Originally Posted by
TkDodo
Top is awesome in many ways. Against TES, I floated a Flusterstorm on top and countered his Tutor. You can use it as a drawing engine with Welder (which I did a lot). You can open with Island->Top and have people play horrible. You can avoid drawing top in your next drawstep if you stack the activisions correctly, effectively drawing you two cards. Sol Land into Top plus activision is very strong. I also transmuted it away some times, which is nice because it has CMC one and get you a Grindstone for free and a Painter for just 1 more.
Academy Ruins is great in theory, but I don't ever remember it being relevant. People also waste it a lot ;) Now here's the thing: I used to play 20 lands, 2 Moxes and 3 Monolith's for quite some time, which is sufficient mana in general. However, I wanted to have an additinonal 21st land in the maindeck, mainly because of RUG. Of course, it's another non-basic, but we die to Wasteland anyway, because we will have an artifact or sol land in play most of the time. The extra land just gave me some security to find a mana source reliably when brainstorming or toping. It also being a utility land (Welder no5) is also great. Now with the 21 land configuration I almost always borded out the basic mountain against non-wasteland decks (Esper, Miracles, Combo etc). It is the worst land in the deck, but necessary to cast Welder and REBs against RUG reliably. So if you are going to play 21 lands, the extra land does not need to be color producing.
Regarding TA: Getting to UU by T2 is not needed most of the time, since you won't have anything to transmute away. If you want to play a Grim Monolith first, you will need until T3 or T4 anyway to cast TA. By then, UU should not be a problem. I did however move from 3 Seat of the Synod, 2 Great Furnace to a 4-1 configuration almost exclusively because of TA.
Blood Moon: THE best SB card for me of the tournament. The reason why Jund is an "easy" matchup. I won at least 3 post board matches due to Blood Moon. In one of them, I even had my Painters extracted. It didn't matter, my opponent wasn't casting anything else ever again. Decks like Jund or BUG need to get things on the board to pressure us with a clock, so they are not afraid to tap out in the early turns. A well timed blood moon instantly closes the game against them, because we normally don't give them enough time to find their 1-of basic land or their Deathrite etc.
Against Storm, of course Trinisphere would be ideal. However, the 1 mana makes a big difference when transmuting it, since the plan is getting it on turn 3. If you transmute an artifact land, you can do it turn 3 with a Sol land or a mox. If you transmute a top, you can do it turn 3 with any 3 lands. The problem is not being dead until then and deploying your own combo. If I'm not dead by turn 4, chances are that I disrupted my opponent enough so that I can now transmute for the win rather than 3Sphere.