2019-04-02

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.