Hey, would it be cool if I threw my list up here for critique? It's more RUG Pyromancer than Delver, but I'd really enjoy any advice you may have. Deck creation forum is rather slow/useless.
I took it to FNM last night (slightly different list) and it worked great. Generally, smooth. It did a lot of work catching people off guard and then ending the games with some combination of Bolt-Snap-Bolt or Become Immense on whatever unblocked tokens got through.
Interesting deck but it almost definitely doesn't belong in this thread. That said I think there's no reason not to add Delvers and Tarmogoyfs given your spell count and game plan; land destruction is never a viable archetype but can often work really well as a plan in Tempo decks to keep opponents off the beat as you deploy some beats of your own (see: Canadian Thresh). I hate mana dorks in general, but I like how you can turn them into cards later. And you really need Serum Visions.
That's fair. I can definitely ship it back to Deck Creation. Thanks for the advice! I'll try cutting the Hierarchs for Serum Visions, and 1 Boom and 2 Molten Rain for 3 Crack the Earth. Goyf is way out of my range right now, but I'll test 4 Delvers in place of Birds of Paradise.
And I agree, I can't see LD decks any support, but I really think there's a big hole in the meta right now. At FNM I had several opponents keeping 1-2 landers despite playing 3 colour decks. And even then, just being able to keep them off of a colour for a few turns was huge. I agree that the tempo aspect needs some work. Thanks!
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The list is Ashton's list except -1 Thrun, -1 Huntmaster -1 Flame slash +1 batterskull +1 Feed The Clan +1 Forked bolt
I'm terrible at taking notes, but I lost game 1 to burn. Game 2 Feed the clan buys me enough time to stabilize with green creatures games 2 and 3. He was RW burn and thankfully I never saw a skullcrack. I will keep at least one Feed in my sb because there are at least 3 burn players at my store.
Against lands I couldn't deal with a resolved ensnaring bridge, and even though I could deal with 2 bridges game 2, I couldn't deal with lili.
3 Grindy games against junk. Lots of interaction. I like how this deck doesn't just fold to one single discard spell and their main threats cost so much. I missplayed into removal a couple of times (probed and then completely forgot. Still working on proper note-taking) but I was able to come out on top.
Hey, would it be cool if I threw my list up here for critique? It's more RUG Pyromancer than Delver, but I'd really enjoy any advice you may have. Deck creation forum is rather slow/useless.
I took it to FNM last night (slightly different list) and it worked great. Generally, smooth. It did a lot of work catching people off guard and then ending the games with some combination of Bolt-Snap-Bolt or Become Immense on whatever unblocked tokens got through.
Interesting deck but it almost definitely doesn't belong in this thread. That said I think there's no reason not to add Delvers and Tarmogoyfs given your spell count and game plan; land destruction is never a viable archetype but can often work really well as a plan in Tempo decks to keep opponents off the beat as you deploy some beats of your own (see: Canadian Thresh). I hate mana dorks in general, but I like how you can turn them into cards later. And you really need Serum Visions.
That's fair. I can definitely ship it back to Deck Creation. Thanks for the advice! I'll try cutting the Hierarchs for Serum Visions, and 1 Boom and 2 Molten Rain for 3 Crack the Earth. Goyf is way out of my range right now, but I'll test 4 Delvers in place of Birds of Paradise.
And I agree, I can't see LD decks any support, but I really think there's a big hole in the meta right now. At FNM I had several opponents keeping 1-2 landers despite playing 3 colour decks. And even then, just being able to keep them off of a colour for a few turns was huge. I agree that the tempo aspect needs some work. Thanks!
The thing about land destruction is that if you keep them off a color or a land for a few turns they'll eventually just draw another one. You have to take away that option by, say, beating them up with a Delver in the meantime. That way, by the time they draw their land and can get back on their gameplan, it's too late. Durdling for the sake of durdling isn't doing anything for you unless you have a threat on the table OR opt to add some source of late-game power (i.e. Keranos, God of Storms), which is why I suggested Delvers and Goyfs.
@QuipFanatic: how are you "terrible at taking notes?" You literally just write down what happened on a piece of paper and bring it home. You're just lazy
the card itself really isn't worth the card board its printed on...does it serve a purpose? Sure its a blue 1 drop that might not be a 1/1. I would not put it in a list and expect to win a PTQ or GP though.
Hey, would it be cool if I threw my list up here for critique? It's more RUG Pyromancer than Delver, but I'd really enjoy any advice you may have. Deck creation forum is rather slow/useless.
I took it to FNM last night (slightly different list) and it worked great. Generally, smooth. It did a lot of work catching people off guard and then ending the games with some combination of Bolt-Snap-Bolt or Become Immense on whatever unblocked tokens got through.
Interesting deck but it almost definitely doesn't belong in this thread. That said I think there's no reason not to add Delvers and Tarmogoyfs given your spell count and game plan; land destruction is never a viable archetype but can often work really well as a plan in Tempo decks to keep opponents off the beat as you deploy some beats of your own (see: Canadian Thresh). I hate mana dorks in general, but I like how you can turn them into cards later. And you really need Serum Visions.
That's fair. I can definitely ship it back to Deck Creation. Thanks for the advice! I'll try cutting the Hierarchs for Serum Visions, and 1 Boom and 2 Molten Rain for 3 Crack the Earth. Goyf is way out of my range right now, but I'll test 4 Delvers in place of Birds of Paradise.
And I agree, I can't see LD decks any support, but I really think there's a big hole in the meta right now. At FNM I had several opponents keeping 1-2 landers despite playing 3 colour decks. And even then, just being able to keep them off of a colour for a few turns was huge. I agree that the tempo aspect needs some work. Thanks!
The thing about land destruction is that if you keep them off a color or a land for a few turns they'll eventually just draw another one. You have to take away that option by, say, beating them up with a Delver in the meantime. That way, by the time they draw their land and can get back on their gameplan, it's too late. Durdling for the sake of durdling isn't doing anything for you unless you have a threat on the table OR opt to add some source of late-game power (i.e. Keranos, God of Storms), which is why I suggested Delvers and Goyfs.
@QuipFanatic: how are you "terrible at taking notes?" You literally just write down what happened on a piece of paper and bring it home. You're just lazy
No, no. I mean that I completely agree. Obviously I've had trouble with that in the past and it continues to be an issue. I really can't afford goyf, but I replaced 3 Nobles with Serum visions, and 4 Birds with Delvers. I'll keep testing it. Thanks for the advice!
Edit: So, by "keeping them off of a colour is huge" I really meant that it gave me time to go "bolt, bolt, snap, bolt. Attack with Snap, Become Immense for lethal." Durdling IS useless, but I can't say that's ever been the goal. I'm pretty sure we agree 100% on what the deck needs to do to be useful.
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I get you. I just think that sometimes you won't have Bolt-Snap-Bolt, so more threats helps mitigate that. Granted, there are games where I fail to draw any threats beyond the first (which gets removed), despite running 14 of them; that's just Magic. The idea is to minimize the variance and maximize your odds of drawing business when you need it, and Serum Visions + more threats both aid this goal. Good luck!
the card itself really isn't worth the card board its printed on...does it serve a purpose? Sure its a blue 1 drop that might not be a 1/1. I would not put it in a list and expect to win a PTQ or GP though.
I get you. I just think that sometimes you won't have Bolt-Snap-Bolt, so more threats helps mitigate that. Granted, there are games where I fail to draw any threats beyond the first (which gets removed), despite running 14 of them; that's just Magic. The idea is to minimize the variance and maximize your odds of drawing business when you need it, and Serum Visions + more threats both aid this goal. Good luck!
Yes, that makes sense. I'll keep testing that out.
Thanks! And good luck to you too!
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@QuipFanatic: how are you "terrible at taking notes?" You literally just write down what happened on a piece of paper and bring it home. You're just lazy
I have terrible chicken scratch and organizational skills. Also no one has actually been interested in my notes before. I'll try on Thursday!
You can get a feel for it by playing cockatrice. The meta isn't exactly what I'd call competitive (treefolk decks and such) but it does help you learn how to play the deck and deal with a wide variety of strategies. Last night I played against Skred red and somehow fought back from a turn 3 blood moon with only an island and 2 shocks in play. Visions found me a forest and I was able to play under it until i needed to break it with a revelry.
the card itself really isn't worth the card board its printed on...does it serve a purpose? Sure its a blue 1 drop that might not be a 1/1. I would not put it in a list and expect to win a PTQ or GP though.
It doesn't do anything we want, so nothing. But it'll make Burn better, and we trounce them, so that's good for us.
Fair point that it doesn't do anything that we want, but it does help Burn's match-up against Delver as all their creatures can now answer an Insectile Aberration while simultaneously bolting us.
It doesn't do anything we want, so nothing. But it'll make Burn better, and we trounce them, so that's good for us.
Fair point that it doesn't do anything that we want, but it does help Burn's match-up against Delver as all their creatures can now answer an Insectile Aberration while simultaneously bolting us.
I mean they really should be attacking with their creatures every turn unless we have a green creature out, which in that case they are probably losing, but if you notice they have RG open AND did not attack last turn, then you can just hold back your attack or counter the spell.
Of interest here because I show that Bauble doesn't really change the value of turn 1 Delver while somewhat decreasing the value of Delvers drawn later (depending on how aggressively you save Baubles until you have a Delver), so if you have any incentive to run Bauble it might be worth it. Here are some relevant incentives: Tarmogoyf. Hooting Mandrills. (No Young Pyromancer.) I suspect that Bauble might be better than Thought Scour or Probe in some of the builds posted in this thread - not as a 4 of necessarily.
I went 0-3 last night, losing to Grixis control, 4c zoo, and affinity.
Basically I suck at magic.
Also 3rd game against zoo i had to mulligan to 5 and saw 0 lands. probably should have gone down to 4
Curious as to how close these matches were to being in your favor?
And I think in any Delver list, I never chance a questionable hand because it rarely works out in my favor, although I get being apprehensive about mulling to 4.
The affinity matches weren't close. He usually wins game 1 and then I have an uphill battle games 2 and 3, but game 2 my 7 card hand only had an island and no interaction, and my 6 card hand had interaction but still only an island. So I kept. And lost 2 two etched champions.
Against grixis control, I thought I was playing against loam pox, so I was too agressive with my life total, and when i realized he switched decks and was now playing bolts, I lost game 1. Games 2 and three were grindy, which could have gone either way, his snapcasters were better than mine. He had all the removal (terminate, murderous cut, slaughter pact, bolt) for all my creatures.
I definitely had a shot against zoo game 3 but I found no land in my first 7, 6, or 5. I don't know? Maybe go up to 18 lands again?
The affinity matches weren't close. He usually wins game 1 and then I have an uphill battle games 2 and 3, but game 2 my 7 card hand only had an island and no interaction, and my 6 card hand had interaction but still only an island. So I kept. And lost 2 two etched champions.
Against grixis control, I thought I was playing against loam pox, so I was too agressive with my life total, and when i realized he switched decks and was now playing bolts, I lost game 1. Games 2 and three were grindy, which could have gone either way, his snapcasters were better than mine. He had all the removal (terminate, murderous cut, slaughter pact, bolt) for all my creatures.
I definitely had a shot against zoo game 3 but I found no land in my first 7, 6, or 5. I don't know? Maybe go up to 18 lands again?
That's not how it works. Adding an 18th land won't magically make those bad draws insane. You definitely mulligan a 5-card no-lander, there are 17 lands in the deck!!! Go to 4 and hope you draw one.
The Mandrill variant requires extremely tight play in my experience, but it's very rewarding when it comes together. It's not very forgiving of mistakes, and the opportunity to make mistakes is enormous because you have so many lines and do so many things each turn. I found the Affinity MU difficult for awhile but it shored up nicely with that second Grudge in the board (more on the changes and on this MU a page or two back).
the card itself really isn't worth the card board its printed on...does it serve a purpose? Sure its a blue 1 drop that might not be a 1/1. I would not put it in a list and expect to win a PTQ or GP though.
I think you can win with a 5 card hand in this deck, but with a 4 card hand with no lands, I would still keep it on the draw with a Serum Visions in the hand. 17 land seems wrong, we don't play Treasure Cruise anymore. I think 18 or above is correct, and up to 20 if you're playing Izzet Charm.
Think I'll stop reporting so much unless people really want it.
Lurker here. Please don't. Love your detailed reports, keem them coming. Your take on RUG Delver is a sweet, sweet deck.
I'm listening, just haven't played any Modern for a couple weeks. Been heavy into innovating a Pauper Delver build with Wild Nacatl and Tribal Flames but with the Cruise ban today I'm giving that up. Took RUG Delver to a Face to Face event today with around 50 players and made 4-0. I also won every die roll
Played my standard list that I haven't modified. As previously stated, I think it's optimized. Post-DTK the Combust will become a Rending Volley and Feed the Clan may come in for something depending how much Burn we see with Atarka's Command. The Thrun might get cut since I never want it; I'd put it in the SB after the SCG tournament that BUG Control won, expecting more Mana Leak decks, but the Twin and Control MUs are already really good (plus there just isn't a lot of Control happening right now). Here's the list, for reference:
Round 1 vs. UG Tron (2-1): It's basically Green tron with a splash for Academy Ruins. G1 I land a turn 1 Delver, which blind flips, and Shoal an Ancient Stirrings (but he plays Expedition Map right after! A+ baiting). I Leak an O-Stone that he pays for so he doesn't nerf the board. He manages to land Spellskite and Wurmcoil Engine but my Delver has already dealt him too much damage. He redirects a Vapor Snag to Spellskite for 2 life and Bolts close out the game. G2 I have another turn 1 Delver but he never flips, ever. Eventually he dies and I slam two other Delvers and a Blood Moon. By then he has enough mana to start casting Wurmcoil Engine and Ugin. G3 I'm beating him with another turn 1 Delver (this one flipped!) and he's one mana short of Emrakul. I Deny his two Sylvan Scryings and an Oblivion Stone and he mistakenly blocks Mandrills and Nature's Claims his Spellskite before damage. I have lethal next turn.
Round 2 vs. Soul Sisters (2-1): G1 is ultra-grindy as we trade resources while I know in my heart I don't have a solid midrange plan pre-board. He eventually gets Cavern of Souls + Archangel of Thune and I lose. G2 he mulligans to 6 and is stuck on 2 lands. I get a Hooting Mandrills and a Huntmaster that keeps flipping and killing sisters. G3 he mulligans to 6 again and I play a Midrange game, Bolting/countering stuff and holding him off with a Tarmogoyf. I Deprive his Pridemate when I don't have a Bolt, which lets him sneak out a topdecked Path to Exile, and he resolves a Wrath to kill a Delver. I had Scryed Mandrills to the top, anticipating the Wrath which I saw with Probe, and slam it to win.
Plan:
+3 Huntmaster of the Fells
+1 Combust
+1 Deprive
+1 Flame Slash
+2 Pyroclasm
-4 Disrupting Shoal
-4 Thought Scour
Round 3 vs. Junk Pox (2-0): I lead with a turn 2 Goyf to his turn 1 Urborg, and Shoal his Smallpox (exiling Mana Leak). I play another Goyf and an untapped Steam Vents and attack for 3. He taps out for a second Smallpox, which I Deny, and then dejectedly plays an Overgrown Tomb tapped. He gets a Lingering Souls and a 2/2 Knight of the Reliquary but they're not enough for my Goyfs (and a Delver!). G2 he mulligans twice and IoKs my Blood Moon. I draw another one but we're both stuck on 2 land. I have a Delver and, instead of flipping it, scry 2 lands to the top with a Serum Visions so I can eventually cast the Moon and a Huntmaster in my hand. He casts a Smallpox and I Vapor Snag my own Delver, then start drawing into my lands and lock him out with a Moon. Double Goyf seals the game, even though he rips Plains to Path one (turning on my Deprive).
Plan
+3 Huntmaster of the Fells
+2 Blood Moon
+2 Pyroclasm
-3 Disrupting Shoal
-4 Thought Scour
Round 4 vs. Zoo (2-1): Fellow Tarmogoyf enthusiast and we have a fun conversation about my Eternal Weekend playmat. Game 1 my 4/5 Tarmogoyf isn't enough for his WOOLLY THOCTAR (yes people play this card) and in-hand Ghor-Clan Rampager, even though it seems like I have the lead for most of the game; he even double Helixes my Tarmogoyf and I Shoal one. I make the mistake of not attacking with the Goyf one turn, thinking I was at 9 (that was him, I was at 12), and then taking some damage from Woolly without blocking. Had I attacked, I could have attacked again and finished him with the Bolt I drew on my last turn. Game 2 I control the early game while digging for lands to resolve a Huntmaster turn 5, which he can't really deal with. We have a Goyf stall (his 2 to my 1) but the Huntmaster takes me way over the top. I sink all my energy into flipping him back and forth and recover from 8 life to 16 and make a ton of wolves. G3 he plays Stomping Ground, Nacatl. I have Bolt, Delver, and a pair of Pyroclasm, but cast Serum Visions since my hand only gave me a single land and I really want to cast this Huntmaster eventually. I find a Rainforest after he plays Treetop Village, Nacatl, and fetch a Forest to kill them both with Pyroclasm. After that he doesn't do anything for two turns until he rips another... Stomping Ground (lel) so he can block my Snap with Treetop Village (which I Bolt before blocks). He finds a Marsh Flats and resolves a Thoctar, but I Combust it and Snap and Goyf eat him.
Plan
+3 Huntmaster of the Fells
+2 Blood Moon
+1 Combust
+1 Deprive
+1 Flame Slash
+2 Pyroclasm
-4 Disrupting Shoal
-4 Thought Scour
-2 Gitaxian Probe
the card itself really isn't worth the card board its printed on...does it serve a purpose? Sure its a blue 1 drop that might not be a 1/1. I would not put it in a list and expect to win a PTQ or GP though.
That's fair. I can definitely ship it back to Deck Creation. Thanks for the advice! I'll try cutting the Hierarchs for Serum Visions, and 1 Boom and 2 Molten Rain for 3 Crack the Earth. Goyf is way out of my range right now, but I'll test 4 Delvers in place of Birds of Paradise.
And I agree, I can't see LD decks any support, but I really think there's a big hole in the meta right now. At FNM I had several opponents keeping 1-2 landers despite playing 3 colour decks. And even then, just being able to keep them off of a colour for a few turns was huge. I agree that the tempo aspect needs some work. Thanks!
R8whackR
WUBGAtraxa Stax-Superfriends *Under Construction*WUBG
The list is Ashton's list except -1 Thrun, -1 Huntmaster -1 Flame slash +1 batterskull +1 Feed The Clan +1 Forked bolt
I'm terrible at taking notes, but I lost game 1 to burn. Game 2 Feed the clan buys me enough time to stabilize with green creatures games 2 and 3. He was RW burn and thankfully I never saw a skullcrack. I will keep at least one Feed in my sb because there are at least 3 burn players at my store.
Against lands I couldn't deal with a resolved ensnaring bridge, and even though I could deal with 2 bridges game 2, I couldn't deal with lili.
3 Grindy games against junk. Lots of interaction. I like how this deck doesn't just fold to one single discard spell and their main threats cost so much. I missplayed into removal a couple of times (probed and then completely forgot. Still working on proper note-taking) but I was able to come out on top.
@QuipFanatic: how are you "terrible at taking notes?" You literally just write down what happened on a piece of paper and bring it home. You're just lazy
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Colorless Eldrazi Stompy
No, no. I mean that I completely agree. Obviously I've had trouble with that in the past and it continues to be an issue. I really can't afford goyf, but I replaced 3 Nobles with Serum visions, and 4 Birds with Delvers. I'll keep testing it. Thanks for the advice!
Edit: So, by "keeping them off of a colour is huge" I really meant that it gave me time to go "bolt, bolt, snap, bolt. Attack with Snap, Become Immense for lethal." Durdling IS useless, but I can't say that's ever been the goal. I'm pretty sure we agree 100% on what the deck needs to do to be useful.
R8whackR
WUBGAtraxa Stax-Superfriends *Under Construction*WUBG
Counter-Cat
Colorless Eldrazi Stompy
Yes, that makes sense. I'll keep testing that out.
Thanks! And good luck to you too!
R8whackR
WUBGAtraxa Stax-Superfriends *Under Construction*WUBG
I have terrible chicken scratch and organizational skills. Also no one has actually been interested in my notes before. I'll try on Thursday!
Counter-Cat
Colorless Eldrazi Stompy
Fair point that it doesn't do anything that we want, but it does help Burn's match-up against Delver as all their creatures can now answer an Insectile Aberration while simultaneously bolting us.
I mean they really should be attacking with their creatures every turn unless we have a green creature out, which in that case they are probably losing, but if you notice they have RG open AND did not attack last turn, then you can just hold back your attack or counter the spell.
Of interest here because I show that Bauble doesn't really change the value of turn 1 Delver while somewhat decreasing the value of Delvers drawn later (depending on how aggressively you save Baubles until you have a Delver), so if you have any incentive to run Bauble it might be worth it. Here are some relevant incentives: Tarmogoyf. Hooting Mandrills. (No Young Pyromancer.) I suspect that Bauble might be better than Thought Scour or Probe in some of the builds posted in this thread - not as a 4 of necessarily.
Basically I suck at magic.
Also 3rd game against zoo i had to mulligan to 5 and saw 0 lands. probably should have gone down to 4
Curious as to how close these matches were to being in your favor?
And I think in any Delver list, I never chance a questionable hand because it rarely works out in my favor, although I get being apprehensive about mulling to 4.
Against grixis control, I thought I was playing against loam pox, so I was too agressive with my life total, and when i realized he switched decks and was now playing bolts, I lost game 1. Games 2 and three were grindy, which could have gone either way, his snapcasters were better than mine. He had all the removal (terminate, murderous cut, slaughter pact, bolt) for all my creatures.
I definitely had a shot against zoo game 3 but I found no land in my first 7, 6, or 5. I don't know? Maybe go up to 18 lands again?
The Mandrill variant requires extremely tight play in my experience, but it's very rewarding when it comes together. It's not very forgiving of mistakes, and the opportunity to make mistakes is enormous because you have so many lines and do so many things each turn. I found the Affinity MU difficult for awhile but it shored up nicely with that second Grudge in the board (more on the changes and on this MU a page or two back).
Counter-Cat
Colorless Eldrazi Stompy
Played my standard list that I haven't modified. As previously stated, I think it's optimized. Post-DTK the Combust will become a Rending Volley and Feed the Clan may come in for something depending how much Burn we see with Atarka's Command. The Thrun might get cut since I never want it; I'd put it in the SB after the SCG tournament that BUG Control won, expecting more Mana Leak decks, but the Twin and Control MUs are already really good (plus there just isn't a lot of Control happening right now). Here's the list, for reference:
4 Delver of Secrets
4 Tarmogoyf
4 Hooting Mandrills
2 Snapcaster Mage
Sorcery (8)
4 Serum Visions
4 Gitaxian Probe
Instant (21)
4 Thought Scour
4 Lightning Bolt
1 Vapor Snag
4 Disrupting Shoal
3 Stubborn Denial
3 Mana Leak
1 Deprive
1 Simic Charm
4 Misty Rainforest
4 Scalding Tarn
2 Steam Vents
1 Breeding Pool
3 Island
1 Wooded Foothills
1 Forest
1 Stomping Ground
2 Destructive Revelry
2 Ancient Grudge
2 Pyroclasm
1 Flame Slash
1 Combust
2 Blood Moon
3 Huntmaster of the Fells
1 Thrun, the Last Troll
1 Deprive
Plan:
+2 Ancient Grudge
+2 Destructive Revelry
+2 Blood Moon
+1 Deprive
-4 Disrupting Shoal
-1 Thought Scour
-2 Lightning Bolt
Round 2 vs. Soul Sisters (2-1): G1 is ultra-grindy as we trade resources while I know in my heart I don't have a solid midrange plan pre-board. He eventually gets Cavern of Souls + Archangel of Thune and I lose. G2 he mulligans to 6 and is stuck on 2 lands. I get a Hooting Mandrills and a Huntmaster that keeps flipping and killing sisters. G3 he mulligans to 6 again and I play a Midrange game, Bolting/countering stuff and holding him off with a Tarmogoyf. I Deprive his Pridemate when I don't have a Bolt, which lets him sneak out a topdecked Path to Exile, and he resolves a Wrath to kill a Delver. I had Scryed Mandrills to the top, anticipating the Wrath which I saw with Probe, and slam it to win.
Plan:
+3 Huntmaster of the Fells
+1 Combust
+1 Deprive
+1 Flame Slash
+2 Pyroclasm
-4 Disrupting Shoal
-4 Thought Scour
Round 3 vs. Junk Pox (2-0): I lead with a turn 2 Goyf to his turn 1 Urborg, and Shoal his Smallpox (exiling Mana Leak). I play another Goyf and an untapped Steam Vents and attack for 3. He taps out for a second Smallpox, which I Deny, and then dejectedly plays an Overgrown Tomb tapped. He gets a Lingering Souls and a 2/2 Knight of the Reliquary but they're not enough for my Goyfs (and a Delver!). G2 he mulligans twice and IoKs my Blood Moon. I draw another one but we're both stuck on 2 land. I have a Delver and, instead of flipping it, scry 2 lands to the top with a Serum Visions so I can eventually cast the Moon and a Huntmaster in my hand. He casts a Smallpox and I Vapor Snag my own Delver, then start drawing into my lands and lock him out with a Moon. Double Goyf seals the game, even though he rips Plains to Path one (turning on my Deprive).
Plan
+3 Huntmaster of the Fells
+2 Blood Moon
+2 Pyroclasm
-3 Disrupting Shoal
-4 Thought Scour
Round 4 vs. Zoo (2-1): Fellow Tarmogoyf enthusiast and we have a fun conversation about my Eternal Weekend playmat. Game 1 my 4/5 Tarmogoyf isn't enough for his WOOLLY THOCTAR (yes people play this card) and in-hand Ghor-Clan Rampager, even though it seems like I have the lead for most of the game; he even double Helixes my Tarmogoyf and I Shoal one. I make the mistake of not attacking with the Goyf one turn, thinking I was at 9 (that was him, I was at 12), and then taking some damage from Woolly without blocking. Had I attacked, I could have attacked again and finished him with the Bolt I drew on my last turn. Game 2 I control the early game while digging for lands to resolve a Huntmaster turn 5, which he can't really deal with. We have a Goyf stall (his 2 to my 1) but the Huntmaster takes me way over the top. I sink all my energy into flipping him back and forth and recover from 8 life to 16 and make a ton of wolves. G3 he plays Stomping Ground, Nacatl. I have Bolt, Delver, and a pair of Pyroclasm, but cast Serum Visions since my hand only gave me a single land and I really want to cast this Huntmaster eventually. I find a Rainforest after he plays Treetop Village, Nacatl, and fetch a Forest to kill them both with Pyroclasm. After that he doesn't do anything for two turns until he rips another... Stomping Ground (lel) so he can block my Snap with Treetop Village (which I Bolt before blocks). He finds a Marsh Flats and resolves a Thoctar, but I Combust it and Snap and Goyf eat him.
Plan
+3 Huntmaster of the Fells
+2 Blood Moon
+1 Combust
+1 Deprive
+1 Flame Slash
+2 Pyroclasm
-4 Disrupting Shoal
-4 Thought Scour
-2 Gitaxian Probe
Counter-Cat
Colorless Eldrazi Stompy