Hi all,
my teammates are really prolifics during these times and I feel the need to show you all this good piece of work of them.
I didn't collaborate to his construction only because I simply hate that Pescky 1/2 with an ability, but I realized soon the potential of this "new" (?.. I hope yes..

) version.
The differences from the most established Smemmmen's and JP's ( and anyone that collaborate with them ) are a lot and I'm writing those lines because I think that it could be more refined and streamlined with the idea in mind that we are working on a different Hulk with different problems and solutions.
Decks to face and to win My metagame isn't projected towards a "5-10 Proxy" tourney because we haven't them and we are "addicted" to DCI points

. So we can face any deck ( bad and good ) that Magic can produce, old ones and new ones.
In summary, it has the variety and the unpredictibility that only a good mix of those features can generate.
And the other REAL problems are that Anyone of Us is taking a lot of attention an professionality to this format and that anyone want to win ( powered or not ) and the last but not the least is that usually the tourney are HUGE. This add more randomness and more trouble while building decks and balancing them.
Two of my teammates piloted this deck for 3 tourney and the they place respectively 5th, 1st, 3rd and 4th, 2nd and 14th. The total amount of players varies from 80 up to 90 players.
Milan has been our last tourney. We have less players than normal ( 69 ), but I see one of the greatest variety of deck ever found at an italian tourney. This is a little breakdown of the meta, for reference.
Keeper 6 ( different builds but almost NO scepters in them )
Affinity 2 ( different sides )
TPS 6 ( with 2 or 3 artifact hate spell maindeck )
Hulk 9 ( differents builds. The one proposed here placed 4rd [5-1-1] and 11th 5-2-0 )
Goblin 3(lackey, reckless charge and sige-gang-commanders )
FCG 2 ( minor changes from JP's version )
Sligh 5 ( pillars and pop maindeck, maybe even some blood moons )
Monobrown 2 ( similar to the one proposed by me some weeks ago here on TMD)
Welder-MUD 1 ( with trinisphere maindeck )
TriNiT 3 ( 4 trinisphere miandeck )
Control-Slavery 2 ( TAL version with minor changes )
MW-Slavery 0
RG-Beatz 6 ( different versions. hate spells maindeck )
Monoblack 4 ( usual pletora of hate and discards )
Pt-funk 1
DARgon 2 ( many of the usual DARgon players chose to play other decks )
Rectal-Agony 2 ( artifact hate maindeck )
Oppo-tradewind 1
Ur-Scepter 2
Urw-Phid 1
Fish Ur 0
Fish-No-Fish Uw 1
Fish Uw 3
Fish Urw 1
Control-Madness 4 ( many versions but anyone of them packed 8 counters and 4-5 strips. )
I played and felt a lot confortable of my Keeper deck, but even my teammate with this Hulk build sayed to me after the torney that he didn't have ANY difficulties to win any match ( he did not lose a single game!!!! ) and he lose only a mirror because of opponent's godhandin both games. He smashed a TPS, a Dragon, a standard Hulk, a FCG, a Control-Slavery, a Welder-MUD.
And some of those decks
could be a Nightmare for Hulk.
He found all the differences made to the maindeck and the side powered a lot most of all the matchups where he had more difficulties to usally win
The List *
Changes are written in Italic (8)
4 Mana Drain
4 Force of Will
0 Duress(8)
3 Cunning Wish
3 Intuition1 Demonic Tutor
0 Mystical Tutor
1 Merchant Scroll 0 Vampiric Tutor
(11)
4 Brainstorm
4 Accumulated Knowledge
2 Deep Analysis
1 Ancestral Recall
(4)
2 Fire/Ice
2 Pernicious Deed(3)
1 Time Walk
1 Yawgmoth's Will
1 Mind Twist
(3)
3 Psycatog
(24)
1 Black Lotus
1 Mox Sapphire
1 Mox Emerald
1 Mox Jet
1 Sol Ring
2 Wasteland
1 Stripmine1 Library of Alexandria
4 Polluted Delta
4 Underground Sea
3 Tropical Island
3 Volcanic Island
1 Island
Side.
1 Coffin Purge
1 Artifact Mutation
1 Deep Analysis
1 Pernicious Deed
1 Rack and Ruin
1 Oxidize
2 Null Rod
2/3 Chalice of the Void
2 Ground Seal1 Red Elemental Blast
1 Fact or Fiction
0/1 Smother/Edict/Naturalize/ReB
As you can see the approach at the match that this build impose to the player is really a MORE controllish one. You can't check the opponent's hand to spy his cards and against many decks you HAVE to pass through Mindtwist to open a safe path to you 'Tog. The players who performed well with this build sayed to me that they didn't miss the Duress and on the other hand the lack of those cards is a necessity if we watch at the side and at the presence of CotV. As you saw in the little breakdown done above here, we have always a strong presence of Combo-decks ( cotv for 0 and 1 hurt a lot if the player who resolve them CAN protect them ) and standard control-decks ( that are really hurted by a CotV for 1 most of all post side, when they could draw Blast and Duress and Shamans and StP and possibily old them in hand useless ), so keeping more 2cc "solutions" maindeck ( removals and added tutors ) and "preparing" the maindeck itself to the possible swap of some spells with the good CotVs obliged us to "lose" some 0cc and 1cc spells ( 2 Moxen and Duress ).
Tests rsults suggested us that some Aggro decks could be beaten more easily or at least slowed down by a fast combination of Fires and Pernicious and Atogs, while you possibily lose ONLY your faster aproach towards the Control Matchup with this specific deck configuration. IMHO, taking out Duress, you don't lose consistency and power, but you have only to win in the middle-late game instead of during the early-middle game against a deck that CAN'T win fast whatever sequence of spells his deck can produce because his winners are slower than yours and requires at least 3-4 turns to set up a win.
The mana base count as been increased because of 2 reason:
1) The need of Wastelands against Workshop.dec and other Hulk.
2) To gain a better color and mana screw immunity against good decks as Workshop.dec and Keeper.dec that usually can win with their mana denial strategies.
So the loss of some moxen, the rising mana count and the introduction of the denial elements of our own, let us do a double job: to have weapon against opponent's LoAs and Workshops and Bazaars while going around the possible random screw that unluckily is ALWAYS deadly.
I refused not to play LoA in this deck, but all of my teammates sayed to me that the second Island let them win more games against common hate that LoA could have ever won. And adding another colorless mana could rise the Mulliganing rate or simply lower the possibility to have 2U open to resolve Drain on turn 2.
I think that could be found a compromise to add LoA without losing to much.
Wasteland can shine a lot in those matchup that usually are considered the worst for hulk and I'm referring to a DARgon with his uncouterable Bazaar-Squee's engine that keep going for 3 or 4 turns or to a Slavery that can have all his spells ALWAYS ACCELERATED by MW during the entire match. Even random Mazes or LoAs or unpredictables lands can conduce you to death. Wastelands in the maindeck resolve all those possible minor problems.
Watching at the maindeck with a severe eye, I hardly can find a card that I can consider "ALWAYS DEAD" in a specific matchup, excluding sometimes Pernicious Deed. The worst are paradoxally the 3 winners. I try go down to 2 Atogs adding another Deep or another utilities, but sometimes is too risky not to found soon a winner, losing time and life while digging the entire deck. The extreme proactivity induced by the 3 or 4 Duress have done space to an interesting reactiviy and solid approach to the game even in a Long Term Plan.
I don't know if it is
alwaysbetter or not, but it functioned very well until now and it think that it can be considered another way of dealing with the enemies and to win matches with 'Tog.
The side have a lot of interesting aspects that can be considered good choices done analyzing and mumbling about the April Metagame or at least that can be considered innovative.
A lot of decks here can simply abuse of the Grave and/or of Artifact and/or of Storm not to put a specific attention to them. And the side is usually so tight that a standard hulk can't be setted IMHO to CONTEMPORARILY face all of them with a good chance to RISE the winning rate post side without the introduction of multiple 2of or 3of of (maybe but not necessarilty) non wishable and permanent spells. In such a "frame painted by my words", I think that, with this version of Hulk I can use the best weapons against specific complex problems without losing too much from the use itself of these powerful spells.
( From that point, I would start to talk about "Complex Problems" referring to them as Problems that can involve different aspects of the game and that can attack you from multiple perspectives, forcing you to do more actions than normal to neutralize them all )
I see Null Rod as the best answer to any Complex Problem produced by an Artifact.dec. I shut up all his fast mana AND creatures ability AND non creatures ability. I lose less than any other IperAccelerated Hulk that have +3 Mox/Crypt in the count of the total mana available, so it is a good choice among all the choices available because it minimaze your loss maximizing the advantage.
In a similar way Ground Seal is the best answer to shut up entire engine of different decks ( Slavery, DARgon, Reanimator and so on ) and draw you a card too!

.
Against Storm based decks the 2 major weapons are usually 3Sphere OR CotV. The latter are the ones we chose to use because they are cheaper and don't force us to draw too many dead cards. It blocks some AggroDecks too, rising the sinergy with Fires and Deeds. It can solve different problems with a similar use and the new configuration of the deck let us search those Bombs really fast and protect them very well.
The strength derived by the introduction of these Bullets is maximized by the powerful search engine and by the good counters protection. IMHO, I can't see them in a better place rather than this deck. The ( little or great ) amount of time that this deck gain with the introduction of these bullets is well optimized here because it draw a lot, counter a lot and can win fast. No other deck can think to put a permanent in play, stall a bit the game and then win in a single turn without losing something.
This deck seems to interact a bit more with the opponent trying to establish the right Gap ( cards in hand, permaments in play, Bullets to stop his engine ) between him and you before setting an unstoppable rush that led you to the win with great consistency.
I'm not a fun of Hulk, as you see from my Tourney reports, but I feel really confident in this version because it has a different way to approach the game and it has great possibilities to face and win LARGE and IMPREDICTABLE fields without being obliged to "rush&maybewin" against some of his usual bad matchups
Discuss it!
Any thought?
MaxxMatt
EDIT> If any one among the moderators need to do some changes/corrections due to my not so well English, I'll be really glad to him/them.

EDIT2> Changes on List according to discussion and tests.
EDIT3> Changes on List according to discussion and tests.