That's what I argued but the judge (shop owner, not Level 1 judge) said that it stops from a named source so it stops them all since they all named Grapes Shot. I thought that was wrong! Can you refer me to the rule by chance? -Thanks!
EDIT: Corrected spelling issues due to posting from my phone.
That's what I argued but the judge (shop owner, not Level 1 judge) said that it stops from a named source so it stops them all since they all named Grapes hot. I thought that was wrong! Cam you refer me to the rule by chance? -Thanks!
It's a series of different rules specifying how spells copy and what a single "damage source" is. It's also a pretty basic ruling about storm spells. I'm sure a Google search would yield numerous rulings about this. That judge is really disappointing.
Thanks for that. He's a terrific shop owner and I think he was running on fumes last night, so I'll give him a pass. By the way this was all discussion; it didn't actually come up in the game. I just want to be ready with documentation because it will surely come up next time I face that player. I'll tell him after he sacs the Tender!
My playset of Sram's arrived in the mail today!! Lookout world, I've been turned loose.
One more thing, my top prospect for a Cheeri0s disciple stuck with Lantern Control and was the other undefeated last night. He watched a couple of my matches closely and said he regretted not pulling the trigger on Retract. I was like suck it up Princess, they're only like $10 apiece or something and look how much enjoyment I'm getting sucking the fun out of the room...totally worth it!! -Lol
Game one he basically won with multiple Path to Exiles. I don't really remember what happened other than I tried to go off and he had removal every time.
Game two I had turn 1 Ornithopter with a Paradise Mantle to match his turn 2 Birds of Paradise, then I eventually found a Paladin and tried to go off but fizzled. Tried to follow up with a Mass Hysteria to start making mana but he killed it in response to my equip. PRO TIP: equip stuff before playing stuff when given the option. A turn or two later I found a Monastery Mentor and made 16 monks (I think there might have been a second Paladin as well) and we were onto game three.
Game three I kept a hand of Ornithopter, Sram, Erayo, 2 Cheeri0s, and 2 lands. He lead with a BoP and I played a land one turn one and passed. He played a second land and a Scavenging Ooze keeping up a white mana. On my second turn I played my land, followed by Ornithopter, Erayo, Soratami Ascendant, and then Spidersilk Net. He responded to the Net with Path to Exile, so I got an Erayo's Essence. PRO TIP: always play Erayo, Soratami Ascendant as your second spell, not the third. This gives your opponent the opportunity to misplay and respond to spell number three with removal, triggering Erayo for you. PRO TIP: RTFC. Anyway, I sat there with an Ornithopter and he started attacking me with the Scooze. We went to time, but he drew removal for my blocker on the last turn of the game to get in for exactsies. Womp womp
I felt like this matchup for unfavorable but not unwinnable. Maybe should have brought in Silence to make a big combo turn doable.
Round 2 vs Mono White Knights (2-0)
Game one I was on the draw and kept a hand with a couple lands, a paladin or two and a cheeri0 or two. We both did nothing until turn 3 where he tapped out for some random knight so I was safe to play my Puresteel. I play 3 0s, including a Paradise Mantle before fizzling, played a land, equipped the Pally, and passed. He played Elspeth, Knight-Errant and attacked for 5. End of his turn I Repealed one of my equipment, not the Paradise Mantle, then untapped, played two more Paladins, and went to town holding up my land drop just incase I needed it.
Sideboard: -1 Repeal, +1 Echoing Truth. I wanted to have the option to bounce one of his creatures for less than 4 mana, so I brought in Truth. Also because he could have sideboard Leyline of Sanctity and 5 mana to bounce that is way too much.
Game two he once again tapped out on turn 3 so I was safe to play my Sram. Drew well and never needed to play a third land. Grapeshot for 38 on turn 3 seems fine.
Overall I felt super favored here. I was able to wait for him to tap out and then just go for it. The only card I really cared about from him was Path to Exile and it's easy enough to play around against a deck that needs to tap out to put on any pressure.
Round 3 vs Grixis Delver (2-0)
Game one I kept a hand with turn 2 Paladin but he had removal. What he did not have was countermagic for my turn 3 Ghirapur Æther Grid, which killed his Insectile Aberration and eventually him. At one point I used a Retract for dodge his Kolaghan's Command on my Mox Opal and got in some extra damage that way.
Game two I had an unanswered Paladin on turn 2, though I did fizzle. Suited it and my Ornithopter up and passed. Next turn I attacked with the Paladin, then played a Geist of Saint Traft holding up Dispel, though I didn't need it. Next turn I attacked with my Paladin and a 2/8 Geist. He chumped the angel token with his Insectile Aberration. I played a Monastery Mentor, which he tried to kill with Kolaghan's Command, but he scooped to the Dispel I had for it.
I think this match wasn't very indicative of how the matchup normally is, since he got kind of mana screwed game 1 and I got super lucky game two with a Geist and a Mentor, two of the best cards in the matchup, as well as a Dispel. I assumed it would be bad, but I think it might actually be closer to even. I do know he sideboarded poorly, but I still felt like I was in the driver's seat the whole time.
Round 4 vs Mono White Humans (0-0-3) We drew and went home.
So, I think I need to learn how to sideboard. I was always struggling to decide what to board out, to the point where I might have under boarded a couple times. I also learned a new trick and affirmed an old one.
Trick #1 (new): always attach equipment when you have a Paladin in play before casting any spells. Ignore this if your opponent is clearly F6'd, but this can save you from a 2-for-1. For example, let's say you have a Spidersilk Net, a Paradise Mantle, and an Ornithopter. Your opponent is representing Lightning Bolt (or some other removal spell). You cast a Puresteel Paladin and it resolves. You should start by equipping the Mantle to the Thopter. If your opponent has removal, they might use it on the Paladin in response to the equip. If they do, hey, at least you got the free equip in and now the Ornithopter taps for mana. If they don't, great, we now have priority. The next step is to equip the Spidersilk Net to the Paladin. Now they have to bolt the Pally in response or it survives. If the Net gets attached to the Paladin, now you have free (or at least somewhat free) reign to start playing more cheeri0s.
Trick #2 (old): If you want to flip an Erayo, Soratami Ascendant using herself and some non-instant spells, you should always player her as the second spell of the turn. Your opponent will likely try to bolt/path/push her in response to the spell you cast after she resolves, causing her to flip. RTFC, opponent. If you have an instant you can play her as your first spell. Then, when you cast your second spell, if your opponent tries to kill her in response you can respond with your instant, which, as the fourth spell of the turn, will cause her to trigger. Note that none of this works against Abrupt Decay and it assumes your opponent will misplay. Luckily most people don't actually know how to play against Erayo, so this usually works in your favor.
That's all I've got this time, let me know what you think of my list, and give me all your sideboarding tips please!
I think you're making things difficult for yourself by sticking with the midrangy creature/haste thing. While reading your report I found myself so glad to leave those headaches behind. We have 8 engines, just load up on Cheeri0s and kill them dead fast! I kid you not my match with Affinity last night lasted 8 minutes.
I think you're making things difficult for yourself by sticking with the midrangy creature/haste thing. While reading your report I found myself so glad to leave those headaches behind. We have 8 engines, just load up on Cheeri0s and kill them dead fast! I kid you not my match with Affinity last night lasted 8 minutes.
As a former Eggs player, I have no clue what to do with myself after an 8 minute round.
All joking aside, how good is the all in version against players who actually know what they're doing playing against Cheeri0s? It looks great against an unsuspecting field, I'll give you that, but how well does it handle the players who know what they're doing?
Fair point, time will tell. Everyone is terrified, that is a fact!
I spent the time seeing what everyone else is up to. I've been playing Lantern & Nahiri until switching to Suicide Bloo and now back to Cheeri0s. After playing grindy control, which I love, I can see the advantage Burn players had in the luxury of time to do recon before the next round!
EDIT: And I'm sure I don't need to tell you that 8 minutes takes a lot of skill, and the ability to explain shortcuts to a seasoned player that will let you draw through most of your deck with a zillion triggers and will admit that they aren't going to interact while you drop 8 Cheerios at once and draw 8 off of Sram's must ability but only 12 off the may abilities of the two Paladins you have in play, etc...
I spent the time seeing what everyone else is up to. I've been playing Lantern & Nahiri until switching to Suicide Bloo and now back to Cheeri0s. After playing grindy control, which I love, I can see the advantage Burn players had in the luxury of time to do recon before the next round!
EDIT: And I'm sure I don't need to tell you that 8 minutes takes a lot of skill, and the ability to explain shortcuts to a seasoned player that will let you draw through most of your deck with a zillion triggers and will admit that they aren't going to interact while you drop 8 Cheerios at once and draw 8 off of Sram's must ability but only 12 off the may abilities of the two Paladins you have in play, etc...
I'm mostly joking, I used to play hyper agro in standard with turn 3 wins. Last week at FNM I I finished a round in like 10 minutes after winning on turn 4 two games in a row. And there was that one time where I won a match with Eggs in 15 minutes, without my opponent conceding until I fully combo'd both games. But you're right, playing long control or combo matches is a disadvantage. I went to time probably 5 rounds out of the 7 I played at my first GP, and it was grueling. At smaller events, knowing who's playing what is a real thing too. Round one tonight probably half the store heard me explain to my opponent my Erayo trick after I pulled it on him game three.
Finally getting to run this on MTGO and in my first 5 matches I went off on turn 3 the majority of the time, most times with counter or silence backup in hand. Even survived a surgical on retract and still got to 20 storm that turn. Deck is sick nasty.
Critical mass to fizzle less often than you go off with a single Paladin seems to be 23 equipments and 6 Fetch lands, assuming you've fetched at least once before trying to go off. I am running 21 equip and this is suboptimal for the combo but provides filtering and tools. Dropping to 18 or below makes a huge difference in variance, but does support a midrange approach. We were willing to drop to 16 in some cases before Sram to support Gavaleer/Mentor/Glint Hawks style builds, but read those old reports and the word fizzle is everywhere. Then test a list with 25 equip!! You'll quickly see why @Dralin endorsed playing Pact of Negation before you can pay for it..
This is why I think with Sram at our disposal midrange should be a sideboard strategy. If that's your style of deck then by all means enjoy it, but realize that when my deck combos off early I'm getting a little lucky, but when yours does you're getting very lucky. But then again, your deck comes with an insurance policy.
Speaking of insurance, when is it best to hold back a Sigil? That's a card I don't have much experience with.
So what's the consensus on sigarda's aid ?? seems that being able to combo off at instant speed could help solve obvious problems with instant speed removal. I haven't seen it pop up in anyone's list and I was wondering why.
I built a version of this deck after Eldrich Moon and sigarda's aid came out, played puresteel back in standard. I was hoping to get some thoughts on sideboard cards, mainly what cards have been 100% needed and why. Any help is appreciated, I'm hoping to take this down to SCG INdy.
So what's the consensus on sigarda's aid ?? seems that being able to combo off at instant speed could help solve obvious problems with instant speed removal. I haven't seen it pop up in anyone's list and I was wondering why.
In my opinion, I'd avoid it. It's not an engine, it doesn't reduce variance by digging for the engine, and it only narrowly protects the combo (you need the engine in play already). At least other options like Swan Song protect the combo from discard, stop problems like Eidolon, and even give you some way to interact with things like Become Immense. Aid only works if you have the engine on the field. From my experience with this deck and other combo decks like it, this isn't the kind of card that helps as much as proponents want it to help.
I was a huge fan of Sigarda's Aid but with Sram out now we are a super consistent T3/4 deck that kills T2 a lot and can miracle a T1 kill. If I could play Aid T1 every game I would take it, but after T1 it's a bit Meh now because either they can remove our first threat or not, and playing multiple threats until they can't deal with one is a working well so far.
After The Magic Show last night I'm certain this meta will forever be remembered as the How Can We Stop Cheeri0s Metagame.
In this meta we now have Fatal Push, which Aid doesn't deal with, added to removal packages, Chalice of the Void, Eidolon of the Great Revel, discard packages, and Stoney Silence as options decks are looking at to stop us or at least slow us down. Dodging Bolt and Path is only a small part of it now. I still have it in my sideboard, but for example I prefer Echoing Truth versus Burn, to deal with Eidolon, and then bring in Aid as well, but further diluting the combo. Also I think we're about to see a huge rise in Hate Bears style decks!!
By the way, the comment on the show about Paradoxical Outcome being good against Control, who may counter the first couple Retracts, convinced me to put the one copy I own in my sideboard. Testing against the Standard Cheeri0s list that uses it (yes, I also play Standard....boo, hiss) also convinced me that it can be useful in the right situation.
Spent a while writing this quick sideboarding guide. Feel free to critique and let me know if some matchups appear completely wrong. I'm still learning how to best combat certain strategies and playstyles with each deck.
Got my Srams, got my MTGO deck up, and got some games in. Love the deck and excited to keep playing it. Pro-tips; remember when you can win off Grapeshot/Retract with no engines, and remember you can and will win with straight beatdown.
I also got a chance to see some streamers use the deck, but this was generally a waste of time. Some of them had no idea what they were doing, others completely tilted out, others made bad mulligan decisions, and others played against clueless opponents. Some streamers did many/all of the above. I'm going to recommend (and follow this advice myself) that people who are serious about this deck ignore the hype on both sides of the spectrum and just focus on their gameplay.
EDIT: Corrected spelling issues due to posting from my phone.
It's a series of different rules specifying how spells copy and what a single "damage source" is. It's also a pretty basic ruling about storm spells. I'm sure a Google search would yield numerous rulings about this. That judge is really disappointing.
My playset of Sram's arrived in the mail today!! Lookout world, I've been turned loose.
One more thing, my top prospect for a Cheeri0s disciple stuck with Lantern Control and was the other undefeated last night. He watched a couple of my matches closely and said he regretted not pulling the trigger on Retract. I was like suck it up Princess, they're only like $10 apiece or something and look how much enjoyment I'm getting sucking the fun out of the room...totally worth it!! -Lol
Edit: They were on live stream, so I couldn't link the actual segment initially. Here's the video; FF to ~54:10 mark: The Magic Show
Link to Discord server where anybody from MTGS can keep up with thread topics while everything is being sorted out with the new site.
1 Ornithopter
4 Sram, Senior Edificer
4 Puresteel Paladin
2 Monastery Mentor
Enchantments (2)
1 Mass Hysteria
1 Ghirapur Æther Grid
Instants and Sorceries (9)
1 Noxious Revival
1 Grapeshot
3 Repeal
4 Retract
Cheeri0s (19)
4 Paradise Mantle
4 Spidersilk Net
4 Accorder's Shield
4 Cathar's Shield
3 Kite Shield
4 Mox Opal
3 Flooded Strand
3 Windswept Heath
4 Hallowed Fountain
2 Sacred Foundry
2 Plains
1 Glacial Fortress
2 Tormod's Crypt
2 Silence
1 Dispel
2 Geist of Saint Traft
1 Erayo, Soratami Ascendant
2 Dispatch
1 Echoing Truth
2 Burrenton Forge-Tender
2 Wear // Tear
Round 1 vs Junk (1-2)
This was *not* a stock build. I saw one Liliana of the Veil and one Inquisition of Kozilek all match, no Tarmogoyf, Grim Flayer, or what have you. I did see Birds of Paradise and Scavenging Ooze as well as Tasigur, the Golden Fang and Eternal Witness.
Game one he basically won with multiple Path to Exiles. I don't really remember what happened other than I tried to go off and he had removal every time.
Sideboard: -1 Repeal, -1 Sram, Senior Edificer, -1 Puresteel Paladin, +2 Geist of Saint Traft, +1 Erayo, Soratami Ascendant
Game two I had turn 1 Ornithopter with a Paradise Mantle to match his turn 2 Birds of Paradise, then I eventually found a Paladin and tried to go off but fizzled. Tried to follow up with a Mass Hysteria to start making mana but he killed it in response to my equip. PRO TIP: equip stuff before playing stuff when given the option. A turn or two later I found a Monastery Mentor and made 16 monks (I think there might have been a second Paladin as well) and we were onto game three.
Game three I kept a hand of Ornithopter, Sram, Erayo, 2 Cheeri0s, and 2 lands. He lead with a BoP and I played a land one turn one and passed. He played a second land and a Scavenging Ooze keeping up a white mana. On my second turn I played my land, followed by Ornithopter, Erayo, Soratami Ascendant, and then Spidersilk Net. He responded to the Net with Path to Exile, so I got an Erayo's Essence. PRO TIP: always play Erayo, Soratami Ascendant as your second spell, not the third. This gives your opponent the opportunity to misplay and respond to spell number three with removal, triggering Erayo for you. PRO TIP: RTFC. Anyway, I sat there with an Ornithopter and he started attacking me with the Scooze. We went to time, but he drew removal for my blocker on the last turn of the game to get in for exactsies. Womp womp
I felt like this matchup for unfavorable but not unwinnable. Maybe should have brought in Silence to make a big combo turn doable.
Round 2 vs Mono White Knights (2-0)
Game one I was on the draw and kept a hand with a couple lands, a paladin or two and a cheeri0 or two. We both did nothing until turn 3 where he tapped out for some random knight so I was safe to play my Puresteel. I play 3 0s, including a Paradise Mantle before fizzling, played a land, equipped the Pally, and passed. He played Elspeth, Knight-Errant and attacked for 5. End of his turn I Repealed one of my equipment, not the Paradise Mantle, then untapped, played two more Paladins, and went to town holding up my land drop just incase I needed it.
Sideboard: -1 Repeal, +1 Echoing Truth. I wanted to have the option to bounce one of his creatures for less than 4 mana, so I brought in Truth. Also because he could have sideboard Leyline of Sanctity and 5 mana to bounce that is way too much.
Game two he once again tapped out on turn 3 so I was safe to play my Sram. Drew well and never needed to play a third land. Grapeshot for 38 on turn 3 seems fine.
Overall I felt super favored here. I was able to wait for him to tap out and then just go for it. The only card I really cared about from him was Path to Exile and it's easy enough to play around against a deck that needs to tap out to put on any pressure.
Round 3 vs Grixis Delver (2-0)
Game one I kept a hand with turn 2 Paladin but he had removal. What he did not have was countermagic for my turn 3 Ghirapur Æther Grid, which killed his Insectile Aberration and eventually him. At one point I used a Retract for dodge his Kolaghan's Command on my Mox Opal and got in some extra damage that way.
Sideboard: -1 Sram, Senior Edificer, -1 Puresteel Paladin, -1 Repeal, +2 Geist of Saint Traft, + 1 Dispel
Game two I had an unanswered Paladin on turn 2, though I did fizzle. Suited it and my Ornithopter up and passed. Next turn I attacked with the Paladin, then played a Geist of Saint Traft holding up Dispel, though I didn't need it. Next turn I attacked with my Paladin and a 2/8 Geist. He chumped the angel token with his Insectile Aberration. I played a Monastery Mentor, which he tried to kill with Kolaghan's Command, but he scooped to the Dispel I had for it.
I think this match wasn't very indicative of how the matchup normally is, since he got kind of mana screwed game 1 and I got super lucky game two with a Geist and a Mentor, two of the best cards in the matchup, as well as a Dispel. I assumed it would be bad, but I think it might actually be closer to even. I do know he sideboarded poorly, but I still felt like I was in the driver's seat the whole time.
Round 4 vs Mono White Humans (0-0-3) We drew and went home.
So, I think I need to learn how to sideboard. I was always struggling to decide what to board out, to the point where I might have under boarded a couple times. I also learned a new trick and affirmed an old one.
Trick #1 (new): always attach equipment when you have a Paladin in play before casting any spells. Ignore this if your opponent is clearly F6'd, but this can save you from a 2-for-1. For example, let's say you have a Spidersilk Net, a Paradise Mantle, and an Ornithopter. Your opponent is representing Lightning Bolt (or some other removal spell). You cast a Puresteel Paladin and it resolves. You should start by equipping the Mantle to the Thopter. If your opponent has removal, they might use it on the Paladin in response to the equip. If they do, hey, at least you got the free equip in and now the Ornithopter taps for mana. If they don't, great, we now have priority. The next step is to equip the Spidersilk Net to the Paladin. Now they have to bolt the Pally in response or it survives. If the Net gets attached to the Paladin, now you have free (or at least somewhat free) reign to start playing more cheeri0s.
Trick #2 (old): If you want to flip an Erayo, Soratami Ascendant using herself and some non-instant spells, you should always player her as the second spell of the turn. Your opponent will likely try to bolt/path/push her in response to the spell you cast after she resolves, causing her to flip. RTFC, opponent. If you have an instant you can play her as your first spell. Then, when you cast your second spell, if your opponent tries to kill her in response you can respond with your instant, which, as the fourth spell of the turn, will cause her to trigger. Note that none of this works against Abrupt Decay and it assumes your opponent will misplay. Luckily most people don't actually know how to play against Erayo, so this usually works in your favor.
That's all I've got this time, let me know what you think of my list, and give me all your sideboarding tips please!
As a former Eggs player, I have no clue what to do with myself after an 8 minute round.
All joking aside, how good is the all in version against players who actually know what they're doing playing against Cheeri0s? It looks great against an unsuspecting field, I'll give you that, but how well does it handle the players who know what they're doing?
I spent the time seeing what everyone else is up to. I've been playing Lantern & Nahiri until switching to Suicide Bloo and now back to Cheeri0s. After playing grindy control, which I love, I can see the advantage Burn players had in the luxury of time to do recon before the next round!
EDIT: And I'm sure I don't need to tell you that 8 minutes takes a lot of skill, and the ability to explain shortcuts to a seasoned player that will let you draw through most of your deck with a zillion triggers and will admit that they aren't going to interact while you drop 8 Cheerios at once and draw 8 off of Sram's must ability but only 12 off the may abilities of the two Paladins you have in play, etc...
Most of their videos are over an hour long, can you link to the video with the timestamp?
EDIT: http://www.hareruyamtg.com/en/k/kD06088W/ timestamp 54:00
I'm mostly joking, I used to play hyper agro in standard with turn 3 wins. Last week at FNM I I finished a round in like 10 minutes after winning on turn 4 two games in a row. And there was that one time where I won a match with Eggs in 15 minutes, without my opponent conceding until I fully combo'd both games. But you're right, playing long control or combo matches is a disadvantage. I went to time probably 5 rounds out of the 7 I played at my first GP, and it was grueling. At smaller events, knowing who's playing what is a real thing too. Round one tonight probably half the store heard me explain to my opponent my Erayo trick after I pulled it on him game three.
This is why I think with Sram at our disposal midrange should be a sideboard strategy. If that's your style of deck then by all means enjoy it, but realize that when my deck combos off early I'm getting a little lucky, but when yours does you're getting very lucky. But then again, your deck comes with an insurance policy.
Speaking of insurance, when is it best to hold back a Sigil? That's a card I don't have much experience with.
In my opinion, I'd avoid it. It's not an engine, it doesn't reduce variance by digging for the engine, and it only narrowly protects the combo (you need the engine in play already). At least other options like Swan Song protect the combo from discard, stop problems like Eidolon, and even give you some way to interact with things like Become Immense. Aid only works if you have the engine on the field. From my experience with this deck and other combo decks like it, this isn't the kind of card that helps as much as proponents want it to help.
After The Magic Show last night I'm certain this meta will forever be remembered as the How Can We Stop Cheeri0s Metagame.
In this meta we now have Fatal Push, which Aid doesn't deal with, added to removal packages, Chalice of the Void, Eidolon of the Great Revel, discard packages, and Stoney Silence as options decks are looking at to stop us or at least slow us down. Dodging Bolt and Path is only a small part of it now. I still have it in my sideboard, but for example I prefer Echoing Truth versus Burn, to deal with Eidolon, and then bring in Aid as well, but further diluting the combo. Also I think we're about to see a huge rise in Hate Bears style decks!!
By the way, the comment on the show about Paradoxical Outcome being good against Control, who may counter the first couple Retracts, convinced me to put the one copy I own in my sideboard. Testing against the Standard Cheeri0s list that uses it (yes, I also play Standard....boo, hiss) also convinced me that it can be useful in the right situation.
This guide is based off of the following list:
4 Puresteel Paladin
4 Retract
4 Serum Visions
2 Swan Song
1 Grapeshot
2 Noxious Revival
4 Mox Opal
4 Accorder's Shield
4 Cathar's Shield
4 Spidersilk Net
4 Paradise Mantle
2 Sigil of Distinction
2 Kite Shield
2 Windswept Heath
2 Marsh Flats
2 Arid Mesa
2 Hallowed Fountain
2 Seachrome Coast
2 Plains
1 Horizon Canopy
4 Leyline of Sanctity
4 Silence
4 Echoing Truth
2 Paradoxical Outcome
1 Favor of the Mighty
Sideboarding Guide: https://docs.google.com/document/d/1xL9nWYRqoV0fNJ9kZ8MxCQtjfanZhKiwIE7jAaWxcwk/edit?usp=sharing
I also got a chance to see some streamers use the deck, but this was generally a waste of time. Some of them had no idea what they were doing, others completely tilted out, others made bad mulligan decisions, and others played against clueless opponents. Some streamers did many/all of the above. I'm going to recommend (and follow this advice myself) that people who are serious about this deck ignore the hype on both sides of the spectrum and just focus on their gameplay.
Modern - Cheeri0s (building), Belcher (building), Lantern (building), UW Control (building)
RIP Magic Duels. Wizards will regret what they did to you.