As I mentioned somewhere in another thread, one of the versions I've tried (and one of my favorites) runs 3 Root Maze in the main:
Root Maze is really nice against opponent playing lots of fetch/shocks. Hell, even just a few fetch/shocks. Fetching is essentially delayed two turns -- one to wait for the fetchland to untap and another to wait for the fetched land to untap. Also nice when bouncing lands back with Plow Under and Primal Command since they can't immediately get value with the land once its re-drawn. All that being said, its almost useless if not in our hand for the first few turns of the game. I sort of have the same opinion with Trinisphere, although sometimes having multiples of Trini is good in case an opponent tries to remove the first copy from the battlefield. I thought about maybe putting a list together that could have ways to get rid of multiples like Smuggler's Copter or Azor's Gateway.
Personally, I don't think you need BOTH speed and slowing an opponent down because at some point you need actual payoffs/threats in the deck and adding more 'setup' seems like it'll dilute the deck. I mean, a lot of times even now it feels like there's always a decent chance we draw the 'wrong half of our deck'. And frankly, a lot of decks can play through Spreading Seas, Sea's Claim, and even Blood Moon already and I think you're better off taking lands off the table completely than trying to depend on mana screw.
If you intend on splashing Blue, I don't think you want to run Root Maze. I'd imagine whatever iteration you'd want to build would have some amount of fetches and duals like Misty Rainforest and Breeding Pool and as we've spoken about above, Maze significantly punishes fetching.
Meh, I feel like Choke is just redundant. We're already geared to take an opponent off lands and it just seems like siding this in is just too much. I think I'd rather have something like Carnage Tyrant to come in against control. Worst case scenario, even getting Tyrant Cryptic Command-tapped every start of Combat can open up areas where we can punish them for tapping out.
Quote from ElvesotShelves »I want to talk about
Heart of the Dark Wood and ramunap Excavator
Already running azusa and it seems like a nice complimentary package to eternal command.
You could take it a step further with that new card that hits a/e and let's you play an additional land for 1g... Along with black disruption to get you there.
Gaining life is nice but a lot of the time it just postpones the inevitable unless you can pose a threat in the meantime. I also really don't see what Dark Heart of the Wood really adds as an endgame/wincon. It seems to me like something better for lifegain would be things like Thragtusk or Kitchen Finks. These are not only threats but are rather resilient and can also be tutored with Primal Command(which also gains life).
I think if you're looking for a decklist with Ramunap Excavator and Azusa, Lost but Seeking, I think you'd be wanting to loop Ghost Quarters, Field of Ruins, and/or Tectonic Edges. Unfortunately, stacking a deck with a lot of non-Forests is going to make it harder to get consistent use out of Arbor Elf and Utopia Sprawl and I think you'd want cards like Tireless Tracker that take advantage of recurring lands but I think thats wandering into the territory of making a totally different deck a la GW 'Value Town'