Quote Originally Posted by mistercakes View Post
Thanks for feedback. Nice to get feedback from people with some games under your belts.

Wasteland scenario is always a factor for sol land decks. I suppose 4 sol lands is enough and hopefully with probes on average you can play around wasteland.

With ssg its quite nice even if you run out a sol land rock into daze... And then pay via ssg. (even into wasteland).

It's funny bc I started the deck with 8rocks,then we cut down to 4 for a whole... Then 6....maybe 7 is correct. I'm running 2 Gamble in my build as a pseudo rock when needed.
I think the power level of Gamble is much more productive than having more rocks. The speed is there (turn 2-4 combo, on average), the resiliency is there (Past in Flames FTW), so the consistency part is really the focus. Gamble is able to play a much bigger role, for less mana, than Helm of Awakening (if you're simply comparing the two.)

Maybe both is correct, but the reoccurring problem with the deck is fitting in everything to make it function. Hazoret's Undying Fury is a fairly easy decision to make, simply because multiples get worse when casting them (1-2 has become sort-of the consensus.) The rituals are basically locked in as far as quantity of them, the mix just changes (mostly between SSG/Desperate Ritual.) The rock count seems like the last really big decision to make (barring any other new cards getting printed.) Sidboard is a metagame call, but the wishboard stays within 1-2 cards of each other in every build.

I was watching a bunch of videos on YouTube of Belcher, and I think we're simply a turn slower but more consistent version of belcher. Once our goblins are dealt with we aren't dead either, because Past in Flames is huge in the mid-late game for stealing wins. I've also been watching a lot of TES videos, a storm version that leans on Empty the Warrens to a much greater extent than ANT (and it's another Burning Wish deck like Belcher.) We're at about the same level of speed, just a little less consistent. We're banking on critical mass of storm producers/raw draw spells while they are banking on cantrips feeding the correct rituals/LEDs to feed a guaranteed Infernal Tutor/Burning Wish win. I highly suggest watching videos of all three of those decks; it puts Ruby Storm into perspective on how it works compared to those decks, and those other 3 give valuable insight on how to fight common matchups.