I can't really see your list. What's your list now? I like the idea of Surgical because it really wrecks company (i played company for a while). RIP is pretty damn strong against a field with lots of snaps and the like. That is an added bonus.
The maindeck is identical to Pascal Maynard's Eldrazi D&T list (the one being played by most people), except I run two copies of Anguished Unmaking instead of Thoughtseize. I've even put the underwhelming singleton Fetid Heath back in as a concession to the fact that there really isn't a better choice in the available card pool...just cards that are differently bad.
Surgical is great against CoCo and Tron, but I'm not struggling against those decks. I'm struggling against Jund and the goal there is to blank all graveyards. Either Relic or RiP can do this. I'm just not sure which I prefer. The first-turn playability of Relic is definitely a point in its favor.
Chalice seems really interesting. Do you try for turn-2 Chalice to keep down decks with a high 1-drop threat density, or is it more of a turn-4 play to blank the middle of everyone else's curves?
Chalice on 1 against Burn, Infect, Bogle, Delver, Elves, etc. (or the upraised middle finger that is Chalice on 0 on the play against Affinity) is the goal, yes. You don't always have to start it on Turn Two, but it helps. Against many decks, a 2nd on 2 is enough to lock them out completely. It's one of the easiest way to manage some of D&T's problem matches and definitely worth playing if you have minimal 1-drops.
“Modern has provided us a non-rotating format that is far more accessible than Legacy or Vintage, but still retains many of the qualities that people enjoy in those formats—such as a more stable metagame, the ability to play and tweak the same deck week after week, and simply a much more powerful card pool than Standard.”
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
torpor orb is ok hate against this deck. If we're unable to take it before it hits of course. While (edit: our deck is) powerful and something to keep in mind, I'm not sure you want to be making dedicated sideboard slots for it yet.
I'm running oblivion rings in board tomorrow as I know the local meta will be having me out with orbs. Which is actually hopefully gunna wreck the coco match up.
Are you heading into states with the Eldrazi Death and Taxes version or something different? Keep us updated on how you're doing and good luck tomorrow!
Torpor orb is a fine sideboard card in general if your deck can afford to run it, i think it isn't popular because splinter twin is gone and also a lot of modern creatures have etb so they can't run it.
Torpor orb seems pretty harmful to us though. Flickerwisp, thought-knot, sculler, blade splicer, wasteland strangler.
Also, the mono white version is really slick. No manabase issues and it still feels nice to top off the curve with thought-knot seer. Just being able to repeatedly bounce him is enough or just resolve one after you have taxed the crap out of your opponent. I've been very pleased with white weeinie eldrazi(oxymoron?)
EDIT: I'm using the list I posted a page back. One thing I haven't decided is whether to run 3 or 4 Thalia MB. The legend rule kinda hurts if you have two in hand but I suppose its usually a priority target for removal.
I don't think I want to run eldrazi and taxes at states. The deck is a huge swing with variance and I'm not comfortable as a pilot with it. I'm assuming my states will be over 7 rounds of tournement play and I want something hugging the ground a little closer and more stable mana.
I'm pretty sure for some one well versed in eldrazi and taxes would perform very well and has already ironed out a few of the issues it has but I'm currently not ready. I'm pretty sure I want to play sky fisher after the massive amounts of success I've had with him in testing, tournement finish, and casual play. The other 57 cards are still a mystery as of now.
I do think eldrazi displacer and thought-knot seer are insanely good for dnt. What amount and how many temples is the other question. I wish I had more tournament reps with drazi taxes but haven't seen enough of the format to justify it. I'm gunna probably run some real stock list that just does its thing.
Torpor orb seems pretty harmful to us though. Flickerwisp, thought-knot, sculler, blade splicer, wasteland strangler.
Also, the mono white version is really slick. No manabase issues and it still feels nice to top off the curve with thought-knot seer. Just being able to repeatedly bounce him is enough or just resolve one after you have taxed the crap out of your opponent. I've been very pleased with white weeinie eldrazi(oxymoron?)
EDIT: I'm using the list I posted a page back. One thing I haven't decided is whether to run 3 or 4 Thalia MB. The legend rule kinda hurts if you have two in hand but I suppose its usually a priority target for removal.
Maybe this wasn't clear but i was answering previous posts that talked about torpor vs AGAINST d&T. I would never run the card IN d&t, it wrecks us hard!!!
@deathandcatmix, where does the variance come from?
It's mostly the mana. The deck requires you to hit eldrazi temple on curve to be most menacing. After that every temple serves less and less purpose. Also the deck is missing power and evasion. Most dnt list have a reputable amount of flyers and flicker tricks to fight with. Eldrazi and taxes has less aggressive creatures and boards tend to clog a lot. I'm not downing the deck but just feel there are things I'd want to test more before taking it to larger fields (especially in new metas).
I'm going to most likely try one of my tried and true versions and hope to draw well and pilot efficiently. I'm actually a huge fan of the list (-sculler). I'm hoping others perform well with it and maybe bring some insight on list that answer a couple of the gaping holes. I also missed tectonic edge way too much to continue down that path lol.
@deathandcatmix, where does the variance come from?
It's mostly the mana. The deck requires you to hit eldrazi temple on curve to be most menacing. After that every temple serves less and less purpose. Also the deck is missing power and evasion. Most dnt list have a reputable amount of flyers and flicker tricks to fight with. Eldrazi and taxes has less aggressive creatures and boards tend to clog a lot. I'm not downing the deck but just feel there are things I'd want to test more before taking it to larger fields (especially in new metas).
I'm going to most likely try one of my tried and true versions and hope to draw well and pilot efficiently. I'm actually a huge fan of the list (-sculler). I'm hoping others perform well with it and maybe bring some insight on list that answer a couple of the gaping holes. I also missed tectonic edge way too much to continue down that path lol.
When you get the chance give the mono white eldrazi list a chance. My core would be
That still leaves you a ton of room to experiment with but you get the full value out of the eldrazi. Repeatable bouncing to abuse EtB(TKS, Flickerwisp, Finks/Splicer) is great, as well as repeatable evasion. Instead of the 4 drop slot being restoration angel you get TKS and you replace her effect with eldrazi displacer.
I may have missed a post guiding hot board in and out, but.... How do you guys often sideboard out against most of the decks? Jund, UWR, esper, thopter decks and some random worship decks are my constant problems to board out. I know what to bring in, but most of the problems are what to come out. I'd really like your assistant about this. Consider my follow list as my standard eldrazi and taxes deck:
Oh, and also Chalupacabra (who seems to have playtested everything short of a 5c manabase) has mentioned WG being pretty open to a 2xSmasher top end, so I guess WGd might be a thing too.
I had to find some way to entertain myself during Eldrazi winter.
As for WB, I went 3-1 last night and 2-1 afterwards against Kiki Chord. Wins were against Elves, Tooth & Nail, and Norin the Wary, loss was to...surprise, surprise...Jund.
My only real issue with this build is the fact that it just can't keep step with that deck. My maindeck is the same as Maynard's at this point, with the exception of two copies of Anguished Unmaking instead of Thoughtseize. My sideboard...is a different story. As I continue to pursue the broadest-reaching sideboard that's effective against the anticipated meta, and especially the Jund matchup, that I can; I have landed on arguably the most...unique 15 on this thread right now:
So far I like all of these except Leyline. Don't get me wrong. I don't dislike it. It certainly does a lot of work against Jund and has value in other matches as well, but four slots is a lot of dedicated sideboard space, it sides in awkwardly, and it doesn't actually secure the match. I should probably have Lingering Souls there instead, but I loathe the poor interaction with Rest in Peace and I can't think of a single other matchup where the card comes in. Then again, maybe Jund necessitates its own bullet. While I'm not a big fan of 5x3 boards, maybe the right call here is to either trade RiP and a Leyline for 3 Relics, and the remaining Leylines for 3 copies of Souls. Another possibility is leaving RiP, accepting the potential bad interaction, and having another slot to tinker with...maybe another Reality Smasher or a Linvala when budget allows.
Anyway, not sure what all the hate on this list is about. This is easily the strongest, most consistent version of the deck I've played so far. I haven't enjoyed D&T this much since switching to Lingering Taxes way back when. Shame about the manabase, but this is nothing new to players of WB lists.
So is this deck the real deal? It seems to be putting up consistent results and I can pick up the remaining pieces in paper for around $100 so I think I'm going to jump on it (already have vials and most of the lands and white creatures, just need to pick up the eldrazi creatures and lands). Thinking of picking it up as a second modern deck for something more aggro/combat phase oriented compared to my 4C Gifts list.
I don't play MTGO and nobody in my area plays the deck so I haven't got to play with or against it firsthand yet.
Game 1, I mulligan to 4, keep Ghost Quarter, Thought-Knot Seer and double Bob, and I'm dead on board by the time I see a second land.
Game 2, I win a very close race by Flickerwisping a Kor Spiritdancer with a lot of auras on it.
Game 3, managed to lose with my opponent stuck on one land, due to a bunch of Spirit Links and an Etheral Armor. Never saw a Flickerwisp, so that was kind of rough.
Sideboard: -4 Confidant, -1 Path, +1 Worship, +1 Spellskite, +3 Inquisition. I decided that Path was fine, as it deals with Spiritdancer, and keeps my opponent honest(Don't know if she had Fencing Aces in her board, but some people still do it...), and Bob wasn't spectacular, since my opponents trying to go big on one dude, and Worship is great, until I'm at one on my upkeep with a Bob in play...
Round 2 vs. Burn (with Cats) 2-1
Game 1, I play Sculler turn 2, Arbiter turn 3 and blow up a land, Quarter to blow up a second land turn 4, and that sealed it.
Game 2, I lose to very fast curve and some great sequencing by my opponent.
Game 3, I start on Vial and have turn 2 TKS followed by a second TKS and a Thalia on 3, and that was all she wrote.
Sideboard: Game 2, -4 Bob, +2 Kor Firewalker, +1 Worship, +1 Spellskite. Pretty obvious. Game 3, -1 Mindcensor, -2 Sculler, +3 Inquisition. I decided Inquisition was probably good on the play, and while it didn't exactly do work, I already just had an insane start game 3.
Round 3 vs. Blue Moon (with Thing in the Ice) 2-0
Game 1, I hammer him with Thalia and Scullers, he resolves Blood Moon, but I flickerwisp it and eat with Strangler to kill a Thing the next turn, and that brought the scoop.
Game 2, I'm struggling a little bit, I can't remove his turn 3 Moon and I have nothing but red mana, but eventually I get a Vial to 3 and start laying out threats, and his draw was too counter-heavy to keep up.
Sideboard: -2 Path, +2 RiP. He had very few creatures, but had Jace, Vryn's Prodigy and Snapcaster, so I hedged against those cards slightly.
Round 4 vs. Affinity 2-0
Game 1, I was able to grind my opponent out of cards, and being a newer Affinity player, he didn't realize that my Eldrazi Displacers could block his Etched Champions, which may not have mattered with my draw, but was unfortunate for him.
Game 2, I'm fairly far ahead despite my opponent having Torpor Orb in play. Unfortunately, the win feels a little tainted, because I Pontiff'd his board and neither of us caught it until the turn I killed him, and the judge ruled that the board should stay as is, and gave us both warnings. I don't know enough to say I think the ruling was wrong, but I do feel bad for making the mistake when I might not have won the game otherwise.
Sideboard: -4 Bob, -2 Arbiter, -1 Mindcensor, +3 Stony Silence, +2 Kataki, +1 Spellskite, +1 Pontiff. Not much to say here, all just generally good hate cards. Decided to cut down on search-hate, mostly because Affinity rarely cares to search, and only plays one basic, so Quarters and Paths are already pretty brutal.
Round 5 vs. Affinity 2-0
Game 1, pretty close game, managed to close it out with Flickerwisps and Stranglers.
Game 2, land a turn 2 Stony Silence into a turn 3 TKS, and my opponent just couldn't come back.
Game 1, I get run over. Turn 2 Spreading Seas my only colored source, and then all the lords.
Game 2, I lead on Inquisition, into Thalia, into Inquisition, into Path his only guy, and then run him over with TKS.
Game 3, I'm still fairly salty about. I keep a good 7, I have a good start, and for most of the game I'm in the driver's seat. The turn before I can kill my opponent, he topdecks Master of Waves for just enough tokens to kill me through my board. I have 11 colorless sources in my deck to be able to activate Displacer to fog him after hitting with a Flickerwisp to(most likely) win the following turn, 3 Flickerwisps that do the same, 3 Stranglers that end the game on the spot, and a Worship(count them: 17 outs), and I draw Thalia and die.
Sideboard: -4 Bob, +1 Worship, +3 Inquisition. I wasn't sure about the discard, but it seemed better than Bob, and was definitely very solid in the matchup. I think the matchup is pretty favorable, I just bricked on some pretty important drawsteps and my opponent did not.
Overall, the deck feels fantastic. There are so many little interactions to think about, and it seems like there are outs to most board states. I wasn't 100% sold on Bob going in, but he was fantastic every game that I played him(even the one time he drew a Thought-Knot Seer), and in the matchups where I was protective of my life total(especially any matchup where I boarded in Worship), I just boarded him out. The only real issue I have with the deck is that the landbase isn't quite as consistent as GW or Mono-White. But overall my mana was very solid, except against Merfolk, where I got double Seas'd 2 different games. The sideboard looked very different before I went to the event, but I decided to forego some of the cuter or more specific hate(I removed Tempest of Light from my board and played against Hexproof round 1, so that felt bad, but I didn't miss the Big Game Hunters much), and go for just a more powerful board plan. I did not lose a game that I resolved a Worship, so it gets to stay for now, and the Inquisitions were absolute houses. The biggest card I'd like to try and fit in the board right now is Sin Collector, but I'm not sure what to cut. Maybe the Mindcensor gets cut from the main, and we play him main?
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Surgical is great against CoCo and Tron, but I'm not struggling against those decks. I'm struggling against Jund and the goal there is to blank all graveyards. Either Relic or RiP can do this. I'm just not sure which I prefer. The first-turn playability of Relic is definitely a point in its favor. Chalice on 1 against Burn, Infect, Bogle, Delver, Elves, etc. (or the upraised middle finger that is Chalice on 0 on the play against Affinity) is the goal, yes. You don't always have to start it on Turn Two, but it helps. Against many decks, a 2nd on 2 is enough to lock them out completely. It's one of the easiest way to manage some of D&T's problem matches and definitely worth playing if you have minimal 1-drops.
- Sam Stoddard, “Developing Modern” (June 21, 2013) (by means of Sheridan Lardner, "Fixing Modern: Defining Format Mission (March 16, 2016))
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Introduction to Tempo
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Elements of Tempo
Roadblocks to Tempo
How Not To Build A Deck - Tempo
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Mulligan's Island
The Art of the Mulligan
The Art of the Mulligan: Eight Case Studies
Fundamentals: The Mulligan
Some Mulligan Exercises
A Mulligan Is Worth Three Cards
The Mulligan Debate
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Who's The Beatdown?
3 Caves of Koilos
3 Eldrazi Temple
2 Fetid Heath
3 Godless Shrine
4 Ghost Quarter
3 Plains
3 Shambling Vent
2 Tectonic Edge
Artifacts (4):
4 Æther Vial
4 Path to Exile
Creatures (29):
3 Aven Mindcensor
3 Eldrazi Displacer
3 Fiend Hunter
4 Flickerwisp
4 Serra Avenger
3 Thalia, Guardian of Thraben
3 Thought-Knot Seer
3 Tidehollow Sculler
3 Wasteland Strangler
3 Chalice of the Void
2 Dismember
2 Oblivion Ring
2 Rest in Peace
3 Stony Silence
3 Surgical Extraction
3 Flooded Strand
6 Island
3 Polluted Delta
3 Steam Vents
3 Sulfur Falls
Creatures (16):
4 Delver of Secrets
4 Monastery Swiftspear
4 Snapcaster Mage
4 Stormchaser Mage
2 Gut Shot
4 Lightning Bolt
3 Mutagenic Growth
3 Spell Pierce
3 Twisted Image
3 Vapor Snag
Sorceries (8):
4 Gitaxian Probe
4 Serum Visions
2 Ancient Grudge
2 Blood Moon
2 Dispel
1 Forked Bolt
1 Hurkyl's Recall
1 Repeal
2 Roast
1 Spell Snare
2 Spellskite
1 Vapor Snag
4 Bloodstained Mire
1 Clifftop Retreat
1 Copperline Gorge
5 Mountain
3 Sacred Foundry
2 Stomping Ground
4 Wooded Foothills
Creatures (14):
4 Eidolon of the Great Revel
4 Goblin Guide
2 Grim Lavamancer
4 Monastery Swiftspear
4 Atarka's Command
4 Boros Charm
4 Lightning Bolt
3 Lightning Helix
3 Searing Blaze
Sorceries (8):
4 Lava Spike
4 Rift Bolt
2 Deflecting Palm
4 Destructive Revelry
2 Kor Firewalker
2 Path to Exile
2 Rending Volley
3 Skullcrack
19 Forest
3 Treetop Village
Creatures (24):
4 Avatar of the Resolute
4 Dryad Militant
2 Dungrove Elder
4 Experiment One
4 Leatherback Baloth
2 Scavenging Ooze
4 Strangleroot Geist
4 Rancor
Instants (10):
3 Aspect of Hydra
4 Vines of Vastwood
3 Dismember
2 Choke
2 Gut Shot
2 Deglamer
2 Feed the Clan
2 Oxidize
2 Relic of Progenitus
2 Skylasher
1 Unravel the Æther
http://www.wizardryfoundry.com
Current Deck:
Am I right in thinking Torpor Or is at least OK hate against this deck?
Spirits
http://www.wizardryfoundry.com
Current Deck:
http://www.wizardryfoundry.com
Current Deck:
WWModern Death And Taxes (w/ Militia Bugler) (JUL '19)
GWModern Maverick (JUL '19)
WBCatmix on Twitch!
WWCatmix on Youtube
It also has the side benefit of stopping thopter foundry/sword of the meek, snapcaster mage, some merfolks (harbinger of the tides, silvergill adept and master of waves), soul sisters and a few other random stuff.
It is certainly worth running a couple if you see a lot of D&T in your meta.
Also, the mono white version is really slick. No manabase issues and it still feels nice to top off the curve with thought-knot seer. Just being able to repeatedly bounce him is enough or just resolve one after you have taxed the crap out of your opponent. I've been very pleased with white weeinie eldrazi(oxymoron?)
EDIT: I'm using the list I posted a page back. One thing I haven't decided is whether to run 3 or 4 Thalia MB. The legend rule kinda hurts if you have two in hand but I suppose its usually a priority target for removal.
I don't think I want to run eldrazi and taxes at states. The deck is a huge swing with variance and I'm not comfortable as a pilot with it. I'm assuming my states will be over 7 rounds of tournement play and I want something hugging the ground a little closer and more stable mana.
I'm pretty sure for some one well versed in eldrazi and taxes would perform very well and has already ironed out a few of the issues it has but I'm currently not ready. I'm pretty sure I want to play sky fisher after the massive amounts of success I've had with him in testing, tournement finish, and casual play. The other 57 cards are still a mystery as of now.
I do think eldrazi displacer and thought-knot seer are insanely good for dnt. What amount and how many temples is the other question. I wish I had more tournament reps with drazi taxes but haven't seen enough of the format to justify it. I'm gunna probably run some real stock list that just does its thing.
Mono-white Jund..... Let's see how you do lol.
WWModern Death And Taxes (w/ Militia Bugler) (JUL '19)
GWModern Maverick (JUL '19)
WBCatmix on Twitch!
WWCatmix on Youtube
Maybe this wasn't clear but i was answering previous posts that talked about torpor vs AGAINST d&T. I would never run the card IN d&t, it wrecks us hard!!!
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Current Deck:
It's mostly the mana. The deck requires you to hit eldrazi temple on curve to be most menacing. After that every temple serves less and less purpose. Also the deck is missing power and evasion. Most dnt list have a reputable amount of flyers and flicker tricks to fight with. Eldrazi and taxes has less aggressive creatures and boards tend to clog a lot. I'm not downing the deck but just feel there are things I'd want to test more before taking it to larger fields (especially in new metas).
I'm going to most likely try one of my tried and true versions and hope to draw well and pilot efficiently. I'm actually a huge fan of the list (-sculler). I'm hoping others perform well with it and maybe bring some insight on list that answer a couple of the gaping holes. I also missed tectonic edge way too much to continue down that path lol.
WWModern Death And Taxes (w/ Militia Bugler) (JUL '19)
GWModern Maverick (JUL '19)
WBCatmix on Twitch!
WWCatmix on Youtube
When you get the chance give the mono white eldrazi list a chance. My core would be
That still leaves you a ton of room to experiment with but you get the full value out of the eldrazi. Repeatable bouncing to abuse EtB(TKS, Flickerwisp, Finks/Splicer) is great, as well as repeatable evasion. Instead of the 4 drop slot being restoration angel you get TKS and you replace her effect with eldrazi displacer.
I may have missed a post guiding hot board in and out, but.... How do you guys often sideboard out against most of the decks? Jund, UWR, esper, thopter decks and some random worship decks are my constant problems to board out. I know what to bring in, but most of the problems are what to come out. I'd really like your assistant about this. Consider my follow list as my standard eldrazi and taxes deck:
4 Æther Vial
4 Path to Exile
Creatures (29)
4 Thalia, Guardian of Thraben
4 Leonin Arbiter
4 Tidehollow Sculler
4 Flickerwisp
3 Blade splicer
3 Wasteland Strangler
3 Eldrazi Displacer
Lands (23)
4 Godless Shrine
4 Caves of Koilos
3 Shambling Vent
4 Eldrazi Temple
4 Ghost Quarter
3 Plains
1 Swamp
3 Surgical Extraction
2 Ghostly Prison
1 Sword of Light and Shadow
3 Lone Missionary
3 Worship
3 Thoughtseize
How do you side Runed Halo?
http://www.wizardryfoundry.com
Current Deck:
I don't play MTGO and nobody in my area plays the deck so I haven't got to play with or against it firsthand yet.
My list:
4 Godless Shrine
4 Caves of Koilos
4 Eldrazi Temple
4 Ghost Quarter
2 Shambling Vent
1 Fetid Heath
2 Plains
1 Swamp
Creatures (30)
4 Leonin Arbiter
4 Tidehollow Sculler
4 Dark Confidant
3 Thalia, Guardian of Thraben
4 Flickerwisp
3 Eldrazi Displacer
3 Wasteland Strangler
1 Aven Mindcensor
4 Thought-Knot Seer
4 Aether Vial
4 Path to Exile
3 Stony Silence
2 Kataki, War's Wage
3 Inquisition of Kozilek
2 Rest in Peace
2 Kor Firewalker
1 Orzhov Pontiff
1 Spellskite
1 Worship
Round 1 vs. Hexproof Auras 1-2
Game 1, I mulligan to 4, keep Ghost Quarter, Thought-Knot Seer and double Bob, and I'm dead on board by the time I see a second land.
Game 2, I win a very close race by Flickerwisping a Kor Spiritdancer with a lot of auras on it.
Game 3, managed to lose with my opponent stuck on one land, due to a bunch of Spirit Links and an Etheral Armor. Never saw a Flickerwisp, so that was kind of rough.
Sideboard: -4 Confidant, -1 Path, +1 Worship, +1 Spellskite, +3 Inquisition. I decided that Path was fine, as it deals with Spiritdancer, and keeps my opponent honest(Don't know if she had Fencing Aces in her board, but some people still do it...), and Bob wasn't spectacular, since my opponents trying to go big on one dude, and Worship is great, until I'm at one on my upkeep with a Bob in play...
Round 2 vs. Burn (with Cats) 2-1
Game 1, I play Sculler turn 2, Arbiter turn 3 and blow up a land, Quarter to blow up a second land turn 4, and that sealed it.
Game 2, I lose to very fast curve and some great sequencing by my opponent.
Game 3, I start on Vial and have turn 2 TKS followed by a second TKS and a Thalia on 3, and that was all she wrote.
Sideboard: Game 2, -4 Bob, +2 Kor Firewalker, +1 Worship, +1 Spellskite. Pretty obvious. Game 3, -1 Mindcensor, -2 Sculler, +3 Inquisition. I decided Inquisition was probably good on the play, and while it didn't exactly do work, I already just had an insane start game 3.
Round 3 vs. Blue Moon (with Thing in the Ice) 2-0
Game 1, I hammer him with Thalia and Scullers, he resolves Blood Moon, but I flickerwisp it and eat with Strangler to kill a Thing the next turn, and that brought the scoop.
Game 2, I'm struggling a little bit, I can't remove his turn 3 Moon and I have nothing but red mana, but eventually I get a Vial to 3 and start laying out threats, and his draw was too counter-heavy to keep up.
Sideboard: -2 Path, +2 RiP. He had very few creatures, but had Jace, Vryn's Prodigy and Snapcaster, so I hedged against those cards slightly.
Round 4 vs. Affinity 2-0
Game 1, I was able to grind my opponent out of cards, and being a newer Affinity player, he didn't realize that my Eldrazi Displacers could block his Etched Champions, which may not have mattered with my draw, but was unfortunate for him.
Game 2, I'm fairly far ahead despite my opponent having Torpor Orb in play. Unfortunately, the win feels a little tainted, because I Pontiff'd his board and neither of us caught it until the turn I killed him, and the judge ruled that the board should stay as is, and gave us both warnings. I don't know enough to say I think the ruling was wrong, but I do feel bad for making the mistake when I might not have won the game otherwise.
Sideboard: -4 Bob, -2 Arbiter, -1 Mindcensor, +3 Stony Silence, +2 Kataki, +1 Spellskite, +1 Pontiff. Not much to say here, all just generally good hate cards. Decided to cut down on search-hate, mostly because Affinity rarely cares to search, and only plays one basic, so Quarters and Paths are already pretty brutal.
Round 5 vs. Affinity 2-0
Game 1, pretty close game, managed to close it out with Flickerwisps and Stranglers.
Game 2, land a turn 2 Stony Silence into a turn 3 TKS, and my opponent just couldn't come back.
Sideboard: -4 Bob, -2 Arbiter, -1 Mindcensor, +3 Stony Silece, +2 Kataki, +1 Spellskite, +1 Pontiff.
Round 6 vs. Merfolk 1-2
Game 1, I get run over. Turn 2 Spreading Seas my only colored source, and then all the lords.
Game 2, I lead on Inquisition, into Thalia, into Inquisition, into Path his only guy, and then run him over with TKS.
Game 3, I'm still fairly salty about. I keep a good 7, I have a good start, and for most of the game I'm in the driver's seat. The turn before I can kill my opponent, he topdecks Master of Waves for just enough tokens to kill me through my board. I have 11 colorless sources in my deck to be able to activate Displacer to fog him after hitting with a Flickerwisp to(most likely) win the following turn, 3 Flickerwisps that do the same, 3 Stranglers that end the game on the spot, and a Worship(count them: 17 outs), and I draw Thalia and die.
Sideboard: -4 Bob, +1 Worship, +3 Inquisition. I wasn't sure about the discard, but it seemed better than Bob, and was definitely very solid in the matchup. I think the matchup is pretty favorable, I just bricked on some pretty important drawsteps and my opponent did not.
Overall, the deck feels fantastic. There are so many little interactions to think about, and it seems like there are outs to most board states. I wasn't 100% sold on Bob going in, but he was fantastic every game that I played him(even the one time he drew a Thought-Knot Seer), and in the matchups where I was protective of my life total(especially any matchup where I boarded in Worship), I just boarded him out. The only real issue I have with the deck is that the landbase isn't quite as consistent as GW or Mono-White. But overall my mana was very solid, except against Merfolk, where I got double Seas'd 2 different games. The sideboard looked very different before I went to the event, but I decided to forego some of the cuter or more specific hate(I removed Tempest of Light from my board and played against Hexproof round 1, so that felt bad, but I didn't miss the Big Game Hunters much), and go for just a more powerful board plan. I did not lose a game that I resolved a Worship, so it gets to stay for now, and the Inquisitions were absolute houses. The biggest card I'd like to try and fit in the board right now is Sin Collector, but I'm not sure what to cut. Maybe the Mindcensor gets cut from the main, and we play him main?