Trickbind has been my pet card for a very long time. I personally favor it for three reasons: split second, having hits in virtually all matches, and the fact that it betrays no information until used. Especially on the play, hitting a fetch against a tempo deck can be back breaking. It's a much more reliable out Game 1 against Storm. It can Time Walk a Sneak and Skill player. It stops
Craterhoof Behemoth. And so on. And until it's used, it's an unknown card in your hand that your opponent has to think about.
Of course,
Pithing Needle has its advantages too. It can come down early and it just continually stops whatever you need it to stop. Its application isn't quite as broad, but it typically lasts longer. The downside is that it gives your opponent information to play around, and your opponent can also specifically bring in cards to address it.
I'm not you and I don't play like you, but if you find
Wasteland to be constantly blowing you out, look at some of your early keeps and decisions.
Pithing Needle is much stronger on the draw than on the play against an unknown opponent. If you're slamming Needle on the first turn and blind-naming Wasteland, you're taking a huge risk both in guessing wrong and something like turn 1
Sensei's Divining Top is generally much stronger. Likewise, if you're leading with turn 1
Cloudpost on the draw, you're also making a big mistake, as your opponent can Wasteland you and still develop a board (especially true with BUG). I have a love-hate relationship with Needle in general, but unless you absolutely know your opponent, you probably shouldn't be playing it until your second turn anyway, at which point Trickbind is also live.
As always, your mileage may vary. In any case, the best bet is to look hard at your opening plays as well as the other cards that are around these other, seemingly innocuous card choices.