I think Mina and Denn work nicely in a budget list. They survive Bolt and have a kind of useful ability, so why not? I've had fun with Huntmaster in that slot too.
Agreed that Kessig Wolf Run is better for you here. I also like Treetop Village in RG since it's a useful threat (and on theme with your trample build) but it's much easier to recycle with Loam when it dies.
In a creature-centric RG list, you might be able to get some mileage out of Pulse of Murasa to pull back your creatures or to recycle your Ghor-Clans. I would definitely run Countryside Crusher in your type of build - who doesn't want to give him trample?
Sounds neat! I'd love to see a list as well. I've thought about going into Naya for KotR so this sounds interesting. Traverse also struck me as a potentially useful card that I just wasn't sure what to do with. Ruin Ghost sounds hilarious!
Just to clarify, I'm not saying you shouldn't use Insight, just that I wouldn't ditch Looting for it. The 4/2 split that mykat suggested could work well for you. The effect it gives at 1 mana is really strong. It's just that sometimes you'll miss being able to drop non-lands or have trouble casting it if you're running the full set.
Even in RG I find Looting to be too good to pass up. I don't think Insight should be used as a replacement. Turn 1 Looting to filter your hand while discarding a Loam is a great play that you would lose. With Insight you get into awkward early game situations at times unless you're running a LOT of lands, like 27-28.
That said, Insight is great as a secondary filtering spell for sure. I'm never clear on how it compares to Voice (depends on your curve, I imagine), but using 5 mana to Loam, Insight, dredge Loam and replay it is a pretty crazy line if you have Assault out.
I went 3-3, though with some better plays/luck, I think I could have gone 4-2, which would have been good enough to get into the top 8.
Jeskai Nahiri: 1-2
Game 1: Dropping Goyfs on turn 2 and 3 was too much. Short game.
Game 2: Brought in my control package of Thrun, Defense Grid, and 2x Guttural. This was a pretty long and messy game where I killed a couple of Nahiris, but he had Nihil Spellbombed out two of my Loams and Faithless Lootings, so we were topdecking until he found another Nahiri. Couldn't find Loam so she eventually ulted.
Game 3: I had a solid hand with my one-of Thrun and a couple of other threats. When I dropped Thrun on turn 4, he thought he had lost, but a clutch Timely Reinforcements got him back in the game and clogged up the board. I swear I dug in 20-25 cards deep without finding a Loam, but it was a tight game even with me throwing topdecked lands at his stuff. He exiled a bunch of Molten Vortexes and I ran out of gas.
Game 1: I kept a shaky hand and got punished for it. Didn't have Molten/Seismic, but had 1-2 dig spells that unfortunately missed. He also had pretty much a great draw and went off pretty early.
Game 2: Brought in 3x Anger and 1x Ensnaring Bridge. Drew into both Angers as his board was developing, but he was able to Coco into an Ezuri and use Archdruid mana to save the key pieces from the first Anger. At least I got rid of Ezuri, which he told me was a 2-of. Next turn he topdecks the other Ezuri which let him swing in for lethal. Bad luck. This is usually a solid 2-0 for me. There's a guy at our FNMs who plays basically the same deck, and I've never lost. Sucks that my first loss to this deck had to be here.
Naya Burn: 2-1
Game 1: Goyfs took it away. Looking at the life pad, he went 20-17-13-9-0. I love playing against Goblin Guides when they just fuel Molten Vortex.
Game 2: Brought in Burn/Aggro package of 3x Sun Droplet and 1x Kitchen Finks. I only recently found out about Sun Droplet and I really recommend trying it out. At first reading, I thought it was kind of mediocre until I realized it happened on each upkeep. Anyway, this game I had trouble building up a board and he got what he needed.
Game 3: He had to mull down to 3, but oddly enough still put up a decent fight. Well timed Destructive Revelry for my Sun Droplet had me worried, as well as finding 2x Eidolons, but ultimately it was still a mull to 3.
RG Tron: 2-0
Game 1: I felt bad about this one as it was just brutal. I drew into a Loam lock with Ghost Quarter and started playing a war of attrition. He played a main deck Crucible of Worlds thinking he'd escaped it, but I dropped a Scooze right after that to make it completely useless. Pinged him to death 2 damage at a time with an unbuffed Scooze while keeping him on 3 lands.
Game 2: Brought in 2x Destructive Revelry. I dropped Blood Moon on turn 3 which he was clearly not happy about. I build up the board to Goyf, Scooze, Molten Vortex and he drops an O Stone thinking he's safe. I had been holding on to a Destructive Revelry since basically the beginning and blow up his O Stone, which when combining the 2 damage and the +1 to Goyf for instant finally being in the yard put him at exactly lethal. I honestly felt a bit bad at how one sided this match ended up going.
Game 1: I don't even really know what went wrong here... I just couldn't find Loam when I needed it and he went off pretty quickly.
Game 2: Brought in 3x Anger. Had the board mostly under control, but it was a long and grindy game. He has lot of things that used up a lot of my land tosses like Kira, Great Glass Spinner. He managed to get his Vial up to 4 and brought out a Master of Waves on my endstep. On his following turn, he played a Phantasmal Image copying it. Couldn't do much about it. This is another match up that I'm usually comfortable with but just didn't turn out.
Grixis Control: 2-0
I'm calling this one Grixis Control even though it didn't actually have counterspells in it. It seemed basically like a Jund deck. Lots of kill spells, 4x Liliana of the Veil, and 4x Jace VP.
Game 1: Turn 3 Blood Moon basically locked him out of the game.
Game 2: Dropped an early Goyf and him Thought Scouring himself only made Goyf grow to a 5/6 insanely quickly. Only got to swing in once before it died, but after that I cleaned up with Molten Vortex.
Overall it was a lot of fun. I felt like I learned a bit for sure, but losing to matchups that should be on the easier side is a bit frustrating. I think this deck is definitely viable and I felt like top 8 was definitely within reach. It's such a good shell for Goyfs and main deck Blood Moons, and people really underestimate how devastating Molten Vortex can be. I think I should test Commune with the Gods a bit more. I think it could have dug further into the deck those times when I was struggling to find my Loams and might have been better than Tormenting Voice/Magmatic Insight.
Anyway, next PPTQ event is on August 27th so if I can make it I'll definitely be running this deck again!
@Luthier: Sounds sweet, would you mind sharing a list? I'm in RG as well and have been thinking about Worm Harvest. I'm wondering if Bow of Nylea has a place in the deck, but it's probably too cute. Mainly to recycle lost enchantments and creatures, but in your version giving Worm tokens Deathtouch would be absolutely hilarious. You can ping fliers when lacking a Seismic/Vortex, gain life, buff your dudes, and you can find it off a Commune with the Gods.
@Brawny15: I think Merfolk should be a favored matchup for us, whether we're in RG or Jund colors. 2x Anger of the Gods in the board plus 1-2x Pyroclasm should be good for decks like Merfolk, Elves, etc. Even if there's a Master of Waves still on the board, you should be able to race them easily with Seismic. If not, I'd suggest going up in your Seismic Assault/Molten Vortex count.
Don't make me dream... cycle lands would be insane.
Realistically, I'd like to see something with a powerful activation effect for sacrificing a land. Maybe something along the lines of Sylvan Safekeeper. Something with "Sac a land: draw a card" would probably be too crazy, but a less crappy version of Aggressive Mining would be pretty sweet.
The list for the most part is based on the Yuuki Ichikawa list from a couple pages back, but with 4x Blood Moon substituted in for 4x Goyf. There was some discussion in here recently about Blood Moons, and I have to say they're just awesome to have in the main. It's just so relevant in the meta that having 4 of them in the main gets you free wins, or at worst buys time to get the engine going. They do shut off all my utility lands, but I honestly think that contributes to the shock factor of having a Blood Moon drop in game 1. It almost always hurts them more than it will you.
About specific cards: Tireless Tracker - I'm a fan of this one. It's generally pretty easy to get a couple of Clues off of it which allow for an end step dredge of Loam or just an extra card when you have free mana. Countryside Crusher - This is a controversial one from what I've seen, but I do think he's worth playing, just maybe not at 4x. If unanswered he can just win you the game or, at worst, stall the board while guaranteeing that you draw gas (which I actually view as his main ability). Huntmaster of the Fells - He's kind of my fun-of in the deck for flavor, but if you can drop him on turn 4 right after a Blood Moon, it's pretty much game over. And obviously he's just great value generally.
I've been pretty steadily going 3-1 at my LGS. Seismic tends to do great against creature based strategies like Affinity, Abzan Coco, Elves, etc. Having the Blood Moons really helps in matches that I find tricky like Jund, Tron, Jeskai Control, and combo decks like Ad Nauseam.
I find my toughest matchups to be Burn, Mono Green Stompy (of all things), Jund if they can discard my Blood Moons, and Control if they can counter enough key plays (having Tormenting Voice Remanded feels terrible). Wondering if anyone could offer some advice about those match ups. Also, I'm not sure about my mana base. It looks like a decent spread to me, but I do have issues getting RRR on turn 3-4 sometimes.