I've been testing Shadow of Doubt in the Seas slot... I like it. Really good against any deck running fetches, Pod, Tron... basically the only time it's "bad" is against Robots, but we have Electrolyze and Bolt for them.
(Even against Soul Sisters I was able to blow them out when they played Ranger of Eos. He definitely did not expect Shadow.)
The thing about Shadow of Doubt is that it can really hurt you once it's not a surprise. With spreading seas you can just toss it out there T2 whether they expect it or not and you're done with it. If they expect Shadow of Doubt, they can just sit on fetchlands, preventing a lot of countermagic or EOT action. If you have success though, go for it.
I am not digging this Spreading Seas thing. In my testing it helped me win some games - for sure, but I just feel like I'd rather have extra Scalding Tarn in its place. I was wondering about Shadow of Doubt too, both cards have their advantages and weaknesses. The thing with SS is that it is sorcery speed and it is akward when you also have Remand on hand. Are you going to play it on T2? If not - when? On T3-T5 I should have better things to do.
Sure, Seases screw Tron and some decks with greedy manabase but I don't think I am going to play it in next PTQ, which is this weekend.
Nothing wrong with skipping those two cards.
Don't forget, though, that Seas can let you Blood Mon your opponent with a single Island in play then Seas one of your nonbasics-turned-Mountains to get a card draw and another U source.
@Keke: I wouldn't worry too much about producing a high devotion count with Master, 2-3 is plenty and easily accomplished with Spreading Seas. What got me thinking was Paul Cheon's comment in one of his recent videos that his UR Twin opponent was transforming into a "Blue Moon" deck after sideboarding, which isn't that far from the truth, and that reminded me that the Blue Moon players at the last PT had a couple Masters in their deck...like I said, it's just a thought. You're probably right about Thassa, though permanent card filtering should not be underestimated, especially when it cannot be removed.
I agree with your comment about Misty/Tarn, I should have worded that better, though I think the core argument still holds. You're definitely right about the basic land issue when wanting to play Breeding Pool, and that is precisely what is deterring me; Stomping Ground is obviously the better land to get if you are going to cast Ancient Grudge.
To revisit an unanswered question I posted a few pages back: Do you guys find yourself casting Pestermite/Exarch in a predictable pattern? Meaning, casting them during upkeep if you are not looking to combo off vs. casting them EOT if you are going to combo off? (Obviously this mostly refers to empty boards)
Did you test against pod? can you give some advices? to me is a evry dificult match up, im thinking about anger of the gods because of this, but im no really sell on that card
Anyone have any good plan against the jund match up? Im playing TARMOTWIN and im just getting beat left and right against it. Any help would be great. Thanks guys
To revisit an unanswered question I posted a few pages back: Do you guys find yourself casting Pestermite/Exarch in a predictable pattern? Meaning, casting them during upkeep if you are not looking to combo off vs. casting them EOT if you are going to combo off? (Obviously this mostly refers to empty boards)
The best time in general, regardless of whether you plan to combo, is EOT, since you usually want to leave countermagic/removal mana open. I will only really cast them upkeep if there's something I can prevent with a tap (e.g. stopping a Liliana or Pod), or during combat if I want to tap an attacker creature, or even main phase if untapping a land is important, but end step is the default.
Did you test against pod? can you give some advices? to me is a evry dificult match up, im thinking about anger of the gods because of this, but im no really sell on that card
You should change your mind on that card, I questioned it, but after a bit of play, it's pretty important for managing persisters/voice. In general for pod though, you need to be pretty fast with whatever you're doing, because they tend to have inevitability. Doesn't mean you need to combo win, fast could mean bolt into blood moon, or plenty of removal and snapcasters. Just avoid keep something like 4 lands+2 Ancient Grudge and a Keranos.
Anyone have any good plan against the jund match up? Im playing TARMOTWIN and im just getting beat left and right against it. Any help would be great. Thanks guys
It's always been miserable matchup. I'm on the fence whether Tarmo or UR twin is better, UR gets the one-sided blood moon, the goyfs help, but Jund has enough removal that they're only solid, not amazing. Halimar Depths, Tectonic Edge, and lighthouse are pretty solid. Liliana will quickly make the game unwinnable, so try to have a plan against her and hope they don't thoughtseize it away. I'm still not sure on sideboarding, but Land hate, possibly Spellskite, and any grindy cards like Keranos or Batterskull.
Anyone have any good plan against the jund match up? Im playing TARMOTWIN and im just getting beat left and right against it. Any help would be great. Thanks guys
It's always been miserable matchup. I'm on the fence whether Tarmo or UR twin is better, UR gets the one-sided blood moon, the goyfs help, but Jund has enough removal that they're only solid, not amazing. Halimar Depths, Tectonic Edge, and lighthouse are pretty solid. Liliana will quickly make the game unwinnable, so try to have a plan against her and hope they don't thoughtseize it away. I'm still not sure on sideboarding, but Land hate, possibly Spellskite, and any grindy cards like Keranos or Batterskull.
I had the same problems with jund originally as well. I ended up changing my sideboard a bit to what you where I board in Land hate and Keranos (along with batterskull). Keranos has been fantastic and everytime I've played him hes won me the game against Jund. Land hate seems to work really well and gets those pesky man lands that were giving me trouble before. Still not an easy matchup but very winnable.
The Jund matchup for TarmoTwin is easily the worst one. Game one is pretty slanted in their favor and you need a bit of luck to pull a win. After board, 2 batterskull, 1 keranos, and 1 sword of light and shadow help quite a bit to give you a fighting chance. I've had reasonable success against B/G and Jund, but I fear them more than anyone else. I actually feel that every other matchup is easy and favorable among the tier 1 decks. Currently those 4 sideboard slots are also used for the Pod and UWR matchups. I'd almost consider boarding even more heavily against them, but the sideboard is tight on space and I can't play cards like Blood Moon effectively anyway. A second Keranos is a definite possibility.
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...the lack of power of Divining Top is similarly obvious.
Anyone have any good plan against the jund match up? Im playing TARMOTWIN and im just getting beat left and right against it. Any help would be great. Thanks guys
It's always been miserable matchup. I'm on the fence whether Tarmo or UR twin is better, UR gets the one-sided blood moon, the goyfs help, but Jund has enough removal that they're only solid, not amazing. Halimar Depths, Tectonic Edge, and lighthouse are pretty solid. Liliana will quickly make the game unwinnable, so try to have a plan against her and hope they don't thoughtseize it away. I'm still not sure on sideboarding, but Land hate, possibly Spellskite, and any grindy cards like Keranos or Batterskull.
I had the same problems with jund originally as well. I ended up changing my sideboard a bit to what you where I board in Land hate and Keranos (along with batterskull). Keranos has been fantastic and everytime I've played him hes won me the game against Jund. Land hate seems to work really well and gets those pesky man lands that were giving me trouble before. Still not an easy matchup but very winnable.
Edit: To be clear I play Tarmo-twin
I get what your saying. Do you think thrun is a good option as well as batterskull and keranos? I run 21 lands in my TarmoTwin i donno if that matters too much. Any tips on what to side out?
me and a friend were working on a variant of the deck with black instead of white/green as the 3rd color in the deck. we noticed this opened up a turn 2 option of casting the creature disciple of deceit.
what seemed interesting about this is it could be a tutor for combo pieces. either attack with it on turn 3 or end of our opponents turn at 3 mana tap it with either exarch or sprite, then on our turn 4 the inspire triggers and we can pitch something like cryptic command for splinter twin.
vice versa since we were running black we had blightning which could be pitched to find either combo creature.
such pitched spells are reused later by snapcaster mage, yet another card discipe can tutor for by pitching remand or additional disciples to.
i'm not sure we'd go as far as to add springleaf drum so avoid having to attack with disciple just to trigger her inspire ability but there might be reason to do so.
another reason we liked this idea was because black discard gave us all of our opponents hand information allowing us to plan the tutoring out ahead of time, or avoid doing it altogether if our opponents hand had too much disruption and threat.
what do you think?
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I'm just now getting into Tarmo Twin and I have pretty good idea of how to sideboard for most matchups but a buddy of mine plays Bloom Titan and I end up paired against him every week. Just curious how people would sideboard against it.
Hey guys I just come back from my PTQ. I ended up taking 2nd place (134 players) missing the qualification for PT huey after going undefeated in the swiss round. I'll write the full report of my tournament with sideboard tech and detailed games within few days. For the record I played Dargaud's list from BoM, btw thx Dargaud for your awesome list. It is a blast to play !
Congrats on the finish but sorry you didn't quite get there.
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Currently Playing:
Modern: RUGScapeshift[RUG...Occasionally with goyfs RUGTarmotwinRUG(RIP)
Legacy: UWxuwr miracles and stonebladeUWx
Commander: UWRShu Yun/Ruhan SmashUWR
Hey guys I just come back from my PTQ. I ended up taking 2nd place (134 players) missing the qualification for PT huey after going undefeated in the swiss round. I'll write the full report of my tournament with sideboard tech and detailed games within few days. For the record I played Dargaud's list from BoM, btw thx Dargaud for your awesome list. It is a blast to play !
Awesome dude, better luck next time!. I read your post on page 74 and was planing on trying that deck, so i will be waiting for the report!
i didn't fit it into the deck, but the idea of utilizing twitch seemed plossible for tapping down disciple so as to avoid losing her in the combat step. plus twitch cantrips unlike other options i've seen. at this point the deck just seems to tight to add it in.
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Has any consensus developed as to whether Twisted Image is worth playing? Has anybody played with it extensively and have thoughts? I've only tested with it a bit and had mixed results.
i didn't fit it into the deck, but the idea of utilizing twitch seemed plossible for tapping down disciple so as to avoid losing her in the combat step. plus twitch cantrips unlike other options i've seen. at this point the deck just seems to tight to add it in.
Another card you might consider for that deck that does the same thing is Pestermite
With tempo twin, as opposed to all-in, I lean heavily on Anger of the Gods to beat Pod. I side out all of my Remands generally, and bring in a couple Anger, as well as usually one Ancient Grudge for their Birthing Pods and Spellskite. I have also been bringing in Batterskull and Keranos, God of Storms, as the matches tend to get very grindy. It's not too often that I quickly combo them out, as they have a lot of disruption, I've found, post-board. I know some people bring in Blood Moon too, but I haven't had a lot of success with that strategy. They have too many mana dorks, and if they get a Pod going, the mana denial doesn't matter as much.
Pod is the best matchup for TarmoTwin. Typically I just beat them down, but it's fairly easy to combo against them as well. Post board games are even easier, as I bring in 3 anger, 2 grudge, 2 batterskull, 1 keranos, 1 sword of light and shadow, and 1 combust. I think it may take some experience to get comfortable playing grindy matchups, but twin is well equipped for winning them.
I played the 161 player Colorado PTQ this past weekend and 6-2'd.
R1: Scapeshift (1-2)
g1 - Visions into Goyf on the draw makes short work of him.
g2 - I clique away his scapeshift and have counterflux, but he Peers into gigadrowse, taps me down, and has scapeshift the next turn. I've noticed a trend of scapeshift players jamming Gigadrowses even in their maindeck, which has given me more trouble than before. This may be a case where U/R's access to Blood Moon makes a close matchup much easier.
g3 - I punted this game, with dispel/exarch/twin in hand, as I focused on the tarmogoyf plan instead. He ended up using Cryptic and a snap on it to bounce goyf until he got to 8 lands. Really the only cards I had to fear with the combo (provided I left up 4 mana) were Combust and Counterflux, but I think the likelyhood of them stopping/delaying Goyf is higher than them stopping the combo.
R2: Conley Eggs (2-0)
I knew he was on eggs and was happy to see the pairing, as it seems like a fun matchup. Counter heavy draws with goyfs both games made this fairly easy. Clique was quite valuable in helping assess the key cards and keep him off Reshape for long enough. I considered boarding in Grudge, but it's actually useless here. Counterflux and Dispel are great of course - Dispel countering Faith's Reward is huge.
R3: Affinity (2-1)
g1 - I kept a 2 Cryptic, Snapcaster, lighthouse, 3 blue source hand on the play and managed to grind the game long enough for lighthouse to go to town against an empty board, but I ended up flooding anyway and he squeeked a win.
g2 - My opening hand has the combo, but he gets turn 2 torpor orb into turn 3 spellskite. Eventually I draw a grudge and he draws a lethal plating, forcing me to leave torpor orb in play. A second grudge comes up off a desolate lighthouse EOT and allows me to go off with 5 lands.
g3 - I have a goyf draw that could get set up the combo with visions/snapcaster, but he drops turn 1 Illness in the Ranks, turn 2 torpor orb, and later a Spellskite. His main threats is a Ravager and Vault Skirge, along with a few manlands, but I have an EE. I set up the EE for 2 before blocks with a Pestermite in play and blow it for most of his board, taking 5 poison from the modular on Inkmoth. The following turn I block with my Pestermite, then EOT cast another Pestermite untapping a land and Cryptic to bounce his Illness, then go off on turn 5 of turns.
R4: UWR Resto Burn (2-1)
I know this player and had felt his version was harder to play against than traditional UWR, as he has an interesting list (see here) that can be very proactive and doesn't need to tap out ever to do so.
g1 - A Goyf pressures him to take snapcaster from my hand with Clique, while I am threatening to combo for the rest of the game. Eventually a tarmogoyf succeeded in taking him out.
g2 - This game is quite grindy as I Clique him and see tons of removal, but no red source for some of it. I decline to go off with Remand backup when he taps low, which ultimately let him win through attrition.
g3 - A double goyf draw gets him quite low and when he finally deals with that I end up with a Batterskull token equipped with Sword of Light and Shadow, sealing the deal.
R5: TarmoTwin (0-2)
g1 - He misplays a bit and we both are drawing poorly, but ultimately he has the Exarchs and Goyfs along with 4 Bolts and 2 Snapcasters, while my Lighthouse only hit Pestermites, Snapcasters, and many lands.
g2 - He gets a turn 2 goyf, remands my turn 3 pestermite, then uses cryptic to counter the pestermite turn 4. This opens the window for my turn 5 batterskull, but he draws into another cryptic to bounce, followed by a pestermite to close out the match.
It often feels the mirror is heavily draw dependent, as games are not typically grindy and just end up with one player having an overwhelming advantage. I'm not sure how anyone else feels about it.
R6: Living End (2-1)
g1 - My 1 lander is solid on the draw, but yields no lands for 4 turns. I scoop to a Fulminator Mage when I still haven't drawn another land.
g2 - His 1 lander does not yield a land in 5 draws and he scoops after a few attacks with a 4/5 Goyf.
g3 - Neither of our 2 landers produce a 3rd land the rest of the game, but my multiple Snapcaster Bears get the job done.
R7: Angel Pod 2-0
g1 - He mulls to 5 and I combo him out on turn 4 after probe shows he has nothing.
g2 - Goyf into Anger into Keranos takes it away while he has a Spellskite left from an early Chord.
R8: Angel Pod 2-1
g1 - Lighthouse fails to deliver in a grindy game where he opened turn 2 Spellskite. I didn't draw a single burn spell or Cryptic in roughly 30 cards.
g2 - Turn 5 Batterskull takes an easy win as Grudge prevented him from doing much with Pod.
g3 - I don't draw much aside from removal for his threats, so we both end up doing little of anything until I drop a Batterskull and Sword of Light and Shadow on a Clique.
Another player made top 8 with the PT list of TarmoTwin, losing to some Etched Champion/Plating draws and a play mistake involving Electrolyze (1 to nexus 1 to opponent) with Spellskite in play. I'm still very happy with TarmoTwin, but I will give more attention to U/R for a while to reevaluate the deck. I'm hesitant as the pod and uwr matchups seem to be worse, but I look forward to Neofit's report.
The thing about Shadow of Doubt is that it can really hurt you once it's not a surprise. With spreading seas you can just toss it out there T2 whether they expect it or not and you're done with it. If they expect Shadow of Doubt, they can just sit on fetchlands, preventing a lot of countermagic or EOT action. If you have success though, go for it.
Nothing wrong with skipping those two cards.
Don't forget, though, that Seas can let you Blood Mon your opponent with a single Island in play then Seas one of your nonbasics-turned-Mountains to get a card draw and another U source.
Did you test against pod? can you give some advices? to me is a evry dificult match up, im thinking about anger of the gods because of this, but im no really sell on that card
The best time in general, regardless of whether you plan to combo, is EOT, since you usually want to leave countermagic/removal mana open. I will only really cast them upkeep if there's something I can prevent with a tap (e.g. stopping a Liliana or Pod), or during combat if I want to tap an attacker creature, or even main phase if untapping a land is important, but end step is the default.
You should change your mind on that card, I questioned it, but after a bit of play, it's pretty important for managing persisters/voice. In general for pod though, you need to be pretty fast with whatever you're doing, because they tend to have inevitability. Doesn't mean you need to combo win, fast could mean bolt into blood moon, or plenty of removal and snapcasters. Just avoid keep something like 4 lands+2 Ancient Grudge and a Keranos.
It's always been miserable matchup. I'm on the fence whether Tarmo or UR twin is better, UR gets the one-sided blood moon, the goyfs help, but Jund has enough removal that they're only solid, not amazing. Halimar Depths, Tectonic Edge, and lighthouse are pretty solid. Liliana will quickly make the game unwinnable, so try to have a plan against her and hope they don't thoughtseize it away. I'm still not sure on sideboarding, but Land hate, possibly Spellskite, and any grindy cards like Keranos or Batterskull.
By tapping the mana source on upkeep required for casting it.
I had the same problems with jund originally as well. I ended up changing my sideboard a bit to what you where I board in Land hate and Keranos (along with batterskull). Keranos has been fantastic and everytime I've played him hes won me the game against Jund. Land hate seems to work really well and gets those pesky man lands that were giving me trouble before. Still not an easy matchup but very winnable.
Edit: To be clear I play Tarmo-twin
I get what your saying. Do you think thrun is a good option as well as batterskull and keranos? I run 21 lands in my TarmoTwin i donno if that matters too much. Any tips on what to side out?
what seemed interesting about this is it could be a tutor for combo pieces. either attack with it on turn 3 or end of our opponents turn at 3 mana tap it with either exarch or sprite, then on our turn 4 the inspire triggers and we can pitch something like cryptic command for splinter twin.
vice versa since we were running black we had blightning which could be pitched to find either combo creature.
such pitched spells are reused later by snapcaster mage, yet another card discipe can tutor for by pitching remand or additional disciples to.
i'm not sure we'd go as far as to add springleaf drum so avoid having to attack with disciple just to trigger her inspire ability but there might be reason to do so.
another reason we liked this idea was because black discard gave us all of our opponents hand information allowing us to plan the tutoring out ahead of time, or avoid doing it altogether if our opponents hand had too much disruption and threat.
what do you think?
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For reference the MD configuration I was using:
1x Arid Mesa
2x Breeding Pool
1x Flooded Grove
1x Forest
2x Hinterland Harbor
2x Island
1x Mountain
1x Rootbound Crag
4x Scalding Tarn
3x Steam Vents
1x Stomping Ground
2x Sulfur Falls
1x Electrolyze
4x Lightning Bolt
4x Remand
1x Spell Snare
3x Deceiver Exarch
3x Pestermite
4x Snapcaster Mage
4x Tarmogoyf
2x Vendilion Clique
4x splinter twin
1x Flame Slash
2x Gitaxian Probe
4x Serum Visions
2x Anger of the Gods
1x Batterskull
1x Counterflux
2x Dispel
1x Engineered Explosives
2x Negate
2x Relic of Progenitus
1x Thrun, the Last Troll
1x Vendilion Clique
yeah the mana is janky, but its what I have right now and it works perfectly fine.
Modern:
RUGScapeshift[RUG...Occasionally with goyfs
RUGTarmotwinRUG(RIP)
Legacy:
UWxuwr miracles and stonebladeUWx
Commander:
UWRShu Yun/Ruhan SmashUWR
Congrats on the finish but sorry you didn't quite get there.
Modern:
RUGScapeshift[RUG...Occasionally with goyfs
RUGTarmotwinRUG(RIP)
Legacy:
UWxuwr miracles and stonebladeUWx
Commander:
UWRShu Yun/Ruhan SmashUWR
Awesome dude, better luck next time!. I read your post on page 74 and was planing on trying that deck, so i will be waiting for the report!
2 go for the throat
2 cryptic command
1 damnation
1 drown in sorrow
4 izzet charm
1 gitaxian probe
2 blightning
3 pestermite
3 deceiver exarch
3 disciple of deceit
1 spellskite
1 kiki-jiki, mirror breaker
2 vendilion clique
3 snapcaster mage
1 olivia voldaren
i didn't fit it into the deck, but the idea of utilizing twitch seemed plossible for tapping down disciple so as to avoid losing her in the combat step. plus twitch cantrips unlike other options i've seen. at this point the deck just seems to tight to add it in.
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Another card you might consider for that deck that does the same thing is Pestermite
With tempo twin, as opposed to all-in, I lean heavily on Anger of the Gods to beat Pod. I side out all of my Remands generally, and bring in a couple Anger, as well as usually one Ancient Grudge for their Birthing Pods and Spellskite. I have also been bringing in Batterskull and Keranos, God of Storms, as the matches tend to get very grindy. It's not too often that I quickly combo them out, as they have a lot of disruption, I've found, post-board. I know some people bring in Blood Moon too, but I haven't had a lot of success with that strategy. They have too many mana dorks, and if they get a Pod going, the mana denial doesn't matter as much.
I played the 161 player Colorado PTQ this past weekend and 6-2'd.
R1: Scapeshift (1-2)
g1 - Visions into Goyf on the draw makes short work of him.
g2 - I clique away his scapeshift and have counterflux, but he Peers into gigadrowse, taps me down, and has scapeshift the next turn. I've noticed a trend of scapeshift players jamming Gigadrowses even in their maindeck, which has given me more trouble than before. This may be a case where U/R's access to Blood Moon makes a close matchup much easier.
g3 - I punted this game, with dispel/exarch/twin in hand, as I focused on the tarmogoyf plan instead. He ended up using Cryptic and a snap on it to bounce goyf until he got to 8 lands. Really the only cards I had to fear with the combo (provided I left up 4 mana) were Combust and Counterflux, but I think the likelyhood of them stopping/delaying Goyf is higher than them stopping the combo.
R2: Conley Eggs (2-0)
I knew he was on eggs and was happy to see the pairing, as it seems like a fun matchup. Counter heavy draws with goyfs both games made this fairly easy. Clique was quite valuable in helping assess the key cards and keep him off Reshape for long enough. I considered boarding in Grudge, but it's actually useless here. Counterflux and Dispel are great of course - Dispel countering Faith's Reward is huge.
R3: Affinity (2-1)
g1 - I kept a 2 Cryptic, Snapcaster, lighthouse, 3 blue source hand on the play and managed to grind the game long enough for lighthouse to go to town against an empty board, but I ended up flooding anyway and he squeeked a win.
g2 - My opening hand has the combo, but he gets turn 2 torpor orb into turn 3 spellskite. Eventually I draw a grudge and he draws a lethal plating, forcing me to leave torpor orb in play. A second grudge comes up off a desolate lighthouse EOT and allows me to go off with 5 lands.
g3 - I have a goyf draw that could get set up the combo with visions/snapcaster, but he drops turn 1 Illness in the Ranks, turn 2 torpor orb, and later a Spellskite. His main threats is a Ravager and Vault Skirge, along with a few manlands, but I have an EE. I set up the EE for 2 before blocks with a Pestermite in play and blow it for most of his board, taking 5 poison from the modular on Inkmoth. The following turn I block with my Pestermite, then EOT cast another Pestermite untapping a land and Cryptic to bounce his Illness, then go off on turn 5 of turns.
R4: UWR Resto Burn (2-1)
I know this player and had felt his version was harder to play against than traditional UWR, as he has an interesting list (see here) that can be very proactive and doesn't need to tap out ever to do so.
g1 - A Goyf pressures him to take snapcaster from my hand with Clique, while I am threatening to combo for the rest of the game. Eventually a tarmogoyf succeeded in taking him out.
g2 - This game is quite grindy as I Clique him and see tons of removal, but no red source for some of it. I decline to go off with Remand backup when he taps low, which ultimately let him win through attrition.
g3 - A double goyf draw gets him quite low and when he finally deals with that I end up with a Batterskull token equipped with Sword of Light and Shadow, sealing the deal.
R5: TarmoTwin (0-2)
g1 - He misplays a bit and we both are drawing poorly, but ultimately he has the Exarchs and Goyfs along with 4 Bolts and 2 Snapcasters, while my Lighthouse only hit Pestermites, Snapcasters, and many lands.
g2 - He gets a turn 2 goyf, remands my turn 3 pestermite, then uses cryptic to counter the pestermite turn 4. This opens the window for my turn 5 batterskull, but he draws into another cryptic to bounce, followed by a pestermite to close out the match.
It often feels the mirror is heavily draw dependent, as games are not typically grindy and just end up with one player having an overwhelming advantage. I'm not sure how anyone else feels about it.
R6: Living End (2-1)
g1 - My 1 lander is solid on the draw, but yields no lands for 4 turns. I scoop to a Fulminator Mage when I still haven't drawn another land.
g2 - His 1 lander does not yield a land in 5 draws and he scoops after a few attacks with a 4/5 Goyf.
g3 - Neither of our 2 landers produce a 3rd land the rest of the game, but my multiple Snapcaster Bears get the job done.
R7: Angel Pod 2-0
g1 - He mulls to 5 and I combo him out on turn 4 after probe shows he has nothing.
g2 - Goyf into Anger into Keranos takes it away while he has a Spellskite left from an early Chord.
R8: Angel Pod 2-1
g1 - Lighthouse fails to deliver in a grindy game where he opened turn 2 Spellskite. I didn't draw a single burn spell or Cryptic in roughly 30 cards.
g2 - Turn 5 Batterskull takes an easy win as Grudge prevented him from doing much with Pod.
g3 - I don't draw much aside from removal for his threats, so we both end up doing little of anything until I drop a Batterskull and Sword of Light and Shadow on a Clique.
Another player made top 8 with the PT list of TarmoTwin, losing to some Etched Champion/Plating draws and a play mistake involving Electrolyze (1 to nexus 1 to opponent) with Spellskite in play. I'm still very happy with TarmoTwin, but I will give more attention to U/R for a while to reevaluate the deck. I'm hesitant as the pod and uwr matchups seem to be worse, but I look forward to Neofit's report.