last edited by GutoCmtt
@aeonsovarius That sometimes is the best option. When you have counters it's usually better to try that IF you have a hand that can go off. G2 and G3 I don't value it that highly, because our opponent is spending their resources to try to stop the combo, so our midrange gameplan can be enough. G1 obviously we should kinda try to combo at all costs (unless fighting blue decks, then it's usually it or protect the king leovold).
But still, I like VV games 2 and 3. Against decks with dack I side out usually 2 hollow ones, because it can be good if we are behind and they don't land a dack but it's risky. When I'm ahead I just cycle hollow ones even when I'm able to play it. And against decks like xerox with cage, getting a 4/3 haste for 4 when they are trying to hate out your combo can be devastating. Specially if they play cage instead of leyline, then you can later on just hit them in the air.
Games 2 and 3 against hates trying to combo usually comes down to: try to survival into trygon (if the game is going to take long), and protect it. If we can ok, just try to shatter the hate and go off. Otherwise, just cast our stuff. And honestly, that's what I love about the bug version, it's well prepared to fight hateful decks.
And unless you are fighting decks where you have to have hate yourself (dredge, oath, storm), I don't oversideboard. Against PO I was siding in only 4 cards if I recall correctly.
PS.: Hurkyl's have been insane against shops when I get to draw it. Lately my matchups against PO have been about 4 dudes in each side staring at each other and the robots getting +1/+1 counters each turn that passed by. There was a game where energy flux wasn't gonna be enough, but luckily I drew hurkyl's instead. And as said before it's still a kind of a counterspell for PO, so I think it was good. Still running 1 stony (now my hate for artifacts is 1 hurkyl's, 2 flux, 1 stony).