Couldn't we solidify the turn 1 win possibilities by having diminishing returns by going off into a huge storm/ win with 1st turn belcher activation. If you dont like the hand, burning wish away (with LED in hand) and go off.
Remember that you don't get to mulligan after you draw your seven from Diminishing Returns; you're as likely to whiff as you are to need to mulligan an opening seven. I think it's best to only cast Diminishing Returns when it's necessary to win.
I added a link in the Matchup Analysis section to a recent SCG article about decks to avoid in Legacy, which discusses some problems with Belcher.
I regularly go for the turn 1 Belcher plan opposed to an army of goblins. Even when I'm stuck having to draw mana sources to activate it, if it's on the table I usually win anyway. It's all about resolving it to win, activating it is just a formality.
I usually ship back a seven- or six-card hand that can cast a Goblin Charbelcher but not activate it. My reasoning is that it's not safe at all to give most Legacy decks possibly three or four free turns to kill me. Waiting to go off ruins Belcher's singular advantage as a blazing-fast combo deck: going off now.
Diminishing Returns belongs as a 1-of in the wishboard. Its purpose is to allow you to keep hands that go off with Burning Wish as the business spell in situations where you believe 12-14 goblin tokens won't get the job done.
Nothing guarantees winning on turn 1. If you're playing the deck correctly, however, you should be winning or losing no later than turn 3.
if my meta is full of counter/top... should I even try to play this ?
If you're going to have to play a lot of matches against Force of Will decks like Countertop and Merfolk (more than usual, anyway), Belcher is probably not the right combo deck to bring.
I added a link in the Matchup Analysis section to a recent SCG article about decks to avoid in Legacy, which discusses some problems with Belcher.
Nothing guarantees winning on turn 1. If you're playing the deck correctly, however, you should be winning or losing no later than turn 3.
Instant
Add RRR to your mana pool.
Would have been in Planar Chaos, I guess.