Made some edits to the list, and finally got some games in.
Wow! This deck is silly. In the handful of games I've played, I've seen half of my deck or more in almost all of them (outside of 2 really %$#% games).
The play pattern for Henzie is pretty straight-forward, and while I'm not closing games out quickly, and can end up with a lot of triggers, it feels less durdly/more proactive than Korvold had. This deck also does more to slow opponents than my Korvold deck did, with plenty of removal stapled to creatures.
Victimize has been fantastic every time I've drawn it, including one play where I sacrificed something to Greater Good to pitch Ziatora, then played a mana dork as fodder for Victimize to bring back Ziatora and a Rampant Rejuvenator I had blitzed out the previous turn. Notably, with blitzing being the preferred way to play creatures, the ability to reanimate some cards to the battlefield after they go to the bin is valuable, as there are some bodies I actually want on board from turn to turn.
I think I need more graveyard hate, as I've had two games where I drew Living Death, but never cast it, because opponents had too much value in their yards. In one of those games, the Chatterfang player had several combo pieces (that I had been removing) in the yard, and would have had an infinite combo as soon as everything came in.
Zopandrel has been pretty decent, and has helped close out the game a few times. A highlight was blitzing it out along with an Ancient Brass Dragon, swinging the latter in for 14 damage in the air, then sacrificing it to the Disciple of Bolas it reanimated to draw 14 cards and gain 14 life. Still, this is likely to get cut for something else.
Kogla and Yidaro has felt underwhelming. I've never wanted to Pod for it, and have looked at it in hand and felt underwhelmed a few times. It would almost certainly be better as
Kogla, the Titan Ape to fight, swing, and remove an artifact or enchantment, rather than having to decide whether I want to fight or remove a permanent. That said, it having 1 more toughness was relevant in the last game I played, where it fought a 6/6 and survived to swing the next turn. Still, 4 mana to
Naturalize is a lot, even if it is virtually uncounterable and a cantrip.
Apex Devastator I've only seen once...and it was put into play by
Gamekeeper. That felt bad, although someone wasted a piece of removal on it, so there was that.
Ilharg, the Raze-Boar has been surprisingly underwhelming. I think I've just ended up getting it in situations where I either need the card draw from blitz, or had creatures with attack triggers, or had Zopandrel, and I didn't want the creature Ilharg would drop to miss out on the doubling. Will give it some more time, but may end up cutting this.
Rise of the Dark Realms is being strongly considered, as I've gotten to the requisite mana every game, and it doesn't come with the inherent vulnerability of
Living Death.
As far as board wipes go, I've had Blasphemous Act come up a few times, but have only cast it once, as I've often had the strongest board. I've cast Massacre Girl once, and it did its thing. Had the one player try to play around it by removing all the x/1s before she came in, but they forgot that I had two blitzers (including MG) that were going to die at EOT to trigger her again anyway. BA feels like it's necessary just in case, but will get played less often here than in some of my other decks, I think.
Have not missed mana rocks at all!
Have not really missed having more sacrifice outlets.
Have not really missed
Garruk's Uprising (all my copies were in other decks and I didn't get around to proxying) nor
The Great Henge (ditto).
Goreclaw, Terror of Qal Sisma,
Junji, the Midnight Sky,
Combustible Gearhulk,
Homura, Human Ascendant // Homura's Essence,
Kodama of the East Tree, and
Treeshaker Chimera have all performed better than I'd hoped. Goreclaw in particular has both been a solid hard cast, and an incredible blitz on later turns to snowball into big plays--of real note was its helping me hard cast Mikaeus. Plus, the boost and trample have been very relevant.
Junji has facilitated many big plays, and helps establish a board state.
Gearhulk has been great in my Osgir deck, where I almost prefer the mill. Here, I basically always want the draw, BUT the mill can be very dangerous. Have gotten the draw here more often than expected out of fear, made more relevant by pressuring life totals already.
Homura really boosts the rest of the deck, and turns even my dorks and Henzie into actual threats, while also ensuring the rest of my team is connecting for real damage.
Kodama is NUTS (as everyone knows). Here, it feels even more so, since most of what I'm casting is discounted. I initially thought I'd rarely want to blitz it, but I have a couple times now. Like Junji and Mikaeus it helps build board presence, and helps get the non-blitzes pieces into play without sacrificing tempo.
Treeshaker I used as a single-player board wipe on back-to-back turns (thanks Chainer!), and drew 8 cards off of it.