I have the opposite opinion. I think the 2 drop is stronger. A resilient threat for grindy MUs. Could make the cut as a sideboard card or a maindeck 2 of. The 1 drop seems very situational (very good sometimes, very bad sometimes. Inconsistent. And doesn't provide a good body or evasion).
He is right, it is a bad MU indeed. They run Bolt, Helix, Path, Spell Snare and mass removals. They can usually simply destroy everything we play. I own UWR myself so I know what I'm saying, I've a great MU against Affinity. The seasoned player will not let your Blood Moon through, Mana Leak, Remand and Cryptics are there for a reason. In game 2 and 3 by the way things will get even worse for us, they might board in nice little cards like Stony Silence, Anger of the Gods...
My problem with it is that you have described the ideal scenario. How often are you going to get the ideal scenario? Is it that good to warrant taking out the best card in the deck (Etched Champion) to put in something that will occasionally get there? Mind you, I like Day's Undoing in affinity, but right now the format is slow and this deck preys on it by being extremely fast. Day's Undoing can help with that by refilling with gas, but they also get removal or their threats as well. Against Jund, what if you dump your hand and say leave 2-3 cards left and they go T1 IoK or TS? More likely they will take the Day's. Also they get the first action after Day's Undoing, which can be a disaster.
I have done my testing with Day's Undoing and I found sticking to the original plan to be much better in the current meta. Also, i love me some good T1 Frogmites, but that card is not worth running unless you can make it more threatening(Tempered Steel or follow up Tezz, AoB).
The Jund MU is very good if you get to cast Day's Undoing. It's the MU I tested the most and I'm 100% sure about that. They always try to hit Day's with Kozilek precisely because it's devastating for them: they try to trade 1 for 1 and seeing their opponent draw like 6-7 cards is the worst thing that can possibly happen to them. Also, that was no ideal scenario. I was able to cast Day's on turn 1 and 2 quite a few times.
Then again, today I tested against Infect and Undoing is an absolute desaster. But that's another MU which is negative in any case.
Frogmites are fine in the Undoing version as they suit the main plan (which is, dump your hand turn 1 and 2 and then cast Day's Undoing, draw 1-2 bombs and win the game the next turn). They help you getting metalcraft, can be sacrificed to Ravager, become 3/3 with Master of Etherium, increase the artifact count for Plating. That's enough for me.
Of course I would never run Frogmites in the traditional build.
@The Aller: My problem with Day's Undoing, is that with all this Jund/Grixis floating around, is that all that removal they had, they have it again now. They get to react first after it resolves, and that's something you usually do not want. Sure, it is good against decks that don't pack a ton of removal, but overall the majority of the decks you will face in a large setting will want that removal back into their hands. Can you give us some data to conclude that it is the best version? What did you play against? How did you SB? Did you God hand into Day's which resulted in another god hand?
Day's Undoing is great against Jund. If you can get it through the counters, it is great against Grixis Control as well. Day's Undoing is great against all midrange and control decks (but not only that). It's bad against Twin, but Twin is already an horrible MU anyway.
They barely get to cast one removal before you cast Day's Undoing. I suggest you to test it and you'll see by yourself, but to give you an idea: imagine you go like Darksteel Citadel, Mox Opal, Ornithopter, Springleaf Drum, Frogmite, pass. On turn 2 you attack for 2, then cast Day's Undoing and basically draw 6 cards, while your opponent will draw no more than a couple. You are very likely to get stuff like Cranial Plating, Arcbound Ravager, Master of Etherium or another Day's Undoing in your new hand. This means, the Jund player is basically screwed.
I'm testing Undoing Affinity. With Frogmites and Welding Jars. To my surprise, it looks like the Undoing version of the deck is the best one right now. Better than the traditional build, better than the Disciple-Walker build. This card (Day's Undoing) simply wins games by itself. It's too strong not to play it. And in the MUs where it's bad (there are indeed some), you simply side it out and bring in Etched Champion or other replacements.
I run 3 as well, I've been saying it for weeks. You guys should test them well. They are good against removals, they combo with Ravager, they are great as a late game draw, they make mana flood more manageable. Also, sometimes you can just pump them with their own ability for a while and if your opponent doesn't run Path or bounce effects, he is screwed. It's like a creature with a Lingering Souls built-in.
That will work against most boardwipes actually. Pyroclasm, Anger of the Gods, Engineered Explosives, Oblivion Stone. All of those can't kill a manland (if it's big enough in the case of Pyro and Anger). However, yes, in case of cards like Damnation you are screwed.
Question: do you spend your mana tapping the walker to make him bigger? Or do you rely on using overseer and ravager to make it bigger?
It really depends on the context, it's hard to answer this question in general terms. I usually don't tap the Walker to pump itself, however, it did happen a couple of times and in both cases it won me the game against Abzan and Grixis Control: in both cases we were both out of gas, so I just pumped Walker twice and then won with the 4 tokens when they had to destroy it (4 tokens + Galvanic Blast againt Abzan, 4 tokens alone against Grixis Control).
But the great thing really is having both Ravager and Walker in play at the same time. You can do magic tricks. And you opponent needs a huge amount of removal spells to get out of that awful spot he find himself in.
Yeah, I'm not saying Walker is bad, but given my meta, I favour Overseer which - if not dealt with - completely overwhelms the opponent. I feel that contrary to Walker, my opponent won't have a choice to remove Overseer, while Walker on its own is very slow. Have it out with nothing else to pump it and it's just a 1/1 that can get one +1/+1 a turn. And if you have him on board with a ravager/overseer, your opponent will not remove it but your other enabler. That's my main problem with Walker but I recognize that in a Jund/Grixis-heavy he can be of great value. Yet, I'm not sure if I would prefer Walker or GY hate (Tormod's Crypt/Relic of Progenitus) against those decks. To improve those MU, and no matter what is my final choice on Walker, I will alway play 2 Spellskites maindeck, along with one Welding Jar. Those cards can be useful in almost all MU and put Grixis/Jund removal way out tempo.
I mostly agree with you, however when you say:
Have it out with nothing else to pump it and it's just a 1/1 that can get one +1/+1 a turn.
The exact same goes for Overseer, except you don't even get the tokens so it's worse.
And if you have him on board with a ravager/overseer, your opponent will not remove it but your other enabler
If you have Walker and Ravager on the battlefield, you are in a good spot, trust me. If your opponent tries to destroy ravager, you still got a lot of options.
This is exacly the reason why I love Overseer: your opponents always feel the need to bolt it, which protects your other creatures And if they don't, they know they'll lose in the short run. Overseer is the perfect lightning rod! Either you do 1-for-1 with your opponent's removal, either you pump your whole board and get a lot closer to victory.
Hangarback feels great against damage/destroy removal, but as you sad, a simple blink kills it without any benefit for you. Same for PtE if you don't have a sacrifice engine on board. As Merfolks + Abzan Coco + UWR + D&T are occupying a good part of my meta, including him seems dangerous!
UWR and D&T are hardly very relevant decks, and Merfolks is a great MU for us. On the other hand, we really need to find ways to improve our MUs against Grixis decks (Control, Twin, Delver) and GBx decks (Jund, Abzan, Abzan Liege etc). Walker is better than Overseer in those MUs. But I'm not arguing to cut Overseer altogheter, I'm arguing in favor of running Walker in 2 or 3 copies. Slots can be found by reducing the numbers of Etched Champion (that can be moved to the sideboard) and Steel Overseer.
Also, why is it good when your Overseer gets Path to Exiled while it's bad when the same thing happens to Walker? And it's definitely better to get your Walker bolted than your Overseer. There often are those situations where we're just overwhelmed by a large number of spot removals, therefore having your threats destroyed (being it Overseer or others) is not good at all since all you are left with are a couple of Thopters/Memnites. Ravager, Walker and Champion are the cards you want in those situations because you don't need to attract removals, what you need is a way to survive them for at least those few turns needed to grab a win.
Edit: I just saw you were talking about your specific meta. Still, UWR and D&T seem like good games for Walker.
You are mentioning Overseer. Overseer is way worse than Walker right now. In the vast majority of MUs he'll eat a removal and die. Walker is very resilient. Overseer alone doesn't do much either, does it? Again, Affinity is all about synergies, the pieces alone don't work (Ravager is totally useless without other artifacts), but together they create a synergy and become strong. Walker is obviously good, this is the reason why the price spiked and I'm warning you I don't think it will go under 8/9/10 bucks. I told you many cards that form strong combinations with Walker. But even in a traditional build, with no Atog, Disciples and Shrapnel Blast, he is still a great addition as a 2/3 of. Just try to play it instead of just theorizing and you'll "see it".