uh. We run at least 7 mana rocks. Most of the time you will have four mana on turn 3 if you want it. I see absolutely no room for reckoning over damnation (which is already a sideboard 1-2 of at best).
Tempo? Not untapping your lands for a turn is pretty much free time walk for your opponent. Whatever tempo you gain casting this turn 3 is almost always invalidated when you do absolutely nothing turn four.
If you want more action vs company and goblin guides fatal push is probably the card you're looking for. Maybe tendrils."
Yes, it's well established that tendrils is better in key matchups and damnation is overall better. This player was asking for replacements for damnation and tendrils doesn't hit any creatures with better than toughness 2. In this situation Bontu's availability/price point and universal application (against eldatron/grixis shadow) is worth trying. Our mana rocks may be the reason why the tempo loss is manageable if the upside is a turn 3 3 for 1 board wipe. This could even happen on t2 vs affinity.
Discovering the advantages and disadvantages of this card is a good thing and I see no reason to be narrow minded about trying it out in metas that favour it.
Deck was 700ish tickets for me. I already made 300 grinding standard for the invi and first 2 competitive leagues with this deck netted me 65 tickets. It will pay for itself for me in not too long.
http://articles.mtgcardmarket.com/the-grinders-podcast-episode-31/
Here is the link to the grinder's podcast. At 19:00ish mark they talk about the deck for a minute or 2 just in excitement. I think thats the coolest thing about this deck is that everyone wants to play it!
Happy to explain my thoughts Radouf. Lets use a bunch of examples to illustrate.
Tempo: Term meaning time. Mana (or time) is a limited resource in magic. To spend time on plays that don't progress you towards victory is wasted tempo. Positive tempo trades are if I play a bridge and it nullifies my opponents thought knot seer and reality smasher. I paid 3 mana for their 8 worth of spells. Negative tempo would be if I thought seize my opponent's thought knot seer while they have another one in hand (I have spent 1 mana, and they have not spent any mana yet). A tempo neutral exchange would be if I collective brutality my opponent's eidelon and force them to discard a spell and I drain them for 2 (in this exchange we each spent 2 mana on our play).
This is also why collective brutality to look for an instant or sorcery against a counterspell deck or a k/command deck is very low tempo and not too exciting but sometimes a play we make.
In an example where tempo is important:
Affinity: Serum Visions and Bridge. In a normal game versus affinity I have time for a turn 2 play, and a turn 3 bridge to stall some of the board and then turn 4 or maybe 5 if they had a slow start I need to be empty handed. Bridge with 1 or 2 cards doesn't stop them going all in on an inkmoth nexus with a ravager for lethal, or large chunks of damage with etched champions walking passed blue thopters. Serum visions is great on turn 1 to fix your hand, but on turn 2 I need to either be playing a prism or a brutality (to interact but mostly just reduce hand size). Turn 3 needs to be bridge or set up for a turn 4 bridge. If you have a bridge in play but your hand is now serum visions and you missed a land drop, you can't physically cast all of your spells unless you hope to topdeck a land off the visions. This is an example where serum visions actually drawing a card loses you the game. The fact that you had to spend 1 mana to draw a card and then cast that card on limited mana is likely difficult.
Similar scenario for Burn. Turn 1 serum visions is fine to set up, but turn 2 I need to brutality or play a thopter/sword with a 0 drop to whir/play the other copy on 3. Serum visions at this point out is strictly worse than a land. If they play an eidelon on 2, then serum visions is actually not just negative tempo but painful.
This is why mox opal/pentad prism are such good cards. They are extremely high tempo cards.
Proactive versus reactive disruption: In the same mindset as tempo, our deck tends to have plenty to do with its mana. If I held up a negate on a turn that my opponent did not play a spell I could negate I just wasted 2 mana (negative tempo). If I can proactively play a pithing needle on their Karn, I didn't get positive tempo, but I proactively tried to lock my opponent into 'needing to draw their out'. If I have needle on Karn and a needle on O-stone, then I want to end the game before they draw their ulamog. Proactively I am shutting down parts of my opponents deck. This is similar to a slaughter games effect. The trick is that trying to contain every card is likely impossible in these matchups. Keeping a whir for a spellskite to contain 1/2 of an ulamog trigger will let them target my 2 needles, and whichever one I save they play the other card rotting in their hand (making my needle only buy time and not actually lock them out). This is a reactive response to something you cannot proactively stop).
We can't always be proactive, but when in doubt make the opponent have it (odds are they don't). This is where reading your opponent comes in, thinking have they had a better time to play their out or not. If they have had a good time and chose not to, they likely don't have it.
The last piece is Card Quality: Better cards than my opponent wants me to have. This is where serum visions is very very good.
Versus deathshadow or grindy matchups like Jund I want to side out as many bad top decks as I can. I don't plan to lock my opponent turn 3 and ride it for the rest of the game. I expect many discard spells to take my key pieces, counter spells for 1 mana to give my opponent positive tempo and disrupt my combo/bridge, or artifact removal spells. This is why I side out most of the pentad prisms/mox opals for cards that NEED to be answered. (Chalice for death shadow/maelstrom pulse).
Imagine if you're on the deathshadow side and you see a hand of 3 lands, a thopter foundry, a bridge, a chalice and a mishra's bauble. What do you take? They always take the chalice because they can't function with it in play, but now I'm left with very strong cards. They will likely follow up with 2 more discard spells because they're great like that! This takes our foundry and bridge, now we're both low on resources and in a top deck war. This is where I wait to crack my bauble until I have time to cast the card I would draw (and almost always at their end step or upkeep, don't want to expose that new card to discard). The difference between drawing a pentad prism and drawing another chalice/maelstrom pulse is huge. I didn't need to race my opponent to place my things in play like we do versus affinity, because I know the deathshadow decks are going to disrupt me along the way.
This is where serum vision really shines. It helps you keep cards on top of your deck where your opponent can't discard them. Keeping redundant copies of bridge/foundry is very strong as it forces them to have more artifact disruption.
As an aside, The idea of card quality over card advantage is extremely important throughout magic. Most obvious is the card Brainstorm. I play a lot of legacy midrange blue decks and you don't technically draw positive 3 cards with brainstorm, but if you put back 2 lands/dead cards and draw 3 great spells and fetch it away you've built an A-call.
Hopefully, that helps partially explain how I look at the deck. We have the ability to combo quickly and get to a board state where they cannot win, but also grind forever due to key cards (mostly bridge) locking out entire portions of their deck. Having a sideboard that supports this plan and isn't just based on a singleton bullet and playing to hope they can't beat it is important (this is why I think trinisphere is not a good sideboard card).
Happy to help answer any questions on my thoughts or take criticism. I'm still learning too and this is a large reason I bought the deck on MODO to be able to test things like aether grid/spire etc.
On brutality, I get the flexibility and the synergy with bridge (and sword as a discard option), I just kept running into situations where sorcery speed or 2 toughness limit caused me serious grief. Company decks going EoT chord/coco, untap gg. Or storm decks going t4 electromancer gg. Or a spell queller or 3/3 scooze wrecking my day as I look at -2-2 with sadness. Certainly we build decks with the bigger picture in mind, and you may say - forget all that. Focus on cage/needle vs company, focus on chalice 2 vs storm, focus on needle vs ooze, focus on bridge and grinding down spell queller decks instead of being mad they quellered your sword.
But boy does fatal push ever look like a more direct solution to most of those problems, while also doing the brunt of the work of a brutality (killing creature is the best/most reliable mode).
* Esper Draw-Go
* Tezzeret Whir
* Blue Tron
This being said, JEFF HOOGLAND HYPE, PEOPLE:
https://mobile.twitter.com/jeffhoogland/status/883507198927790080
/edit: add to that Corbin Hosler hype! https://youtu.be/YQyI3mP6giY
(He repeatedly states that he's going to pick the deck up, and mentions it again in the comments section )
We steaming, boys!
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
Hoogland's stream is sub-only, unfortunately. I'm not a massive fan of Jeff, but I recognise him as a very good player, and it's a shame we can't get any free testing out of the stream.edit: https://www.youtube.com/watch?v=vXGoRtCuT4Q happily wrong!
From his Twitter post we can already see the spice in the decklist tho:
MB Capsule, Aether Spellbomb, friggin' Key to the City (had to look that one up), Crucible and Witchbane Orb, double EE. SB 3x Krosan Grip, among other things.
It's exciting as Hoogland is the Kiki-Chord master. And Whir of Invention is pretty much a fixed Chord of artifact. So he's starting from a very different place than most. Also I looked it up and he's played Tezzerator a couple times in the past two years. Chord of Artifact must've brought him back to it. So looking forward to this!
/e: Here we go: https://www.youtube.com/watch?v=vXGoRtCuT4Q
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
He says a few minutes in that it's not his decklist. He's just playing a deck that someone asked him to play when donating.
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
U Merfolk
UB Tezzerator
UB Mill
U Merfolk
UB Tezzerator
UB Mill
Decks that are fast enough for us to want to clear on turn 3 are handled by flaying tendrils and in the case of counters company, flaying tendrils is just the best board wipe we can bring in the matchup at any mana cost as well.
Some mix of flaying tendrils and damnations(2/1 for me currently) is vastly superior to last reckoning imo.
If the objective is to simply improve the abzan company matchup then I agree that tendrils is the way to go. But last reckoning may be a good compromise between tendrils and damnation where it comes down turn 3 in the matchups you need, but is still reasonable against eldrazi/shadow. That flexibility is why I think it could be a good sb card.
Not just the abzan company matchup, but also the affinity, humans, dredge, elves and other aggro matchups tendrils is better than last reckoning and damnation.
Which matchups would you need a damnation on turn 3 instead of 4? Merfolk is already one of the best matchups we have. I can't really think of any other matchup where turn 3 wipe with that drawback is better than a turn 3 tendrils or turn 4 damnation.
Tempo? Not untapping your lands for a turn is pretty much free time walk for your opponent. Whatever tempo you gain casting this turn 3 is almost always invalidated when you do absolutely nothing turn four.
If you want more action vs company and goblin guides fatal push is probably the card you're looking for. Maybe tendrils.
* Esper Draw-Go
* Tezzeret Whir
* Blue Tron
Tempo? Not untapping your lands for a turn is pretty much free time walk for your opponent. Whatever tempo you gain casting this turn 3 is almost always invalidated when you do absolutely nothing turn four.
If you want more action vs company and goblin guides fatal push is probably the card you're looking for. Maybe tendrils."
Yes, it's well established that tendrils is better in key matchups and damnation is overall better. This player was asking for replacements for damnation and tendrils doesn't hit any creatures with better than toughness 2. In this situation Bontu's availability/price point and universal application (against eldatron/grixis shadow) is worth trying. Our mana rocks may be the reason why the tempo loss is manageable if the upside is a turn 3 3 for 1 board wipe. This could even happen on t2 vs affinity.
Discovering the advantages and disadvantages of this card is a good thing and I see no reason to be narrow minded about trying it out in metas that favour it.
Edit: quotation added for clarity
U Merfolk
UB Tezzerator
UB Mill