Originally Posted by
Tivon
I'm not 100% sure on where to begin exactly, because apparantly a meandering discourse from multiple individuals isn't exactly what you were looking for, so I will try to Structure it as best as I can.
The Value of Trinisphere: (I am aware you will know this for the most part, but I feel a more structured analysis of the card will hopefully provide greater insight as to why it is that the rest of us so heavily support it)
Trinisphere is a valuable card for many reasons in Dragon stompy. The synergy it provides relative to the cmc of the rest of the deck allows for it to be virtually one sided. This is largely the same reason that we run chalice. Legacy is also a format of undercosted overpowered cards - in short, the best spells that cost between zero and three mana.
Because all of our opponents are generally going to be running cards that cost less than three mana, with trinisphere in play, we generate tempo by nature of slowing down our opponents tempo and not being affected by the effect of trinisphere. It is also important to note that Trinisphere affects all cards with a cmc < 3. The proposed alternative (thorn) also affects most spells, however, it doesn't affect creatures (which are often < 3) makes our own non creature spells cost more, and can allow for an opponent to have a relatively faster start than would a thorn. With trinisphere down, assuming a relatively standard list, there are about 8 cards, maybe 10 which will be affected mainboard (chrome mox, chalice, and possibly jitte). Thorn however, affects almost double the amount of our own spells (in your deck). It has less synergy with our deck, and does marginally less damage to our opponents deck.
Yes, there are going to be matches where Trinisphere will not be as strong. These matches however, are also typically matches where side board cards truly shine. It makes figuring out which cards to side out that much easier. Depending on play vs draw, and a variety of other factors, I have often found myself only having trinisphere sided out for one game in most matches - if I do so at all.
On Manabase:
Landing two and three drop threats early and regularly is one of the Core features of the deck. These threats can be prison components and creatures - but they both typically cost three or more (two for the much loved chalice @ 1 on turn 1). In order to facilitate this, itis extremely important to maximize the likliehood of a 2 mana land in the opening hand. I can't remember where I read it (I think it was a dredge thread or something) and ideally we would have 13 or something like that, but Crystal Vein sucks, so we are stuck with a maximum of 8 two mana lands. They are integral to the strategy of the deck - regardless of being consistent or hellbent in approach - so running less will always be less than ideal. I know that you try to adress this with help from lotus petal, I just am not sold on the viability of lotus petal in this deck.
Pyrokinesis in the Main:
I know you aren't running much other removal, but I honestly feel that this is much better as a sideboard card. I Have run 4 in my sideboard for as long as I can remember, and fully appreciate the strength of the card in certain matchups, however I feel that there are stronger mainboard cards which can be played.
On equipment:
Every once in a while a creature will get plowed in response to equip - but not always. Sometimes they are cut off from their removal color by moon, sometimes they are cut off from their removal by chalice or trini. The equipment does however make your little 2/2 beatsticks turn into a respectable clock or evasive beater. The three main options are basically Jitte, SoFaI, SoLaS. There are inherent strengths and weaknesses in each, which I'm sure most of us are aware of. I personally run Jitte now, despite the conflict with chalice at 2 and legendary status as It has only come up for me twice in games. If I were to run something else it would probably be SoLaS - due to pro white and not getting the extra draw effect. I have had numerous occasions where drawing a card and loosing hellbent would loose me the game - wheras optionally returning a creature or just accumulating counters a la jitte does not. I personally run between 21 and 23 creatures - and almost always have a creature to equip it to. In your build you could easily support equipment - and I personally believe you should if you choose to continue with your current pursuit.
On Seething Song:
Explosive, allows broken plays. Also, not always a bad topdeck. It is almost always at least castable, and can be insanly broken when cast with a hellbent rakdos active. I personally feel that this card is necessary - a necessary evil even - but can understand that it is a personal preference. I just feel that the times where it provides the broken starts and broken midgame plays weigh more heavily that the times where it is a bad topdeck.
Arc-Slogger:
Beatstick, removal, huge ass, huge casting cost. I personally feel that Slogger is awesome. I run him, but I hate him at the same time. I have lost a few games to one of these guys getting stuck in my hand, I've won a few by landing them first turn, or landing multiples. Despite the power of 4, he is an exceptional clock. If your opponent is getting down too many creatures, yeah, you should shock them. If your opponent has a problem creature, you should shock it. But if you have the ability to end the game by shocking your opponent its usually the right play. More often than not your opponent will either chump block or take the damage. There are also plenty of ways to cast it. I usually get up to around 5 mana in a game before its over. I also usually see a chrome mox or a gathan raiders. Early game, he usually sees the pitch if I have lots of hellbent in hand. Otherwise I usually hold onto him knowing he can end the game quickly once he lands. It should also be noted that I don't run all 4. I love seeing him once, but not in multiples.
I didn't really get to everything I wanted to get to or get a chance to go in depth as I really would have liked, but I do have some finals to study for - so I must depart for a little bit.
I think I understand your arguments for the most part, and I've considered some of the ideas before. However testing indicated that many of the choices which you have proposed proved to be suboptimal.
/rambling