2019-12-18

2019-12-15 & 2019-12-17 Dice Dojo with Sultai Reclamation combined 6-0


Introduction:
  • It's been a while. Went to GP Columbus. Forgot my modern deck. Played a bunch of Mystery Booster draft and had a blast.
  • I got off Snow lands because 1) Ice-Fang Coatl didn't feel like it did enough and 2) I want to play Unglued basics again.
  • Found out I've been milling incorrectly (need to mill 1 card at a time, in case Nexus gets revealed, then I have a chance of milling it again lolol)
  • Adjusted sideboard to account better for Okos (Mystical Dispute) and potential Veil of Summers (Dispel). Abrupt Decay as always is a great card vs 3 mana PWs.
Round 1 vs Cobi R on GW Defender Wild Pair (2-0, 1-0)
Both games he had pretty slow starts (i.e. not doing anything until turn 3). Didn't have a lot of trouble with this deck. I never let a Wild Pair resolve, counterspelled Collected Company a few times, wiped the board with Consume the Meek, then smashed in for the win. Game 2 has a nice USZ for 18.

Round 2 vs Alex F-G on Grixis Death's Shadow (2-0, 2-0)
Game 1:
Another match with a slow start. I remember Alex playing Jund, but he leads on double Bloodstained Mire do nothing?? Turn 3 finally starts casting spells. Both games are pretty close, since Gurmag Angler is hard to answer once it hits the battlefield, I get to Assassin's Trophy twice & stabilize with Torrential Gearhulk (beats Angler in a fight AND can't be Stubbed!). I'm able to switch onto the beatdown since his life total is so low (and no DS on battlefield), and that's game 1 in the books.
Game 2 he doesn't have much in the way of life loss or the DS plan, but iirc I get to Remand Angler, then it sits on the battlefield for a few turns. He runs out The Royal Scions to accrue value, but I'm able to Abrupt Decay one turn before ulting, then I Nexus for a turn with his shields down, USZ for 17 (my entire deck at that point), and beats like this.

Round 3 vs Brendan O on 3/4C Whirza (2-0, 3-0)
Paired down, w/e
Game 1 he just doesn't have a lot going on. Emry rebuys Mishra's Bauble a few times, but I'm able to sit back, play lands, then Teachings for an Abrupt Decay & smash for the win.
Game 2 is way more of a game. He finds more payoffs, esp. Urza but he runs out of gas, while I Consume the Meek some Urza tokens and Fracturing Gust two of his four artifacts for good measure.

Round 4 vs ID (3-0-1)

Thoughts:
  • I'm not sure where I'm vs Oko type decks. Need more reps.
  • Round 2 was the closest of the night, by far, but he was relatively Stub-light & I was able to get past him with card advantage spells.
  • Maindecks Consume the Meek still seems fine, I like my sideboard right now.
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Decklist: The same

Round 1 vs Tony T on Grixis Control (2-0, 1-0)
Both of our respective turn ones are Creeping Tar Pits, leading to a funny little staredown. I admire the cut of his jib - Creeping Tar Pits AND Unglued basics? A kindred spirit. He Thoughtseizes me turn 2, seeing 2 Remands and a Snapcaster Mage, then turn 3 plays a Narset into my other Remand. Turn 4 he leads with Thoughtseize, predicting a follow-up Narset, but this is fine. I have Wilderness Reclamation in hand which is nigh-impossible for Grixis to remove. He finds Nicol Bolas, Dragon-God off the Narset activation, but never plays it for the rest of the game. That turn I also fumble, casting a Remand from hand & not utilizing Snap + Remand, leaving another in hand. I try to get a little feisty with my Creeping Tar Pits, but definitely should have just held them back as mana sources. Doesn't matter, because my mana > his mana, and I'm able to go Teachings-FoF > Teachings-Gearhulk > FoF > Teachings-Nexus.
Game 2 is a bit of back and forth but eventually *he's* the one who gets feisty with Creeping Tar Pits, but I just Teachings for Assassin's Trophy & bounce the other with Cryptic Command.

Round 2 vs Alex F-G on GDS (2-0, 2-0)
Some slow starts from him, but he never has Stubborn Denials esp. in their Negate forms. FoF, Gearhulks clean it up.
Game 2 he again doesn't have much going on, and Devour Flesh on Gurmag Angler seals his action off. Basically, once I get efficient exchanges or card advantage spells off, I'm in the driver's seat (Remand on Angler, Cryptic Command on any relevant spell, Fact or Fiction, Snapcaster + anything)

Round 3 vs Jesse R on UR wizards (2-1, 3-0)
Game 1 She spins her wheels for a while, playing out Delvers and cantripping, but Push and Consume the Meek keep the board clear. I think they Deprived one of my spells on turn 4, when they should have countered my turn 3 EoT Pulse of Murasa.
Game 2 I get turn 3 Blood Moon'd without an answer in hand, and ded.
Game 3 I do a lot of action on her turn to play around those Force of Negations ex. Fatal Push on upkeep. My counterspells on their turn also play around FoN. I have an Abrupt Decay for the Blood Moon they eventually run out, then Gearhulk for the win (can't be countered by Force of Negation, basically immune to their removal!)

Round 4 vs ID on Deck (3-0-1)

Thoughts:
  • Repeatedly, I find that Gearhulk is just better choice than a fourth Snapcaster Mage. It does basically all the same things (and better) except flashing back 1-2 CMC spells
  • Key decision points of the night: round 1 game 1 Remanding t4 Thoughtseize + letting Narset resolve in order to jam Reclamation, round 3 game 3 playing around Blood Moons and Force of Negation
  • I like the deck a lot, but need to identify its bad matchups & tune for those. I still have a lot of outsider advantage, ex. players not recognizing the value of Pulse of Murasa.

2019-09-17 Dice Dojo with Sultai Snow Reclamation 2-2

Round 1 vs Isaac S on Abzan Druid (0-2, 0-1)

Misplayed horribly game 1, decided not to Logic Knot Vizier for some reason

Game 2 kept a weak hand i.e. without Fatal Push and got combod on turn 4. After this match I woke up for real.

Round 2 vs Alex H on Grixis Whirza (2-0, 1-1)


Game 1 I was the beatdown. He didn't find the combo until towards the end, so I pressured his life total, Remanded Urza a few times, USZ for 7 and gg

Game 2 he had quite some stuff going. A turn 1 Grafdigger's Cage, assembling Goblin Engineer + Sword + Thopter in the midgame. Then I dropped a Reclamation, held up Cryptics, used extra mana to Teachings for Fracturing Gust and Surgical off the flashback, wiped his board and smashed in with Gearhulk.

Round 3 vs Adam R on UW Spirits/Flash (0-2, 1-2)


Imo an extremely unfavorable matchup.

Game 1 I Teachings upped a  Consume the Meek, but then he drew double Selfless Spirit and had triple Spell Queller wtfff

Game 2 more of the same. Selfless Spirit and Spell Quellers to invalidate my strategy by forcing me to be reactive to 2 damage clocks.

Round 4 vs Eli on Eldrazi Tron (1-2, 2-2)


Game 1 I got attacked by an Expedition Map what (Karn, TGC)

Game 2 Dropped to 5, blocked his lone Thought-Knot Seer threat with my Torrrential Gearhulk to stabilize. Then pressured with Gearhulk + Tar Pit, Remanded an All is Dust, then next turn he forced my hand with Chalice on 4 into my shown Summary Dismissal into a successful All is Dust. However, I'd put him to 4 on the previous attack and Tar Pit cleaned up over two turns.

Game 3... He dropped a bunch of threats, Ice-Fang Coatls held back for a bit but Eldrazi Trons has access to next-level counters with Walking Ballista and Endbringer. I misplayed by playing out my sixth land, then casting Surgical Extraction for real mana to exile Reality Smashers when I could have flashed back Mystical Teachings. Game was tight and I think my misplay potentially cost me this game/match. I was very far behind - no Tron but he resolved multiple creatures using Cavern of Souls. Plus, he had a Blast Zone on 2 to negate the effects of my Coatls.

2019-09-17

2019-09-15 Dice Dojo with Sultai Snow Reclamation 3-0


Round 1 vs Daniel J on Abzan Druid (2-1, 1-0)The trick to this matchup is not "Bolting" the Bird, but rather the Devoted Druids. Vizier of Remedies is a better target, but pilots know this so they tend to play it last. He was a bit new to the deck - tried to Chord without triple G once.
Game 1 I got combod out, game 2 was a close life points race, and game 3 he Chorded for 1 with Kitchen Finks and Vizier out, telegraphing a Viscera Seer. Being a Blue Sun's Zenith deck, I allowed it to resolve - a more experienced Druid combo player would recognize that the infinite life combo isn't good enough, and also that Chording for extra X is a good bluff tactic.

Round 2 vs Nick L on UW Stoneblade (2-0, 2-0)
Game 1 he had an anemic start, and I my card advantage beat his.
Game 2 I was the aggressor, bumping him all the way down to 6 before he SFMd a Batterskull. He stabilized to 14 off a couple attacks, but then I found a Torrential Gearhulk, drew a bunch of cards, took some turns and the rest of his life.

Round 3 vs Matthew F on RW Burn (2-0. 3-0)
Game 1 He had a Goblin Guide and some early creatures, but I cast Pulse of Murasa twice then ended the game with some attackers while holding up double Remand at a comfortable 6 life.
Game 2 He had a lot slower of a start, as did I. He held up an obvious Skullcrack, careful of my lifegain. I dropped to 5 from steady pressure, gained 4 from Life Goes On to 9, then stabilized there. He had nothing versus my counterspells, so I took a half-turn to Teachings for Weather the Storm. Weather the Storm was cast in response to a Bolt, which met his longheld Skullcrack that then received a Spell Snare I too had been sitting on.

Round 4 vs ??? ID

Thoughts:
  • Ran pretty hot
  • I don't know about my sideboard - it feels like I have such a different package for every deck... I should write up a sideboard guide. Would be a decent exercise

2019-09-13

2019-09-10 Dice Dojo with Sultai Snow Reclamation 2-2


Introduction:
  • New store just a couple blocks from my apartment
  • I seem to have misplaced a Breeding Pool, and have been playing a 3rd Hinterland Harbor instead
  • I finally switched my basics to snow basics (T_T my poor Unglued basics) and am trying out Ice-Fang Coatls to combat those creature based decks
Round 1 vs Tony HG on GDS (1-2, 0-1)
Game 1 I just lost to an unanswered Angler. I took Devour Flesh out of the maindeck, but maybe I should put it back?
Game 2 he had nothing going on and I managed to clear him out through combat damage.
Game 3 quick start, deployed Gurmag Angler and Death's Shadow

In this matchup, I think I need to mulligan for hands that are simultaneously resilient to discard and able to compete with what GDS is doing. Maybe another Veil of Summer in the side?

Round 2 vs Patrick C on UB standard reanimator with draft rares (2-0, 1-1)
Poor guy is just starting modern, playing a UB standard draft rares reanimator deck. To be honest, he never stood a chance. I had a slow start game 1 but then found some Reclamations into draw spells. A few turns later, triple Reclamation let me USZ him for 60.
In between games, we make conversation and he shows me a sideboard Thought Distortion. I make a face. Fortunately he never finds it, and I clean him up with a USZ for 9, then beats with my little dudes.

Round 3 vs Vincent R on Jund (0-2, 1-2)
Another guy just starting in modern! Oh wait, he just went turn 1 Verdant Catacombs into turn 2 Wrenn and Six. Honestly, I'm not that scared of his cards. Yes Scavenging Ooze is annoying, Wrenn and Six generates crazy value, and Tarmogoyf/Liliana of the Veil are decent, but the card I'm most scared of is Bloodbraid Elf. It's a friggin' two-for-one that makes my counterspells look silly (esp. Remand)
Game 2 iirc I get stuck on UB mana with G spells in hand, after mulling to 6.

Round 4 vs Kurt D on mono R aggro (2-1, 2-2)
Pretty chill match. Guy lets me do my thing, drawing cards, floating turns, the whole she-bang. Game 1 I verbally bait him into playing out a Flame of Keld off a Light Up the Stage, then clear it with my on-board Blast Zone + Reclamation. I survive, USZ for 26 to draw my deck, take some turns, then make him USZ for 42 cards.
Game 2 I don't have enough going on (i.e. no Fatal Pushes), get run over.
Game 3 is a blowout. I keep his board empty, counter his spells, and he concedes to a Blast Zone killing a 1-drop + Life Goes On.

Thoughts:
  • I love Fact or Fiction. I didn't mention it above because I don't have a clear memory of the exact plays, but it's just so much card advantage.
  • You know what goes great with Fact or Fiction? Torrential Gearhulk to see 5 more cards! 10 mana over two turns, and I get to see 10 cards hnnngh
  • Mana is a bit sketchy, my overall curve might be a bit high. I should probably adjust my manabase, but I'm really considering a Snow build if I can buy 2 Prismatic Vistas
  • Sideboard... I don't know about the second Spell Snare, or even the Ice-Fang Coatls. They haven't been stellar performers for me, and it seems like there's a decent amount of U and B at this store, so Veil of Summer sounds really good.

2019-07-11

2019-07-11 Iron Buffalo with Sultai Teachings 2-2

Decklist: https://www.mtggoldfish.com/deck/2025213#paper

Introduction:
  • So I'm not going to be posting every event I go to any more, just the ones I feel like. Sorry!
  • Played suboptimally for sure, but I want to focus on my sideboarding decisions this time & possible options/changes
  • This is not a high quality post
Round 1 vs Ken on Eldrazi Tron (1-2, 0-1)
Drew poorly, mostly. Thought-Knot Seer was a pain.
Out: 1 Fatal Push, 2 Remand?
In: 1 Ceremonious Rejection, 1 Hero's Downfall, 1 Summary Dismissal
Eldrazi Tron is basically a midrange deck with stompy threats. Remand is good if I can dodge Cavern, but I feel like the two counterspells I boarded in fill the role better. Hurkyl's Recall would be a niche choice for the Karn + Lattice combo, but it's really a gotcha interaction that only works once in the match. However, for the other artifact matchups I feel that Fracturing Gust is already great, as well as Consume the Meek versus the artifact creature decks.
It's possible I should be taking out Blast Zone in this matchup.

Round 2 vs Adam on Neoform (2-0, 1-1)
Game 1 he plays two Waterlogged Groves, then a Yavimaya Coast. My mind is blank, but then he casts an Allosaurus Rider and tries to Eldritch Evolution it. I come back to my senses, manage to tap my two lands for a Remand, and he concedes.
Out: 1 Fatal Push, 1 Surgical Extraction
In: 1 Dispel, 1 Shadow of Doubt
Game 2 is slow. He hits me with a Wild Cantor for about 12 damage because I don't feel pressured & let it live, instead holding up multiple counterspells. I'm sitting on three Cryptics, so after a while I start bouncing his lands end of turn. Eventually I drop Torrential Gearhulk and smash.

Round 3 vs Bill on Jund Shadow/Dreadhorde Arcanist (2-1, 2-1)
I asked a friend what he was playing, then promptly forgot. I then kept a hand with a bunch of 4 drops and lost.
Out: 3 Remand, 1 Torrential Gearhulk
In: 1 Consume the Meek, 2 Fatal Push, 1 Weather the Storm
Games 2 & 3 I keep sturdier hands, draw a bunch of cards, and take over the game through sheer card advantage. Devour Flesh is great in this matchup, and is why I don't replace it with Liliana's Triumph or Diabolic Edict.

Round 4 vs Andrew on 4C Zoo (0-2, 2-2)
Some misplays, got run over. BBE is the bane of this deck's existence.
Out: 1 Opt?, 3 Remand, 1 Surgical Extraction
In: 1 Consume the Meek, 2 Fatal Push, 1 Life Goes On, 1 Weather the Storm

Thoughts:
  • General: Played pretty sloppy, kept some loose hands. I think I need more practice with the London mulligan.
  • Possible changes: Hurkyl's Recall? Maybe cut Weather The Storm for being too cute? Maybe I should be on the snow plan with Ice-Fang Coatls.

2019-06-05

2019-06-05 Dark Forest with Sultai Teachings 2-1


Introduction:
  • I've been a bit remiss about recent reports, but suffice it to say that I've 1-3'd and 2-2'd several events with Sultai and a little bit of Mardu Pyro
  • So Spring // Mind was a bust
  • I've added maindeck Surgical mostly for Phoenix, but haven't seen it much lately.
  • Gearhulk as 4th Snapcaster
Round 1 vs Christian on UW Control (2-0, 1-0)
Christian's deck features all the new toys from the recent sets: Narset, 3-feri, Dovin's Veto.
Game 1 I countered all his threats, then USZ'd repeatedly until my deck was all Nexus & USZ, effectively threatening to deck him. Pulse of Murasa & Snap-Pulse was pretty crucial to accumulating enough mana. In total, I cast USZ 4 times for 7, 9, 11, then 9 again to empty my deck.
Game 2 he mulls to 5, but has quite a few Dovin's Veto to win counter wars vs my embarrassing Dispel. I USZ 'dfor 8, Surgical'd Path, then won with a Snapcaster + Gearhulk beats.

Round 2 vs Mike K on not-KCI (2-0, 2-0)
I've played Mike & his deck before, though he previously had access to KCI. There are very clear targets to counter/remove from his deck, so it was a fairly straightforward match. The combo involves Semblance Anvil, Alhammaret's Archive, and Aetherflux Reservoir, alongside a suite of Tron lands, Buried Ruin, and 2 mana cantripping artifacts.
Game 1 he had a Buried Ruin-heavy hand, allowing him to rebuy artifacts a few times. No Reclamation/USZ/Nexus shenanigans, so I just hit him a few times with a Snapcaster for pressure. Teachings for Surgical in response to Buried Ruin on Reservoir led to a relatively early concession.
Game 2 was much the same of the first - non of the shenanigans, turn 1 Spell Snare as a stumbling block. Went draw-go for several turns, and I was holding on to a pile of Cryptics/Remands/Snapcasters that eventually led to double Snapcaster beats with double counter backup. He tried to stall me out with an Elsewhere Flask into Echoing Truth lol.
I appreciate the deck, because it's an interesting proto-brew of the KCI archetype. Admittedly, it lacks the same enablers, payoffs, and resiliency, but it's certainly a combo deck that has the trademark unfairness of modern (oh hey, mana reduction is broken who'd have thought).

Round 3 vs Brendan F on Humans (1-2, 2-1)
Game 1 I managed to chain Cryptics into Gearhulk-Cryptics into just enough swing-Gearhulk-Teachings-Teachings-Nexus-repeat to win.
Game 2 he had the SB cards: an early Sin Collector, Knight of Autumn vs a Reclamation I didn't play with Cryptic backup.
Game 3 I misplay. He has a huge board, and I'm able to stabilize with a Pulse (protecting myself from Vial'd Mantis Riders) and Cryptics. However, Surgical on Thalia reveals that he has a Selfless Spirit, protecting him from my Consume the Meek in hand. I misplay, by using Gearhulk to flashback Cryptic tap-draw when I should have been bouncing Gearhulk to stall. I need a third black source to Push Spirit + Consume on his turn, but then it turns out he topdecked a Phantasmal Image and I can't answer with two lands + CtM in hand.
  • Sultai with Growth Spiral on 2 is a very different deck than Sultai without.
  • Maybe don't need maindeck Surgical, but it's nice & the opportunity cost is low.
  • Among the store owner & players present, I guess I'm known as the brews guy lol. I hope I can find & play more fringe but competitive decks since they're a ton of fun.
  • Got foil Mystical Teachings! Not ideal since the deck is part foils & part non-foil, so there's the concern of marked cards.

2019-05-25

2019-04-19/20 MagicFest Niagara Falls

Bought the constructed package, since I don't play Legacy.

Friday 11 AM Modern Double-Up with Dredge
Decklist: https://www.mtggoldfish.com/deck/1821610#paper

Round 1 vs Andy G on Affinity (1-2, 0-1)
Won game 1, then games 2 & 3 he had turn 1 Grafdigger's Cage :/

Round 2 vs David L on Boros Burn (1-2, 0-2)
Won game 1, then lost to RIP in games 2 & 3 though I had a Claim in game 3.
Then I dropped :s

On to the interesting stuff!

Friday 6 PM Modern with Sultai Reclamation
Decklist: https://www.mtggoldfish.com/deck/1774456#paper

Round 1 vs Andrew S on RGb Breach Titan (2-0, 1-0)
Very close games both times. Basically, I didn't counter the ramp spells but was able to go off before his natural land drops killed me. Countered his Through the Breaches and Primeval Titans - Remand is a big tempo play vs both. In game 2 I fired off an Assassin's Trophy on Valakut without a Surgical/Extirpate ready, and he surprised me with his own Pulse of Murasa.

Round 2 vs Tanner on Bant Spirits (2-0, 2-0)
He has a pretty slow start, leading with Noble into a Drogskol Captain. When he casts a Phantasmal Image, I fetch-Push the Captain, leaving him with double Hierarch. Over the next couple turns, he tries to resolve Collected Company. I Remand it twice and when he finally manages to resolve it the third time, it whiffs. Whew. Meanwhile, the Hierarch is swinging for a meager 2 per turn lol
Eventually I land Reclamation. If I remember correctly, he drops Deputy of Detention, I cast Teachings in response, which he then exiles with Spell Queller? and Deputy hits Reclamation. At this point I have 8 lands, Snapcaster in hand, Fatal Push and Pulse of Murasa in the graveyard. I pass the turn. He swings with Noble, and I consider chumping with Snapcaster Mage to trigger Revolt for a flashback Fatal Push. But wait, there's a better line!
  1. Opponent attacks with a Noble Hierarch with 2 Exalted triggers
  2. Flash in Snapcaster Mage, target Pulse of Murasa.
  3. Chump block the Hierarch. Snapcaster dies.
  4. End of turn: flash back Pulse, getting back Snapcaster Mage and 6 life.
  5. Recast Snapcaster, targeting Fatal Push
  6. Push Deputy, get back Wilderness Reclamation. Snapcaster is still alive on board.
Game 2 he has a RIP but I counter it. He applies more pressure than game 1, and also plays out Eidolon of Rhetoric and Damping Sphere. Both are roadblocks, but I push through and finish the game at 1 life.

Went for the 2-0-1 facilitated split. I should probably be writing down how big my USZs are for each game.

Saturday 2:30 PM Modern Double-Up with Sultai Reclamation

Round 1 vs Bethany on Jund (2-0, 1-0)
Bethany was a newbie to modern, apparently only having just borrowed the deck from a friend 30 mins prior. I countered or removed all her threats, and went off. Her inexperience with the deck showed when she tried to play Liliana of the Veil for 4 mana, not using Twilight Mire to filter mana & leave mana open, and not knowing that Raging Ravine could animate into a threat.
That said, I had the answers for most of those things - BBE is the scariest card in her deck.
I dug up my Summary Dismissal and may be adding it to my SB moving forward.

Round 2 vs Stephen on Boros burn (0-2, 1-1)
Beats. Game 2 I'm almost able to stabilize, but I misplay. I land Reclamation, then float some mana and Teachings for Pulse of Murasa. I have Dispel and Snapcaster in hand, but mistakenly think that I should Pulse immediately to play around Skullcrack. Next turn he slams a RIP, when I could have waited with Snapcaster Mage for Spell Snare and Dispel backup! I was at 7 life, which mostly caused my hasty misplay.

Round 3 vs Forrest on Hardened Scales (2-1, 2-1)
Game 1 he goes off with just a Steel Overseer and Animation Module, while I'm sitting around with counterspells.
Post-board is way better. Game 2 I tutor for a Fracturing Gust and sit on it as my back up plan since I'm under pretty low pressure. I tutor for another Teachings, then I decide to Consume the Meek. He has a Karn, Scion of Urza which I bounce with Cryptic then counter on the way back down (hello Ceremonius Rejection). I manage a swing with Snap + Tar Pit, and he concedes knowing the game is over. It felt a little premature, but at the same time I think it's a pretty high level skill to know when the control deck has enough resources that you can simply no longer win. Props to you, Forrest.
Game 3 he keeps a 1 lander while I get to Reclamation & a bunch of mana. His hand was pretty decent, and only needed 1 more land to get off the ground - I think it was something like Forest + Worker + Hardened Scales + 2 drops.

Saturday 6:30 PM Modern with Sultai Reclamation
Round 1 vs Chris M on GDS (1-2, 0-1)
Game 1 he has low pressure, mainly Delve threats. I Devour Flesh his Gurmag Angler and he Dismembers it in response lol
Game 2 he has a quick Zombie Fish, Stubs my spells, and I die. I am able to Surgical him and see 3 Surgical Extraction, 2 Disdainful Strokes. Also a JVP, which wasn't relevant to the game.
Game 3 he lands another early Angler... I'm almost able to stabilize at 8... I Snapcaster to Devour Flesh... he Snaps, putting flashback on Disdainful Stroke, saccing Snap to Devour Flesh... then I go for an end of turn Nexus of Fate forgetting about the Stroke. Oops.

Round 2 vs Reshad on GB elves (2-1, 1-1)
Game 1 he plays out about a half-dozen dorks and beats me in with them. He heckles my deck, asking how my durdle fest can ever beat an Ezuri deck. I nod in agreement and silently sideboard in Consume the Meek + Crypt Incursion. He also reveals that he's sideboarding in 4x Reclamation Sage, but that's totally expected & not really giving away extra information - CtM is the only card that will matter in the matchup.
Game 2... by turn 4 I'm not yet dead, so I tutor up Consume on his end step. His next turn, he plays Ezuri and asks if Consume the Meek prevents regeneration. Yeeeup. Next turn I tutor for that Crypt Incursion and go to 20 from 2 life (iirc I had to shock for Consume mana). He drops some dudes again but I flashback Consume and finish him off.
Game 3 I keep an opener with Crypt Incursion and Teachings. It's a little rough going, since I need to Cryptic-tap to stay alive for a few turns, but then draw Consume naturally!! Crypt Incursion puts me to 28 from 4 and he concedes!! How do I beat Ezuri decks indeed.

Round 3 vs Ken on UR Phoenixs (2-1, 2-1)
Game 1 he has an atrocious start - something like 10 lands drawn by the time I cast a huge USZ.
Game 2 I Surgical his Phoenix on his turn 1, seeing a Blood Moon. He cantrips for several, then plays Blood Moon and I realize I was an idiot.
Game 3 he leads triple Spirebluff, so Blood Moon isn't as much of a threat. He isn't able to turn Phoenixes online until turn 4 or so, which I proceed to Extirpate. I see that he's boarded in Ral Izzet Viceroy (in hand) and a Chandra ToD in the deck, which I counter on the next turn, and later in the game respectively. I accumulate more mana and cards, eventually getting the win with double Creeping Tar Pits.

Sultai:
  • Overall game record: 13-6
  • Overall match record: 6-2
  • Cards drawn: a lot
Cards I'm considering for the 75 / have ordered:
  • Torrential Gearhulk
  • Spring // Mind
  • Far // Away (maaaybe okay?)
  • Shadow of Doubt
  • Ravenous Trap
  • Nimble Obstructionist
  • Silumgar's Command (lol)
Draft 1: Accidentally screwed up the seating which messed up the pairings. Sorry judge!
Rakdos with several rares. Don't really know how to draft Rakdos, and could tell that I was splitting the archetype with someone. Lost in round 2 vs a guy with better Rakdos - more removal and two Rix Maadi Revelers

Draft 2: P1P1 Gatebreaker Ram. Don't see any other payoffs, pick up a late Sneak in pack 2 and a Gates Ablaze in pack 3. Cruised off of Ram, mainly. Round 2 was against a guy who spammed irl [shrug emoji] which was a little annoying. Split in round 3.

Draft 3: P1P1 Precognitive Perception. Eventually drifted into Esper, picking up a decent number of guildgates for fixing. P2P1 Kaya, P3P2?  got passed Emergency Powers lol. During deckbuilding, I realized that Undercity's Embrace was terrible with all my aura removal.
Smashed all my opponents by countering or enchanting all of their threats. The ones that I couldn't were blocked by Azorius Knight-Arbiter. Round 1 I actually won my first game through decking with Kaya + EP LOL

https://www.mtggoldfish.com/deck/1832128#paper

2019-04-02

2019-03-31 Iron Buffalo RNAx3 3-0-1

Decklist: https://www.mtggoldfish.com/deck/1773207#paper

Draft:
  • So the draft was 10 players, with some of them looking a little green (experience wise). This affected my decision making in that 1) I can't necessarily trust signals, 2) I can't expect cards to wheel because there are 10 people, and 3) it's possible for totally playable cards to wheel because they evaluate cards differently than I do
  • Rares opened (in order): Simic split Stifle//Clone (Repudiate//Replicate), Angel of Grace, Bedeck//Bedazzle
  • Pack 1 pick 1: rare is garbage, nothing special in commons or uncommons... but oh wait there's a Gatebreaker Ram
  • Pack 1 pick 2: really nothing special, but I took Ram so I might as well stay open and take this Simic Guildgate
  • Pack 1 pick 3: simultaneously stayed open AND money drafted a Breeding Pool
  • Rest of pack 1: got passed two Gateway Sneaks, one Gates Ablaze, and a late Archway Angel. Gates is obviously open and with 5 payoffs I just need to draft a bunch of gates and some support spells.
  • Pack 2 pick 1: The great thing about being in gates is that you can grab good rares and not care about sending/receiving signals. So I take the Angel of Grace, though I never draft it ever.
  • Rest of pack 2: I'm in base Simic, but grab almost every Gate I see. Halfway through the pack I realize that Azorius is pretty open, and I've picked up some random blue playables. I pass alone a pack with both High Alert and Azorius Knight-Arbiter, then take the High Alert from the next pack.
  • Pack 3: more gates, prioritize some high toughness creatures. Simic is pretty open too from what I could tell - P3P14 Skatewing Spy WHAT.
Round 1 vs Liam on Rakdos (2-0, 1-0)
He's got a few good rares (Theater of Horrors, Rix Maadi Reveler), but they just can't beat a huge Gatebreaker Ram. His deck is only okay, which I'll get to in the post-match discussion.
Game 2 I don't find Ram, but I found High Alert and some big butts which works just as well.

Round 2 vs John R on Gruul (2-0, 2-0)
Game 1 he gets me pretty low, but then I drop some random blockers. After stalling out the board with High Alert + butts, Gates Ablaze sends him back to the stone age and I play out Gatebreaker Ram for lethal.
Game 2 he has a much slower start. I play out a Gatebreaker Ram but he gets multiple blockers out so I hold off on attacking with it. So the game stalls out again, then I swing my 8/8 Ram into his board of 5 creatures. He triple blocks with a total of 8/9, then Applied Biomancy for +1/+1 & bounce another guy makes the game unwinnable for him.

Round 3 vs ??? dropped (N/A, 3-0)
Got the pair down because it's 10 people. He was a newbie and thought he needed to play 60 cards... so he was playing some kind of Simic-based 5 color 60 card deck. After round 2, he'd had enough and unofficially dropped from the tournament, only officially dropping now... so I was 2-0 and got a bye huh

Round 4 vs Michael N. (ID, 3-0-1)
Mutually agreed, went home.

Thoughts:
  • Managed to draft all the gate payoffs early (IN PACK ONE), which made the draft super easy mode.
  • Recognized that if I had to, I could easily pivot into either Simic or Azorius, which looked pretty open, since I was drafting a lot of blue cards.
  • Breakdown of what I saw from the draft pod: 2 players on Orzhov, 1 Orzhov splashing U/Azorius, 2 Rakdos, 2 on Gruul, and 1 on UGwbr???, me on Gates, 1 unknown
  • Black was super overdrafted at the table, and as a result I only picked up a single Dead Revels, passing a few decent cards (ex. Get the Point) for gates/blue playables. Pack 2 signaled to me that the High Alert deck was open, and I picked some support creatures up for that before & after (I think 8 of my creatures work well with it?)
  • Nice side benefit of drafting most of the gates is that it screws with everyone else's mana, making their deck weaker & unable to splash good cards.
  • Definitely felt like I had the best deck in the pod. After all, I was only playing ONE BASIC

2019-03-29 Collector's Inn 3-1 with Sultai Wilderness Reclamation Teachings

Decklist: https://www.mtggoldfish.com/deck/1774456#paper

Introduction:
  • Switched out the garbage SB Teferi for a Noxious Revival to hedge vs discard (on USZ) and Surgical Extraction
Round 1 vs Jamie V on UR Living End (2-0, 1-0)
Turn 1 he exposes his game plan with a cycled Desert Cerodon. He counters several of my spells, but I only care about a couple of his. Maindeck Spell Snare an Electrodominance while swinging Snapcasters in for a bunch of damage.
Game 2 he gets off a turn 2? Living End for 2 5/5 hexproof serpents, but I have a Growth Spiral into chaining a bajillion Cryptic Commands to stabilize. Beyond that initial play though, he cycles and cycles and on his final turn suspends the last three cards in his hand: all Ancestral Visions.

Round 2 vs Jamie F on mono R Bushwhacker (0-2, 1-1)
Game 1 she Bushwhacked a bunch of little dudes and I had no removal.
Game 2 is the game where I did misplay: First I didn't fetch around a potential Blood Moon, secondly I fetched incorrectly vs a Blood Moon, and third I didn't flash in Snapcaster Mage in response to the Blood Moon as a chump blocker because I didn't recognize that I was in the danger zone.

Round 3 vs Curt on RB Skred Dragons (2-0, 2-1)
Game 1 I Remanded a ton of spells, recognized that he was on Blood Moon, and was able to preempt it. Sarkhan, Fireblood was a bit scary but I eventually took care of him and comboed off woohoo.
Game 2 he applied a lot more pressure but again I eventually stabilize and combo off.

Round 4 vs Alex S on UR Phoenix (2-0, 3-1)
He has no idea what I'm doing, which is a weakness of those who get into modern with their deck and think/hope that they can totally ignore what I'm doing.
Game 1 he flips a Thing but I'm able to remove it. He throws some burn spells at my face but eventually I start swinging with Snapcaster + Creeping Tar Pit for lethal while holding up counterspells.
Game 2 I'm able to gain enough life to stabilize again (bringing in all the lifegain cards vs Phoenix) and again chain attacks for lethal.

Thoughts:
  • Managed to draw Growth Spirals and Wilderness Reclamations at opportune times this week
  • Match 2 I really should have seen the Blood Moon coming / given more respect. Typically, mono R players are budget but she showed a Cavern of Souls in game 2 which should have hinted that the deck is non-budget enough to play Blood Moon to wreck people like me.

2019-03-21 Iron Buffalo 2-2 with Mardu Pyromancer

Decklist: https://www.mtggoldfish.com/deck/1774451#paper

Introduction:
  • Went back to the deck I grinded through Summer 2018 with
  • Only changed some cards in the sideboard, since I acquired a couple artifact pieces
Round 1 vs Marc on UW Control (2-0, 1-0)
Game 1 was pretty quick. Early discard to take his Search for Azcanta, see him low on land count. Drop a turn 3 Blood Moon and he concedes.
Game 2 I dismantle his hand and get some Spirit tokens going for the win.

Round 2 vs Ken on Eldrazi Tron (0-2, 1-1)
Both games I manage to discard his Chalice of the Void, but the card I really should have been going for is Blood Moon. Game 1 I had it but then he turn 3 TKS'd it.

Round 3 vs Reshad on GDS (2-0, 2-1)
I know what he's on from checking out the room. In game 1 I keep a sketchy two lander with Mountain, Sacred Foundry, Blood Moon, and some other cards. He Thoughtseizes me three times? and leaves me with Blood Moon, which I never cast because I topdeck a Blackcleave Cliffs and it would actually have screwed me while fixing his mana because he fetched for basics after seeing it.
Game 2 I find both Blood Moon and an Ensnaring Bridge, amass a token army behind the Bridge and alpha strike him.

Round 4 vs Matt D. on Mono G Tron (0-2, 2-2)
Another Tron matchup where I didn't prioritize Blood Moon enough. By which I mean that I didn't have it.
In game 2 specifically, I was on the play and he mulliganed to 5 cards. I Inquisition an Ancient Stirrings out of the hand, then turns 2 and 3 hit him again with a couple discard spells. Of course, I win the game (check game record for verification).

Thoughts:
  • Fuck Tron
  • Meta needs more Blood Moons

2019-03-20

2019-03-15 Collector's Inn 0-2 with Mono W Emeria

Tournament report sucks, skip down for real content

Decklist: https://www.mtggoldfish.com/deck/1534030#paper

Round 1 vs Joe Andrees on Titanshift (0-2, 0-1)
Both games dropped a Thalia on turn 2 but I just can't engage with his land combo and die. Game 2 he also has Anger which is rough.

Round 2 vs Joe M on Jund (0-2, 0-2)

I used to think I was favored, but those Goyf beats hit hard very quickly. I didn't even see the Scavenging Oozes or Kalitas to beat me up - just discard, Bobs, Lilis, Goyfs, and BBEs.

Round 3 bye, dropped and left

Thoughts:
  • Wow that was a bad performance
  • I thought that MWE was decent vs GBx, but I just don't have great answers to Tarmogoyf beats. I played an extra game vs Joe after round 2 and lost that one handily as well.
  • For my next event, I'm going back to ol' Mardu Pyromancer - free spoiler for anyone who actually reads this crap. The list I was running at the end of PPTQ season 2018: https://www.mtggoldfish.com/deck/1327820#paper
 =====================================================================

Two Kings Gaming (the second closest? now closest? store to me) is closing, which I learned about from a little thread on reddit. I then shared the thread to the BNYMTG group and saw some more salient comments there (imo). Don't really feel like putting this out there on those social media platforms, so instead I'm putting some thoughts here about the Buffalo MTG scene and some stores in particular.

https://www.reddit.com/r/magicTCG/comments/b3510f/i_found_out_today_that_my_lgs_is_going_out_of/
https://www.facebook.com/groups/BNYMTG/permalink/1988017014629463/

Buffalo's Magic scene is super crazy, in that it has a ton of stores for the population. This is a lot due to the sprawl of the area, since although I have like 12 stores within 30 minutes of me... they're almost all 30 minutes from me.

During each of my handful of experiences visiting Two Kings, I came away with a bad taste in my mouth each time. In my opinion, these are some of the issues that hinted at their eventual demise:
  • No trading allowed in the store. Allegedly some kid got scammed years ago and their mother threw a fit so that was the end of that. But I'm pretty sure the store moved from a different location and they had the same practice there... I 100% completely understand not allowing players to buy/sell cards in store, which leads me to the next point..
  • Their inventory was meh. Not the worst in the area, but definitely not a draw to the store. Now one time, I dropped by and asked to browse one of their binders, organized by set. My request was denied, on the basis of store policy because somebody simply walked away with one, once upon a time. What makes the this ridiculous as a policy to me is that the employee and I were the only ones in the store. Here was a possible way for me to actually buy something, but since I didn't know exactly what I wanted, they basically told me to get fucked.
  • When I went for FNM there some weeks ago, I somehow went to turns every round. Admittedly it was my first time playing Grishoalbrand, but I'm pretty sure they were running 40 minute rounds if not even shorter.
  • Payout in packs instead of store credit - and not even at a good rate (I think 1.5/player). Pack payout attracts casual players, and really turns off enfranchised players ... which is pretty much every modern player.
  • No planeswalker points awarded for the FNM seriously wtf you basically told me time was worthless even though you were printing out match slips for A CASUAL FNM
  • Located in a dead/dying mall. Eastern Hills is this absolute behemoth on approximately a square mile of land - just endless asphalt surrounding a crappy mall which a lot of the big box department stores have already bailed on. Also, they chose to move about half a mile from the local MTG superstore (which dominated the FNM scene for a long time), which brings me to:
Dave and Adam's. I've played the most Magic here out of any store, honestly. Their FNM prize structure was LITERALLY INSANE (YES THESE CAPS ARE ACTUALLY NECESSARY), but never increased their presence beyond FNM nor grew their community.

Regarding their interactions with local stores (i.e. FNM policy since they only ran FNMs prereleases and PPTQs), Dave and Adam's definitely forced a race to the bottom regarding FNMs. I don't consider it a shitty business tactic, but rather a very ... how to describe it ... an extremely aggressive strategy. I still don't understand how/if they ever came out in the black, but it seems that management eventually looked at the books and said this can't keep going on. In the now distant past, their events were supremely generous, but more recently (before being full canceled) they've erred on the stingy side.

Why I think they failed:
  • Prize structure. Just losing money. Originally (in my expereience), FNMs were free, plus they were handing out free pizza and raffling prizes. You could go even/infinite without ever winning a single game. Then even after they ended free FNMs, to go infinite a player only needed to average like a 36% win rate. But a lot of players were turned off by the price increase from $0 to $5, which could have been handled with better optics.
  • Poor singles inventory. Pretty much everything in the store had been picked through. Anything good that they acquired got sold online or at GPs because their "warehouse division" operated separately from the store division. This pairs with the first part - the prize structure gets a ton of people in the door, but you can't expect everyone to be throw money at sealed product because your singles inventory is lackluster.
  • Huge overhead on FNMs - many thousands of square footage and ~5 staff, kept open for several hours. Gotta say, I can't imagine how Magic/Yugioh can make nearly as much cash as their other product, sports merchandise, for which fans will happily fork over a hundred bucks per transaction.
  • Community: because the prize structure was so mercenary, people just came in from all over the area for that prize money. But on every other day of the week, they hung out somewhere else because D&A didn't run any other events. There was no loyalty, and no way to support the store if they wanted to!

    2019-03-02

    2019-02-28 Iron Buffalo 2-1-1 with Sultai Reclamation Teachings

    Decklist: https://www.mtggoldfish.com/deck/1685666#paper

    The plan:
    • Opening hand: Dream hand is probably 3-4 lands, Growth Spiral, Wilderness Reclamation, Mystical Teachings. Reclamation + Teachings hands are probably decently above average.
    • Early game: draw some cards, set up Cryptic mana, don't die. Ideally turn 2 Growth Spiral.
    • 4 mana: Run out Wilderness Reclamation, then cast Cryptic/Teachings
    • Mid game: end of turn float mana, Teachings for value, Teachings for Teachings, Snapcaster spells as necessary. May not yet have stabilized.
    • End game: Teachings for Blue Sun's Zenith, Blue Sun's for a bunch (leaving open 7 mana if possible I think). Nexus if drawn, otherwise discard to hand size with a stacked hand. Then either 1) Blue Sun's the opponent for the win or 2) attack with Snapcaster/Tar Pit while taking infinite turns
    Round 1 vs AJ on RW burn (2-1, 1-0)
    Game 1 got run over, was trying to figure out how bad of a hand I had. It was pretty bad.
    Goblin Guide revealed a couple 4 drops to go with the ones in hand.
    Game 2 he keeps a greed 1 lander. Turn 4 rolls around and I drop Reclamation. I wait a few turns with Cryptics and then manage to combo out. Pretty good.
    Game 3 he floods a bit, but still pressures me a lot. I try to hold Life Goes On for extra life, but end up casting it to stay out of burn range. Then I tutor for another one and manage to wrangle Devour Flesh into Life Goes On before I combo off. He kept Searing Blaze in for some reason, but Spell Snares were gas.

    Round 2 vs Tim on BW Planeswalker Pox (2-1, 2-0)
    Game 1 his clock is 4 Spirit tokens and a Shambling Vent. I have to bounce Sorin and hold up Cryptic Command for it, lest it run me over. I consider Mystical Teachings for a Cryptic but instead go for a Pulse of Murasa that grabs a Snapcaster Mage. I stabilize at 4 and go off.
    Game 2 he gets a Liliana of the Veil rolling on turn 3 and I'm unable to answer it. I drop a Wilderness Reclamation without Cryptic and he Disenchants it.
    Game 3 I was on the back foot the whole time, manage to bounce a Sorin and hold up a Cryptic if he tries to replay it. Double Surgical on Cryptic and Teachings. He Thoughtseizes into a Remand? and I'm able to draw out of the situation. BSZ (USZ?) for 16, Remand into an Echoing Decay for an army of Spirit tokens while Heart of Kiran isn't lethal (had A Trophy ready in hand). I think he put Thoughtseize into the graveyard after I Remanded it, and I'm not sure how that would have changed things? I had another Remand in hand + about 6 more mana, but his third try might have gotten through.

    Round 3 vs John G on Jund (1-1-1, 2-0-1)
    Game 1 I go to 1 from fast beats before I'm able to get rid of his creatures. He has two red mana so I hold up double Remand for his Bolt. I Pulse a Field of Ruin?, and he double bolts me next turn putting me back to 1. Then the deck does its thing.
    Game 2 had a lot of slow topdecking but he got out of it eventually. Surgicaled my Teachings and Cryptic Commands RIP. I joke to an observer that I should hold Teachings until I have enough mana to hold up flashback cost, and I realize that's not actually impossible if I can find Wilderness Reclamation. There was a point where I fired USZ off for 2, but probably should have held it for as long as possible (as response to Liliana +1/IoK/TS).
    Game 3 we ended on about turn 6 and had a draw. Game state was pretty even, could have gone either way.
    (start rant)
    Pretty annoyed about this match, felt that my opponent played too slowly in games 1/2.
    In my opinion, the skill required to play Jund is overrated (see also: PVDDR's articles on deck difficulty). Okay, you have a lot of microdecisions that improve your odds very marginally: Inquisition/Thoughtseize choices, fetching up specific lands, activating Liliana, etc. but these things shouldn't take half a minute each. (end rant)
    I understand that he's never faced my deck before, and so needs to read the cards, guess at what my intentions are, and play around that. I also never feel that unintentional draws are my fault, but I have to bear at least some of the responsibility - push my opponent to play faster, play a bit faster myself.

    Round 4 vs Matt on G Tron (1-2, 2-1-1)
    Game 1 he mulls to 5 and I'm able to accrue enormous advantage. OTP Abrupt Decay his Map on turn 2.
    Game 2 he mulls to 6 and I try to keep him off Tron but I simply cannot
    Game 3 I keep a hand with no G mana and no 4th land, again I simply could not
    Traditionally control vs Tron is a bad matchup and I don't think I was ever favored. I only really won game 1 because his hand screwed him over. Teachings for Trophy + Teachings for Surgical is just way too slow, and I don't have the tools to keep him off Tron. If only there were an instant speed Stone Rain... (actually there are but they're in red)

    Thoughts:
    • Growth Spiral is the most powerful turn 2 play in the deck and somehow I didn't manage it once.
    • I kept a hand without green mana in round 4 and that was a mistake, though not an immediately obvious one.
    • I felt lacking in early plays, but there aren't any good instant speed cantrips besides Opt. Looking at 2 CMC... maybe Think Twice or Squelch??? or I could just draw openers with Growth Spiral more -_- Oh, Hieroglyphic Illumination is an option, but only as a one-of?
    • I don't have some of the instant speed toolbox (specifically Shadow of Doubt) so I left a Teferi in. I guess it would come in against control but it wouldn't do anything really? To run it out with backup, you'd need Wilderness Reclamation and the control deck probably won't let you do that. I guess it would be really good in the mirror lol?
    • Deck was super fun, though I wish I had gotten 3 wins. Not sure what to do about the big mana matchups.

    2019-02-21 Iron Buffalo 3-1 with Mono W Emeria

    Decklist: https://www.mtggoldfish.com/deck/1534030#paper

    Running it back from last week, when I got a 2-1 finish (plus a bye for overall 3-1)

    Round 1 vs Adam on Jund (0-2, 0-1)
    Both games basically just lost to maindeck Kalitas. I was able to remove Scavenging Oozes.

    Round 2 vs Brad on 4C Bridgevine (2-0, 1-1)
    Unfortunately for Brad, I know what he's on and he mulligans 3 times over the course of our 2 games. He doesn't have any explosive starts, and I'm able to fill up the board and block for days. My GQs and FoRs were pretty good, since he only played two basics.

    Round 3 vs Matt on Hollow One (2-1, 2-1)
    Took me by surprise seeing him on Hollow One.
    Game 1 I put up some blockers but recursive Flamewake Phoenixes/Bloodghasts apply enough pressure for a huge Flameblade Adept to finish me.
    Game 2 I think he turn 1 Hollow One'd, and I Surgical'd a Phoenix, also seeing 2 EEs and 2 Grim Lavamancers in the deck. Turn 2 I drop my Wheel of Sun and Moon, leaving me in comfortable ahead to win the game over the next ten turns.
    Game 3 goes long, but I'm able to get off some decent double blocks and repeated lifegain to stay in the game. Kitchen Finks MVP

    Round 4 vs John G on Jund (2-0, 3-1)
    Game 1 I have "early aggression" (read: Lone Missionary into Blade Splicer). His Dark Confidant betrays him, flipping Scavenging Ooze, Tarmogoyf, and BBE, which leaves him at 1 against my miscellaneous creatures.
    Game 2 he gets off double Anger of the Gods, but I'm able to consistently push damage with 1/1 fliers.
    Compared to my round 1 Jund matchup, he wasn't able to stick Scooze/Kalitas and that made all the difference.

    Overall: Happy with the deck, maybe should have been more restrained with Path to Exiles in round 1 (fired them off vs Scooze instead of later Kalitas).

    2019-02-14

    2019-02-14 Iron Buffalo 2-1 with Mono W Emeria

    Decklist: https://www.mtggoldfish.com/deck/1534030#paper

    I figured with the heavy midrange meta at the store, my mono W Emeria deck would be able to exploit that by grinding opponents out with overwhelming value.

    Some thought was given to netdecking Tim Rood's BW Smallpox deck since he posted it to reddit, since that would have been hilarious.

    Round 1 vs bye (we'll call it 0-0)
    Apparently I wasn't signed up :|

    Round 2 vs John on mono G Tron (0-2, 0-1)
    Game 1 he has turn 3 Tron and I scoop it up.
    Game 2 I pressure him, take him off Tron with Field of Ruin + Surgical, but the O Stones delay long enough for him to find a 7th land to chain Karns. Fuck that deck.

    Round 3 vs Tim on BW Planeswalker Smallpox (2-0, 1-1)
    Basically the deck I was hoping to play. Just ground him to dust. His efficient removal lines up really freaking poorly vs my value creatures, many of which effectively replace themselves with other cards.
    Game 1 he hits me with Gideon of the Trials once, I gain 4 life off the back of a Lone Missionary, then manage to gain 16 life from each of my 4 Kitchen Finks. My board is way wider than 4 Spirit tokens and he's unable to pressure me at all with Liliana.
    Game 2 he puts a lot more pressure on me with a couple Gideons, Allies of Zendikar (I think that's the plural form). He Surgicals my Squadron Hawks which seems awkward but is probably actually correct- makes his Liliana of the Veil relevant and prevents that slow recursion. After chumping Gideon for several turns, I stabilize with a Sun Titan to get in front of Gideon, and trade off fliers with his anthem'd Souls tokens. Active Emeria and Sun Titan close the deal.
    Both games his Gideon of the Trials was able to keep my biggest dude at bay but that's not a big deal when I've got two small dudes ready to keep those planeswalker loyalties down. Also Gideon of the Trials +1 is ... subpar versus Sun Titan lol.

    Round 4 vs Alex on Grixis Death's Shadow (2-1, 2-1)
    I actually feel pretty good about this matchup, as long as they don't see a Temur Battle Rage.
    Game 1 he sees a Temur Battle Rage
    Game 2 I Surgical a Faithless Looting (not the best of plays) and get to see what he's handling: Anger of the Gods, Snapcaster Mage, and Lightning Bolt. I chump his Gurmag Angler for a bunch of turns, Field of Ruin away his second red source, topdeck a Field of Ruin as my sixth land, drop Sun Titan to get my first Field of Ruin back, then next turn send his manabase back to the stone age. He has two Death's Shadows swinging into my chumps, but no TBR to push damage and I Dusk away both DS and my Sun Titan, leaving my dudes clear to get the last point of damage.
    Game 3 he doesn't have an early DS. He manages to get past the two Blessed Alliances in my opening hand, but then Sun Titan comes down and he trumps Gurmag Angler all day every day. Lot of decks in modern just can't beat a 6/6 lol.

    Thoughts:
    •  Made a meta call, got rewarded (in 2/3 rounds). Drew poor hands vs the Tron opponent - no early GQ, no turn 3 FoR.
    • Not sure whether I still like 2x Thalia in the main
    • I love playing this deck. Getting value out of Squadron Hawks and Pilgrim's Eye is amazing. Punishing greedy GDS manabase with multiple FoR also great. Recurring Squadron Hawk? fantastic. Shuffling my library twenty times per game? wonderful
    • To anyone who loves value, I recommend picking up the deck. It doesn't cost too much, with $142 of its quoted $314 value on MTGGoldfish coming from Surgicals alone.

    2019-02-09/10 GP Toronto 2019 stuff

    Introduction:

    There aren't a ton of details about decision making during the games themselves. I didn't see a ton of GY hate but if I did I mention it. So in lieu of talking about individual games, I'm going to try writing up a primer about the deck with very brief descriptions of the matches.

    Decklist: https://www.mtggoldfish.com/deck/1644081#paper

    Building the deck:

    Agents of Dread-ge
    • Dredge # is the most important line of text on most of the dredge cards.
    • There's only one card each for Dredge 6, Dredge 5, and Dredge 4. Golgari Grave-Troll (Mr. 6) is banned, so we don't play him/it/that card.
    • Mr. 5 (Stinkweed Imp) is legal so we play 4 of this guy. Also sometimes he attacks and blocks.
    • Mr. 4. He's okay, but never the first guy we call in for a job. He's got two abilities that interact with the graveyard, so the opponent is basically never incentivized to kill him. If the death trigger ever does go off, it can get a Narcomoeba trigger but that like never comes up. Lists run 1 or 2 of this guy and I went with 1.
    • At Dredge 3 is where card options technically open up. Ms. 3, or Life from the Loam, is the all-star of the bunch. She's the Dredger that pulls a ton of weight despite not being as buff and intimidating as the higher Dredge agents. She hooks us up with additional lands past 2, Bloodghast triggers, and huge Conflagrates for when you want to send a message.
    • As for Mr. 3, Darkblast is decent but situational so it's played as a 1-of in the main, with most lists sideboarding a second copy. The other Dredge 3 cards are bad - they don't do anything, cost 3+ mana, and if we wanted a do-nothing card that still has Dredge text we could be playing strictly better Mr. 4.
    • Dredge 2 has 5 options and is where we see hypothetically playable utility cards. Golgari Brown-Scale used to be in sideboards but then Creeping Chill is way better. Necroplasm requires BB, is cute, but would need a very specific meta to be good. Dakmor Salvage is a card that people sometimes play but you won't catch me playing this card ever. It supposedly guarantees you land #2 (eventually) if you are forced to keep a 1 lander, but in that scenario the odds are very much against you. Firstly, Dakmor Salvage comes in tapped, so it won't actually do anything until turn 3+. Secondly, it only taps for black so it doesn't help cast any of the important spells (casting any black spell in Dredge is already one of your bad/unfavored games). Thirdly, as a result of point 2, the one land you keep needs to be RG-producing, further restricting keepable hands. Lastly, it has Dredge 2, which only does half the work of that no-good womanizing Mr. 4 so Dakmor Salvage is pretty garbage at that too.

    Enablers
    Payoffs
    Eh maybe I'll write these sections up later.

    Gameplay:
    Opening hand / mulligans:
    • VERY IMPORTANT: two lands, at least one of which produces green (not 2x Mountain, 2 Blood Crypt)
    • VERY IMPORTANT: dredge enabler: Shriekhorn or Faithless Looting
    • Good but not necessary: dredge card IF hand also has Faithless Looting or Cathartic Reunion
    • Good but not necessary: dredge payoffs that can be discarded (Prized Amalgam, Bloodghast)
    • AS FEW AS POSSIBLE: payoffs that you don't want to be paying mana for (Narcomoeba, Creeping Chill)
    • For instance, in one game I drew an opening 7 with 3 Creeping Chill which was effectively a mull to 4 already
    • In post-board games you need to see hate cards in your opener or else you're counting on the top ~5 cards from looting effects, since the game plan aims to never draw another card naturally
    Early turns:
    • "One in the bin is worth two in the hand"
    • Trying to pretty much dredge Stinkweed Imp as much as possible. Dredge other cards if Stinkweed is not available.
    • Turn 1: Shriekhorn or Faithless Looting. Shriekhorn puts more cards into the graveyard, but doesn't get rid of any dredge cards sitting in the hand
    • Best t1 Faithless Looting would be discarding Stinkweed Imp and another useful card (dredger or Prized Amalgam). Okay Lootings involve discarding Life from the Loam and/or Bloodghast. Discarding Bloodghast+Prized Amalgam is a little weak but sets up 5 power on turn 2.
    • Turn 2: Looting is still a fine play, but Cathartic Reunion here is explosive. Ideally Cathartic Reunion wants 2 dredge cards to be in the bin when it starts resolving, since the odds of hitting a second dredger off 1 dredge aren't fantastic.
    • Turn 2: Life from the Loam is the worst good play? Sometimes it's the best line because you have no other way to put a dredger in the yard, and sometimes there's not even a land to target.
    • Before fetching, check the graveyard for fetchable lands - there's only 6 total, and it's totally possible to flip 2 of the same even on the first dredge.
    Mid/late-game (turn 3 onwards):
    • Try to avoid playing lands until second main phase to maximize Bloodghasts
    • Turn 3 onwards: Dredging & resolving the first Life from the Loam should set up your mana for the rest of the game. Then it's back to aggressively dredging.
    • After going through ~1/2 of the deck, it's time to start dredging up Life from the Loams and setting up huge Conflagrates, either to clear the board or for lethal.
    • The maximum reasonable Conflagrate is 10 ... starting the turn with a 7 card hand, Life from the Loam among them. Dredge Loam for the turn. Cast both Loams, going to 10 cards. Spend RR and discard the entire hand for 10 damage. More than 6 mana isn't a reasonable situation, but they do exist. Flashback Looting + Life from the Loam + flashback Conflagrate costs 7 mana so that also comes up.
    GP Toronto Main Event (5-3 with a no-show)

    Round 1 vs Rusty on Living End (1-2, 0-1)
    Game 1 feels unfavored. He's able to reanimate an Archfiend of Ifnir and wipe my board away.
    Game 2 I keep the 7 with a Leyline of the Void and win.
    Game 3 mull to 5 - unkeepable 7 and 6. 1 lander, no Leyline, but he had Fulminator and Beast Within. Maybe should have bet on the four-card god-hand?

    Round 2 vs Nick on bad/budget Delver (2-0, 1-1)
    Game 1 I see a bunch of cantrips, Pteramander, and a Runechanter's Pike??? Then he ded
    Game 2 I board in some Ancient Grudges figuring Pike might spike me with an end-step Snapcaster, and any graveyard hate would be artifact-based. He plays Dissolve, Search for Azcanta, and not a ton of action.
    I somewhat played around Cryptic Command, but his budget list didn't have

    Round 3 vs Paul on Bant Spirits (2-1, 2-1)
    Game 1 he mulls to 5 but it's a good 5. Keep a couple Narcomoebae back for blockers and I get through with recursive threats. Thanks to 3 Creeping Chills, I finish him while sitting at 8 life.
    Game 2 has RIP. Claim it and he rips another RIP.
    Game 3... he mulls to 4 and doesn't even touch my life total.

    Round 4 vs Nick Cummings on Bogles (0-2, 2-2)
    Local name, recognize him
    The matchup is basically two ships racing in the night, but Bogles has the edge with their access to first strike, vigilance, reach, lifelink, and protection from creatures.
    He knows the matchup well, and identifies Daybreak Coronet as the key card in the matchup. Honestly most impactful part of the match is the Bogles player's mulligan decision.

    Round 5 vs Alex on Bant Spirits (0-2, 2-3)
    I'm playing against a woman and I tilt myself. I keep weak 7s in both games and am punished by a lack of action.
    Game 1 she casts flash/instant spells on her turn, fails to activate Mausoleum Wanderer and Selfless Spirit.... tilt city.
    Game 2 I keep another mediocre 7 with Claim, Lightning Axe, and I think Faithless Looting. I fumble a Conflagrate -could have hardcast for 2R to kill an Hierarch and delay CoCo for a turn.

    Round 6 vs Michael on Forbidden Orchard jank (2-1, 3-3)
    Game 1 I see Forbidden Orchard into Illness in the Ranks. Another Orchard and an Expedition Map finds third Orchard. Plays Trespasser's Curse but I get him.
    Game 2 he manages to pull some nonsense off. No Illness, but gives me tokens with Orchard and Hunted Phantasm. I swing with a board into BATWING BRUMA WTF, eat 7 then next turn he Rakdos Charms me for lethal.
    Game 3 I do my thing and he dies.

    Round 7 vs Drazon on no-show (infinity-0, 4-3)

    Round 7 vs another guy with a no-show (Dennis) on RB burn (2-0)
    Game 1 He's pretty fast out of the gate, putting me to 2 life. Conflagrate to clear the board, then I flip two Creeping Chills which buys me more than enough time to win.
    Game 2 Conflagrate the board again at some point. I flip two Chills even earlier than last time, going from 10 to 16 and ending at 9.
    So the upside of RB burn is I think being faster than RW, but I'm way less scared of Rakdos Charm than RIP.

    Round 8 vs Shawn on Phoenix (2-0, 5-3)

    Game 1 At one point he reanimated two Phoenixes with Gut Shot as the third spell and swung for 6. The next turn? I double blocked one with Narcomoebae, and he had another in the yard but I flipped Creeping Chills to stabilize and take the game.
    Game 2 he's doesn't have as good of a start as previously and I take it.

    Modern side event 1 - Double-Up (2-0)

    Round 1 vs Lee on standard Bant control (2-0, 1-0)
    Game 1
    7 card hand with 3 Creeping Chill nope
    6 card hand composed of only lands and those creatures I don't want to be casting (Amalgam, Bloodghast, Narcomoeba) nope
    5 spells no lands nope
    4 cards: Gemstone Mine, Faithless Looting, Conflagrate, Stinkweed Imp wow. Find a second land off the Looting and go off from there.
    Game 2 He has Deputy of Detention which is decent but modern Dredge is just way more powerful

    Played around his Settle the Wreckages a couple times, only swinging with 3 or 4 of the ~6 creatures I had on board. I think Narcomoeba is my least valued creature on the board, but Amalgam and Bloodghast threaten different angles of recursion. Also because he was on a standard deck, he didn't have that game-deciding pieces of graveyard hate in the sideboard.
    This was also Lee's first modern event, trying to get a taste for the field and find a deck he might enjoy playing. Welcome to modern, Lee!

    Round 2 vs Steve on Jund Living End (2-0, 2-0)
    Game 1 His Living Ends aren't great for him, since I have some Stinkweed Imps. Late in the game I've whittled him down and he Faerie Macabre's the two Conflagrates in my yard. I win without it with four cards left in my deck. Check my sideboard check my deck double check count my deck AHHHHH OH NO ILLEGAL DECK thank goodness it was being judged at regular REL. Grab a third from the vendor and we go to to game 2. Very understanding opponent, if you read this thanks being so patient!
    Game 2 He has an Anger of the Gods (which I didn't know of) but I've already bashed in a couple times and am able to find some more hasty Bloodghasts to finish him off.

    At one point in game 2 I tried to clearly separate my creatures on the battlefield and the ones in the graveyard while resolving a Living End and got confused about an Amalgam that I wasn't sure where it started, so I left it in the graveyard.
    Different thing - Steve questioned me about missing a trigger on Prized Amalgam from a creature entering the battlefield and to my understanding I don't have to announce it immediately when the creature comes in though it's proper and helps both players (and I did do so throughout the weekend). I's similar but not quite the same as other delayed zone changes, like those caused by tokens made from Kari Zev/Geist of Saint Traft or Gods from Hour of Devastation returning to their owners' hand after dying. Yes, the triggers do specify certain timings but it doesn't make a huge difference if you fail to acknowledge these things with zero impact on the game state.

    Then I did the 2-0-1 drop thing for 400 tickets instead of gambling 200 vs 600.

    Modern side event 2: regular prizing (2-0)

    Round 1 vs Nick on Jeskai (2-0, 1-0)
    Didn't see a ton from him. He got full value Timely Reinforcements in both games but they were not nearly enough to save him from the dredge scourge.

    Round 2 vs Steve on Mill (2-1, 2-0)
    Super interesting matchup, though definitely way in my favor. He tells me that the match is pretty unfavorable for him, and then figuratively shows his hand with a turn 1 Shelldock Isle.
    Game 1 goes smoothly for me.
    Game 2 comes down to the wire, and I misplay a bit. I Conflagrate for something like 6 instead of 7, leaving him at 7 life with two Creeping Chills left in my deck. He is then able to mill me out on his turn - if I had gone for the extra point he would be forced into a different line. I think he has an early Ravenous Trap but it just slows me down.
    Game 3 again another early Ravenous Trap to slow me down, but the rest of his mill effects give me some free Narcomoebae and a variety of creatures to beat down with. He holds an Echoing Truth for too long while I swing with Narcomoebae, getting him low enough to Conflagrate for lethal.

    Then I drop for 200 more tickets woohoo

    Turbo Town (7-1)
    Turbo Town is a bunch of on-demand Magic matches, where people show up to have a nice quick bit of Magic and then somebody shows up with the most inherently unfair deck in the format. Sorry everyone.
    Brady on UB Processors: seemed to have some mana woes, but afterwards he showed me Haunting Echoes which would have absolutely ruined me. Hopefully I didn't turn the kid off modern forever. Although I do feel like Ingest/Processors were pretty bad mechanics even in its own format. Flavorfully there, but mechanically... awful.
    Richard on Hardened Scales: I keep my 7 with a Darkblast. He plays an Arcbound Worker and I am giddy. He pulls out game 2 but I overtake him in the 3rd.
    Muffin on UB Faeries: I switched to 8 rack. Lost game 1, stabilized game 2 running my Kalitas into a Bitterblossom token turn after turn while Vendilion Clique + token clocked me every turn. Get to 4 life and I have two outs, then top Night of Soul's Betrayal to clear out his board WHOOAAAA. Game 3 Kalitas pulls me out of it again and a Rack seals the deal.
    Brittany on Esper Zur Solemnity combo: Her heart wasn't in it, and she conceded after game 1. I'm glad that she knew what she wanted out of the GP and a grudge match against dredge was not it.
    Adam on BW Eldrazi: Just too slow vs dredge. I think he sideboarded incorrectly as well and offered some thoughts afterwards.
    Sal on Jund: My only loss outside of the main event. Lost to Scavenging Ooze and Tarmogoyf beats.
    Matt on Jeskai: Dude was playing too fair. Turn 1 and 2 played Celestial Colonnade while I'm just churning my deck into the graveyard. Game 3 he mulls to 6 with 1 land, and I flip triple Creeping Chill for hasty Bloodghast beats.
    Marcus on Ad Nauseam: Supposedly quite a favorable matchup for them, but game 1 I'm able to push through lethal Conflagrates/attacks over a couple turns, and game 2 he goes 1 land into cantrips into all of the lands and none of the Ad Nauseam.

    Thoughts:
    • Dredge was definitely a solid pick for the tournament. Saw a lot of folks on it, and not a ton of hate.
    • Should have gotten luckier in round 1, and played way more intelligently in round 3.
    • For Turbo Town I feel pretty bad about running Dredge into all those fair and newb decks. In the future I'll try to bring more of my "technically interactive" decks to the format ex. mono W Emeria, Fevered Visions, Waste Not, etc. Pull off some utter nonsense.
    • Should pick up a second Darkblast for the side.
    • I think I got a lot better at mulliganing over the weekend. Staying away from 1 landers with Faithless Looting, mainly.
    • Writing up a sideboard guide seems pretty handy - let your mind relax a bit during the sideboard process by preparing ahead of time. Faced three opponents and they all had roughly a dozen matchups listed which for modern may include all your opponents for a weekend or only a couple of them. If I were to write up a SB guide for myself, I would include the following: Burn, UW/UWR, Jund/GBx, Dredge, UR Phoenix, Spirits, Humans, Ad Nauseam, Scapeshift (Titanshift), GDS, 8 rack, Bogles, Storm, Tron, Hardened Scales, and Eldrazi Tron for an even 16.

    2019-02-01 Two Kings 1-2 with Grishoalbrand

    Round 1 vs Jacob on RG Eldrazi (1-2, 0-1)

    Game 1 I can't assemble the combo and he just smashes me.
    Game 2 I see some anti-hate cards, but he has nothing and I combo out.
    Game 3 he sees multiple pieces, I have nothing anyways, and I get smashed again.

    Round 2 vs Nick on mono R burn (1-2, 0-2)

    Uh wasn't able to assemble the combo and died.
    In game 2 or 3 I was able to gain 11 life turn 1 but didn't find anything else.
    Didn't see any hate cards from him.

    Round 3 vs Nate on mono B "devotion" (2-1, 1-2)

    Saw Gifted Aetherborn, Vampire Nighthawk, Phyrexian Obliterator
    Close games, but his messing about with creatures was inferior to doing a silly reanimator combo.

    Round 4 bye
    Feels bad

    Thoughts:
    • Well I'm writing this up about two weeks later, but nothing really happened. At about a 2:1 ratio I either didn't find the combo and lost or I found the combo and won.
    • Store had a lot of kids and younger crowd, which is good for them. Eastern Hills Mall on the other hand seemed kind of depressing with the low levels of activity, including a gutted Sears at the end of the corridor.
    • I think they were running really short rounds, since I went to time almost every match? Maybe 40 minutes, maybe even a little less. Quite annoying, honestly.
    • To top it off, the event was run through Wizards' event system as a casual event, so I only got 1 Planeswalker Point. PPs aren't a huge deal to me but running events as casual with no points kind of rubs me the wrong way.

    2019-01-31 Iron Buffalo 2-1 with Dredge


    Decklist: https://www.mtggoldfish.com/deck/1606619#paper with a SB Thoughtseize

    R1 vs Jon on Jund (1-2, 0-1)
    Lost to GY hate creatures. I really need to check out Jund lists - determine efficacy of Ancient Grudges/Abrades/Nature's Claims vs Lightning Axes (hit Scooze, Kalitas)

    R2 vs Adam on Jund (2-0, 1-1)
    He only had one piece of hate - Scooze. Both games I was able to answer it -> win

    R3 vs Ken on Eldrazi Tron (2-1, 2-1)
    In between games we discuss the weirdness of Conflagrate: When flashing it back for X=4 (targeting a TKS), the CMC of the spell on the stack is actually 9. This is non-intuitive, since 9 mana was definitely not spent. Basically, when casting a card using an alternate casting cost, you choose a value for X and pay costs accordingly. Then X is applied across all instances in the spell, including the XXR mana cost.
    Game 2 neither my 7 or 6 card hands have lands. I wait to see what hate he's brought in - see a Relic & known Chalice, then I concede to TKS to hide Damping Sphere.
    Game 3 I have 2 lands, Damping Sphere, some looting action. I find an Ancient Grudge which does quite the work. Pretty grindy as heck, but he doesn't have Tron or Eldrazi acceleration so I win eventually.
    He even told me that he was asking about Conflagrate for the purpose of Warping Wail, not Chalice of the Void, but then I walked into it anyways lol oops.

    Thoughts:

    Deck feels strong, hard to beat Scavenging Ooze and other hate. There are several axes of graveyard hate and I need to be able to navigate around each of them.

    2019-01-25

    2019-01-24 Iron Buffalo Modern 1-2 with Grishoalbrand

    Decklist: https://www.mtggoldfish.com/deck/1606706#paper

    R1 bye ("1"-0)

    R2 win vs James on URw? Phoenix (2-1, "2"-0)
    In game 2, he flips TitI on turn 3 and reanimates two Phoenixes, hitting me for 13. Then on my turn 3, I SSG + Ritual for 5 mana, TTB Griselbrand, and kill him. Hilarious.

    R3 loss to John on Merfolk (1-2, "2"-1)
    Opens with Mistcaller oof. I go for a Goryo's, he activates Mistcaller and I Goryo's again in response. He fumbles a Harbinger off Aether Vial (that doesn't work with Mistcaller lol!) Almost get him, buuuut then I fizzle
    I combo him out in game 2 after a Dispel blocks my first attempt.
    Game 3 he has Trickster and Harbinger rough

    R4 vs Joe (1-2, "2"-2)
    Game 1 fizzle - should have reanimated another Griselbrand on his turn and not tried to go off immediately. Timing - could have foreseen and reanimated in my end step
    Game 2 he IoKs a Lightning Axe, then drops a Scooze. My topdecked Blood Moon locks him out, he finds Grafdigger's Cage but I just TTB WW
    Game 3 he has discard Cage and Scooze eugh

    Decklist thoughts:
    • Firstly, here's the MTGGoldfish decklists for the archetype, mostly competitive league 5-0s: https://www.mtggoldfish.com/archetype/modern-goryo-s-vengeance-52692#paper
    • I wanted to run 4 Discovery // Dispersal, but only had 2 and the store was out. So I kept 4 Night's Whisper like old lists. Casting Night's Whisper, I felt like a lot of the time I was drawing air.
    • The sideboards these guys run are pretty weird. It makes sense - pretty much every card in the deck is part of the combo strategy, so you can't just sideboard 5-8 cards.
    • Unlike Dredge, the deck lacks redundancy. It also lacks green, so you can't run the "catch-all" answer to artifact/enchantment hate of Nature's Claim
    • Cards I should definitely include if running Grishoalbrand again: Pact of Negation, Bontu's Last Reckoning (couldn't find mine), Emrakul for anti-Surgical tech
    • Choices I still question: 1-of Leylines, playing a Steam Vents for Dispersal (not common)
    Overall thoughts:
    • Deck is very interesting. The splice mechanic in particular - the  4 SSG + 2 Desperate Ritual + 1 Manamorphose package allows you to combo out from no mana, splicing spells onto Nourishing Shoal. To my knowledge, there are only two decks ever that have ever utilized Splice - this one, and the Dampen Thoughts draft deck.
    • Both Goryo's and TTB last until the next end of turn step, which makes timing kind of funky. I should definitely check out a primer to learn how to abuse this maximally.
    • The manabase is designed to be very painless - typically only a single Blood Crypt for shocklands, and EIGHT basics. In light of that, I'd be a big fan of playing more Blood Moons in the 75. Also the only deck that plays Temple of Malice, so that's immediate giveaway to players familiar with modern's degeneracy.
    • I should check out a sideboard guide - since the sideboard is so granular (remember, no Nature's Claims), I need to pre-emptively sideboard anti-hate very specifically.
    • Out of 17 players, there were like 6 or more playing 4-5? Jund players, 2? GB, and 1 BW Pox player. Feel like someone showing up with Tron would have absolutely destroyed the room. Also, two UR phoenix players, so that's a deck.
    • I definitely understand now how it's can be a fast but inconsistent combo deck. Lots of fun, with evident room to improve by learning some tricks.

    2019-01-17 Iron Buffalo Modern 3-0-1 with Dredge

    Decklist: https://www.mtggoldfish.com/deck/1606619#paper
    Same as last week's, but I added a SB Thoughtseize

    R1 vs Brad on 4C Vengevine (2-1, 1-0)
    G1 lose to double Vengevine, early Bridge from Below tokens. Tried to turn 2 kill my reanimated Bloodghast, but had milled both Blood Crypts!!!
    G2 we both had Leyline
    His weenies came out, but I found my Assassin's Trophy and was able to go nuts
    G3 I had Leyline, he didn't, I did my thing

    R2 vs Tim on Infect (2-1, 2-0)
    Not particularly fast G1
    G2 we're both slow, then he pumps a Glistener Elf with D Strike, Groundswell, M of OK, has Vines to prevent my Darkblast. I drew all 4 Nature's Claims that I boarded in.
    G3 Cut 2 Claims, he sees a Spellskite which doesn't really matter. Though he declined to block an Amalgam for some reason?

    R3 vs Bill on mono G Tron (2-1, 3-0)
    G1 got him before anything could happen -
    G2 he mulls to 5 cards incl. Grafdigger's Cage + no lands. Turn 2 topdecks a Forest and I lose. Manages to draw into enough mana for a Wurmcoil and an Ulamog
    G3 he mulls to 5, but loses without no Cage, and I have a Ancient Grudge waiting in the wings for any relevant artifact

    R4 vs Tim R on BW Pox (ID, 3-0-1)
    We played a game, got him good
    Then I swapped over to Fevered Visions and manage to cheese him out twice! Fun deck. List here: https://www.mtggoldfish.com/deck/1568068#paper

    Thoughts:
    • Deck is still powerful and unfair.
    • I pretty much only lose when opponents have their GY hate. But then, if I believe that opponents will mulligan aggressively for GY hate, then my next level should be to mulligan semi-aggressively for GY-hate-hate. It's possible that a skilled opponent (or an unwitting one) may then further next-level me by not keeping a hand with GY hate, and just try to do their thing.
    •  I looked up a sideboard guide after this event. Apparently they take out a couple Shriekhorns in every matchup, which makes sense - Shriekhorn does nothing vs hate and doesn't help find hate unlike the cantrips.

    2019-01-10 Iron Buffalo Modern 2-1 with Dredge

    Decklist: https://www.mtggoldfish.com/deck/1606619#paper

    R1 vs Matt on Bant Spirits (2-0, 1-0)
    He seems to be playing all of the Bant Spirit enablers - Aether Vial, Noble Hierarch AND Collected Company. I've played against another local Spirits player who runs that, and I don't agree with it since they're not particularly synergistic with each other - they don't play well together. Some thoughts as to why:
    • Aether Vial: ignores color costs, enables explosive midgame by cheating on mana, deckbuilding constraints of maxing on 2s and 3s
    • Noble Hierarch: accelerates on mana, allows for better attack scenarios
    • Collected Company: explosive midgame, requires deck to 30+ creatures at 3 mana or less for consistent hits
    • Vial + Hierarch: maximizes turn 1 openings, but have no synergy
    • Vial + Company: maximizes operating at instant speed, but has turn 1/2 plays. Also splits mana curve - Company wants to max on 3s, whereas Vial would rather have more 2s (worst of combinations imo)
    • Hierarch + Company: accelerates Company but Noble is a bad hit
    • Vial + Hierarch + Company: maximizes turn 1 plays, but minimizes the amount of business cards for Vial and Company
    R2 vs Joe on Jund (1-2, 1-1)
    G1 answered his single Scavenging Ooze
    G2 could not handle recurring Scooze (K Command, LtLH), didn't find dredger
    G3 he had the beats

    R3 vs Boris on burn (2-1, 2-1)
    G1 turn 2 created 13 power on the field (2 Bloodghasts + 3 Prized Amalgams)
    G2 he had turn 2 RIP
    G3 cast Faithless Looting, Cathartic Reunion, Cathartic Reunion, dredged a bunch of Stinkweed Imp, hit all 4 Creeping Chill and turn 3 kill. Left with 14 cards in library and 1 mana to potentially do something else.

    Decklist thoughts:
    • I should definitely be playing the 4th Copperline Gorge. The fetches don't matter - as long as they can get a mountain they function the same
    • Also should have a 3rd Lightning Axe in the SB.
    • Accidentally packed a fourteen card sideboard. Oops.
    Overall thoughts:
    • When I first brought Dredge to an FNM, someone remarked that I was "actually playing a real deck." Which is true. Dredge is the only tiered deck I play/own, and it's both unfair and powerful.
    • Most decks pretty much can't win vs dredge without a GY hate card. They see a 7 card hand which would be fine in most matchups but without that RIP or Leyline or Anger it doesn't do anything
    • I might get some more reps in with Dredge and take it to Toronto next month
    • I should read a primer esp. sideboarding guide

    2019-01-07

    2019-01-05 The Nerd Store Modern 2-3 with 8 rack

    8 rack

    Decklist: https://www.mtggoldfish.com/deck/1562469#paper
    • 1 Ensnaring Bridge in the main, 1 BLR
    • SB: 3 Surgicals back in, 1 EE
    • SB: Trimmed Fulminators to 3 from 4. Generally powerful, but maybe just ditch them for something else? Kind of just want to give up on the Tron/big mana matchups.
    • $40 modern win-a-box event, figured I'd try it with the deck I'm moderately familiar with, and is moderately powerful
    R1 vs Evan on UWC (0-2, 0-1)
    In the blind, I decide to take the play. Shouldn't have done that. I Thoughtseize turn 1, and he realizes that he drew 8 cards. We apply the comp REL fix despite the event not technically being comp, but I misplay and take Cryptic instead of the correct choice of D Sphere. The actual Thoughtseize goes after his Surgical. He's heavy on Jaces, and eventually finds a planeswalker to draw a ton of cards.
    Game 2 I misplay - I see his hand, know that he's on 3 lands + 1 Jace, and have a Fulminator out.
    I see the line, think about it, then get greedy and decide to turn my brain off?

    R2 vs Zach on foil Jund (1-2, 0-2)
    He takes the play. The foil Blackcleave Cliffs into foil IoK should have tipped me off, but whatever. Goyfs vs no Push & I lose.
    Game 2 I get, mostly off the power of Smallpox.
    Game 3 I keep a hand with 3x Smallpox, which gets Inquisitioned into Surgical Extraction.
    Found a Bridhge in one or two of the games, but got destroyed.

    R3 vs Crit on GB (0-2, 0-3)
    I know Crit, we're both 0-2, and I correctly take the draw. Games are close but Scavenging Ooze saves him both times, along with the maindecked Kalitas Traitor of Ghet. Mispressured in game 1 - should have swung Mutavault at LtLH instead of face a couple times.

    R4 vs Eddie on Bogles (2-0, 1-3)
    Game 1 he turn 1s a Dryad Arbor. I look down at my hand, see some discard and Smallpox, and I think he concedes after a second Smallpox / some Lili -2s
    Game 2 I have Smallpox and Liliana again, while he has no t0 Leyline of Sanctity. Quickly over.

    R5 vs Jeremy on UR Pyromancer/Thing (2-1, 2-3)
    edit: was basically the decklist on https://magic.wizards.com/en/events/coverage/ptrix/deck-tech-ur-pyromancer-vierens-2018-02-03
    Game 1 I'm able to keep him off any action, and take him down. He flooded pretty bad iirc
    Game 2 I lose to uh... I forget? Some timely counterspells, and mis-sequencing on my part.
    Game 3 I take.
    Overall, I don't think he understood the matchup properly, though he did do some nice Snapcaster Mage tricks in repsonse to discard spells (targeting Opt, EoTing Opt), doing in response to Smallpox to save TitI, etc. I say that he doesn't understand the matchup since he tried to jam Thing on turn 2 every game, and one time I followed with an IoK to take an Ancestral Visions, which would have ruined me.

    Reflections:
    • Definitely could have won round 1 if I were utilizing my brain properly.
    • What could I have done better? Uh, round 1 mostly. Midrange in rounds 2 and 3 both just had better topdecks than me. I tend to keep a lot of hands without a Rack effect in hand, and I think I should be prioritizing those more since I do need win-cons.
    • Saw more answers to E Bridge than I expected, so it ended up not being as impactful/game-ending as I had hoped. Saw it in quite a few games though for a one-of.
    • I've been swapping decks way too often, and with GP/MF Toronto coming up, I should really start practicing reps with one deck. I'm thinking Dredge.

    2019-01-03

    2018-12-21 Iron Buffalo Thursday Modern 0-4 with Jeskai Thing Ascension

    Decklist: https://www.mtggoldfish.com/deck/1541817#paper

    Round 1 vs Ken on Eldrazi Tron (0-2, 0-1)

    Game 1, on the draw, turn 2 Chalice was pretty much it.
    In both games TKS did its thing - disrupt and smash.

    Round 2 vs Marc on UW control (0-2, 0-2)

    Cryptic bouncing either Thing or Ascension just ruins my day. All control has to do is answer whichever one I have, then win somehow. He was running a Jace-heavy list, and I eventually crumbled to the card advantage.  I think he was playing more conservatively than he needed to, but at the same time, he was in no rush to win - answer my meager threats, and I have nothing.

    Round 3 vs Jake on Storm (1-2, 0-3)
    Game 1 I had removal for early cost-reducers, but instead he sat on them until a t5/6 combo turn
    Game 2 I had the right answers. Probably would have lost, had he gone for ritual-ritual-Empty.
    Game 3 should have boarded more answers to Empty the Warrens

    Round 4 vs Christian on Amulet Titan (1-2, 0-4)
    He plays the (a?) version with Trinket Mages to tutor for a number of things, which is neat: Amulet ofc, Walking Ballista, Engineered Explosives, ???
    I win game 2 only because he mulls to 5 and has nothing. Pretty much the one game all night where I manage to go off (casting Manamorphose with active Ascension)

    Games 1 and 3 I am pressured by a Ballista, am able to answer a couple Titans, but lose to the last one.

    Thoughts:
    • Fundamentally, the deck is bad. The two payoffs (TiTi, Pyromancer Ascension) both require a ton of initial investment, roughly 4 spells each. If either of them get bounced or otherwise removed, those spells have done virtually nothing.
    • Another way to evaluate the deck: The wincons are terrible topdecks. And when your deck is built around those very same wincons, that's not a good place to be.
    • I'm going to be retiring this deck, similar to Loam Pox (which I also lost to Christian on, lol.
    • I wish Pyromancer Ascension had a good shell. Ascension Storm is how I originally got into modern, though come to think of it, it didn't work out too well back then either. Hm.