As for modern times dictating that Will magically becomes a bad card, I think your 4 points are faulty.
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God you are missing the point.
The point of the post you're responding to isn't that "Yawgmoth's Will is probably not good because of these four things," but more a "we shouldn't rush to make ANY broad, sweeping statements about decks (no matter how obvious these seem) just because those things have been true in the past."
Regarding Will: past results would dictate that it deserve a slot in any Gush based deck. However, arguments for or against splashing black in a deck for Will + 2/3 tutors (or for that matter, for or against ANYTHING in the deck) mean nothing if those arguments are not backed up by testing in the current metagame.
Apologies if this post comes of as condescending or whatever (this was not my intention). I'm responding to your post mainly because my initial testing with Gush has shown that some Gush decks might not want one such card that people here assume is an auto-include. I've been goldfishing a GAT style deck with Bobs, and have found that the deck just gets hurt a lot with Fastbond + 8 five cmc cards (force + gush). In response to this, I've cut Force of Will and am toying with the idea of cutting Fastbond for Lotus Cobras. Cutting Fastbond might ultimately turn out to be the wrong thing to do (although I'm still interested in trying to fit Cobra into the deck), but so far my initial testing without Force has been going well, as Confidant seems like it might be better against MUD than Force of Will is.
Anyway, before we bash the deck posted in the original post (or, for that matter, before the original poster posts his decidedly untested list), I really think we should all spend a week or so testing our preliminary Gush lists against what is theoretically this deck's worst matchup (MUD), paying particular attention to the following questions:
1) What colors do I want? Some people used to splash R in GAT's board for Ingot Chewer/Shaterring Spree a couple of years back. Is this still necessary? Green now has access to Nature's Claim, and something like Viridian Shaman, which gets around Thorn and Golem, might also be helpful. Red, however, still has REB for Drains/Blue.
2) How can I reconfigure my mana base in order to combat MUD's sphere/waste effects? IIRC, three color GAT tended to run ~ 18 mana sources (14 lands, 3 on color mox, 1 lotus). Does GAT want another mana source? If so, is this another land, or another piece of artifact mana? Does GAT in the current meta even want to run moxen?
2b) We now have access to an U/G fetch. Do Gush decks want basic forest in order to combat spheres and wastes, even if the inclusion of basic forest slows down the deck's ability to Gush?
3) Are the best Gush decks the ones that chain Gushes together in something we might recognize as a Gushbond engine, or those that just seek to Gush once or twice to gain CA and eventual permanent advantage over MUD? If the former, then how can we stall out that deck before we can bounce their shit eot and go crazy? If the latter, then how can we make our mana base more resilient to their hate before we overwhelm them?
4) Exactly how much artifact removal/bounce do we want in the main?
5) What are the best creatures? Can we really afford to run a 3 cmc creature when we're playing against MUD?
I understand that some of these questions might seem ridiculous to explore (no moxen? basic forest?), and that there are probably a lot of other points worth investigating, but frankly, I'm sick to death of reading people theorize about their untested lists on this website + make suggestions that are not backed up by any testing. Instead of trying to come up with hypothetical "best lists" before we've played any games, can we instead just agree on a couple of points we'd like to explore in testing, and then actually test, before we post further about Gush?