Or: Card disadvantage is a thing.
Sedris as his commander.
I won that match yet I never felt good or comfortable about it. In game
two, Fuz never saw a source of red mana, and in game three I used Tectonic Rift to cut him off of blue long enough to establish my board presence and Chandra Ablaze.
I won, so that's good, right?
it really isn't. I'm having trouble putting my finger on it but even in
victory, I felt like my deck was limping towards it, like an amputee
In the end, I have to recognize that Latulla is a deck that just doesn't come together as I've built it. Too slow to get going in 1v1 play, asking to eliminate cards in hand for fragile if useful board effects and just not quite enough oomph to be great.
That's OK. In a deck where I don't want to play Subterranean Spirit, Goblin Bomb, or Fiery Gambit, a stronger theme or greater focus on powerful effects might be worthwhile. But I like having weird cards in these decks and so I'm going to accept that this is what it is, with a few exceptions to help mitigate the card disadvantage.
Conquering Manticore seems awesome. Reiterate gives me some tactical opportunities that I didn't have before, especially late game when these spells may count. Finally, Blasphemous Act as another sweeper and a card I can play out of the graveyard with Chandra.
It's time to shelve this deck for now. It's been grinding me and when that happens, it's usually a good idea to take a break.