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)
- 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.