Yeah, wasn't worried about most of the matchups. For green I have 2 Oubliette's main and one side, the 3 tendrils and the grasps (which with witches can kill most of their stuff). The real advantage I have over the pure paper banlist is that I can run my 2-of Chainer's Edicts also, which vines won't protect against and have the flashback for later-game when we are both running out of steam. The Thorns should help with them too with deathtouch, just have to be careful not to drop it when they are going wide (because of monarch) It's definitely the list I'm watching for though. Apparently a u/w heroic deck took first that night. List sounded like the standard monowhite build, but splashed blue for counters like spell pierce and included aqueous form and such.
I find Rats and Unearth combo useful against Tron and Control decks. But I really struggle against Elves, Boggles and Burn. These matchups I find almost impossible. I guess I make a lot of mistakes like drawing cards through Sign in Blood against Burn or not killing some of early Elves. I have like 50:50 ratio against U Delver. Sometimes I am even crushed by some homebrew decks, but that's another story.
Are there any common tips and tricks against Tier 1 decks? Also how important is running Cuombajj Witches? What about Thorn of the Black Rose some builds use it, some do not.
I found it interesting in this build from MTGO which gone undefeated 5:0.
What is it about elves and boggles you struggle against, is it something that running duress or ostracize could fix in board? Burn is kind of obvious, this deck tends to be kind of suicidal as far as life spent early game sometimes.
Having play-tested some, the witches are pretty great, and can pile onto combat damage or things like disfigure/grasp to make them that much worse. For 2 mana, they defend pretty well too. Thorns of the Black Rose are mostly there for the control matchups, tron and even mono green (sometimes). They give extra card draw and a nice deathtouch blocker, they are pretty bad against decks that are going wide though.
I've had wins against Boggles and Elves. Against Boggles I prefer Geth's Verdict over Chainer's Edict since Verdict allows me to respond to Cartouche of Solidarity/Khalni Garden. Chainer's Edict is really great because of the flashback, but I don't have any due to my budget. Then I switch out some spot removal for Shrivel to try and clear out their early plays. Discard really helps here too. I switch Faceless Butcher for Mesmeric Fiend to pick away at their enchantments. That plus Duress and Wrench Mind gets them top decking fast. Against Elves they'd play out all their creatures and my Wrench Mind would hit their value cards like Distant Melody. Evincar's Justice is great against Elves since they spend their early turns tapping elves with Birchlore Rangers to cast as much creatures as they can.
I haven't come across Delver yet, but I'd probably go with Discard and Shrivel post board and maybe drop Faceless Butcher for some more spot removal.
I managed to make the event this week. The only change to my deck being that I only tracked down one Thorn of the Black Rose, so I replaced the SB one with a third Oubliette a friend loaned me.
Mono Green Elves 2-0
This game proved to be fairly easy on account of opening with a crypt rats both games. Witches were the real all-stars in this match though. Wrap in Vigor game 2 was mildly annoying, but it wasn't enough to stop a fortuitous Pestilence.
Mono Blue Delver 2-1
Game 1 was pretty obnoxious. I dropped an early game witches, which stopped a turn 1 delver before it flipped. Had a couple clutch spells get countered, and ended up getting pounded by Spire Golems. Games 2 and 3 were much better with Duress from board. I managed to stop a couple early counters both games. Game 2 I managed to get 2 witches into play, which was apparently pretty back breaking for him as I didn't see more than one Spire Golem, and I closed it out with an unanswered gray merchant. Game 3 I had grasps for the two golems, and an unanswered crypt rats to wipe out his faeries early game. This match could have been pretty bad if he had been drawing better I think.
Mono Red Burn 0-2
I came close game 1 with gray merchant triggers, but I just couldn't close out despite the life gain. Game 2 I just drew terribly all game, getting a bit mana flooded when I just needed more devotion on board for a gray merchant trigger. I'm really not sure how I do in this match because of game 2's flood. It feels like it is ultimately up to getting early game devotion and being careful not to drop too much life on signs.
4c Tron 2-1
Game 1 I got smashed to pieces, I didn't see either edict or the Thorn and the mana just spun out of control right at the start. I had no way of stopping the crusher. Game 2 I was able to stop his mana early with a timely Choking Sands, and hit his hand with wrench mind after he dropped his chromatic star and prism, dropping a crusher and a fangren hunter. He just never recovered. Game 3 I didn't see a choking sands right away and had to deal with a fangren hunter, but managed to draw into tendrils to deal with it. When he dropped a crusher, I had an edict to deal with it, which he admitted after the game of not having any way of getting rid of edict from yard to stop me from flashing it back on his second crusher. I ended up oublietting another fangren and drained him out with back to back merchants.
I feel it went pretty well all-in-all. Not sure I've seen enough to change anything yet though. Affinity took first, I somehow avoided seeing any of them that night.
Thanks for the results! Looks like it was pretty successful especially for your first run!
What was your sideboard plan against Burn? I find burn to be very easy, especially post board. The best thing to do is not worry about life gain and go hard with hand disruption. The sooner they go into top deck mode the better, then let the Gray Merchants put you ahead on life.
Skred delver lists look pretty good there though. Yeah, I'm really not liking some of their choices in those black decks. Like the Dusk Legion Zealot as a 4-of, or one of them with a lone duress in the sideboard. Also surprised to see no wrench minds or anything. I have considered running double Twisted Abomination somewhere in the 75 though, seems like a solid threat for late game. Part of me is actually considering swapping out Thorn of the Black Rose for them, but I felt monarch was actually pretty helpful when it happened and that 1/3 deathtouch body isn't anything to scoff at either a lot of times. I'll be hitting pauper up again this week and see how the current deck holds again before I make any changes, however.
Also, I'm kind of surprised that Ghastly Demise doesn't see more play. Like, yeah it has the potential to just be a worse doomblade, but I feel like it can do some real work.
I was thinking about this too, but I think Relentless Rats will require too much deck space to make it work in MBC. We already have a great beater with Gurmag Angler and a lot of quality spells. Relentless Rats seems like it will be best as a new archetype in this format.
If only Undead Gladiator had been shifted to common and not just uncommon, heh.
That would be pretty cool! Twisted Abomination is pretty good, but requires using spell space for a Raise Dead effect. Undead Gladiator having one built in to its design is really strong, so maybe we will never see something like that in Pauper. A man can dream... A man can dream.
Including Scavenger has made the deck much better against control decks, and Wight is still amazing against aggro. The deck has a very good chance of going shriekhorn/memory sluice t1 into t2 scavenger/angler/tarmowight.
Private Mod Note
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Rollback Post to RevisionRollBack
Pauper: UB Wight Phantasm RB Burn UR Faerie Rites of Initiation
Went to a small event on Friday with my previously listed deck;
Round 1: Mono-white Heroic (2-1)
Game 1 was pretty easy, I opened with 1 Gray Merchant of Asphodel, 1 Oubliette, 1 Phyrexian Rager, 1 Chainer's Edict and 3 swamps. She had to mull once, but opened with a Lagonna-Band Trailblazer and Hyena Umbra. I let her drop a Cho-Manno's Blessing and a Cartouche of Solidarityon it. I ended up disfiguring the token and dropping edict on it. I drew into two gray merchants and oubliette'd her next Lagonna. Pretty easy game. Game 2 I didn't see any edicts and started really feeling the Cho-Manno's and she had boarded in some Death Speakers. I just couldn't draw into anything useful it felt like as the board got flooded with tons of pro-black. Game 3 I opened with a pair of Cuombajj Witches which did a lot of work simply by denying Akroan Skyguard. I had a grasp for a Lagonna in response to her trying to slap a cartouche on it and had edicts to force her to trash the Death Speakers she drew. She couldn't keep up with rats and ragers smashing her every turn.
Round 2: Skred Delver (0-2)
Game 1 I had answers for all the delvers (he was forced to deal with a pair of witches early game, but lost 3/4 of his delvers in the game). However, I got mana flooded pretty hard mid game and fell behind the card draw from Ninja of the Deep Hours + Augur of Bolas and couldn't recover. Game 2 I had to mull to 5 and saw no card draw and none of my hand destruction I had boarded in (I was up to 4 duress and 3 wrench mind, drew 0 of them). Was an easy match for him with my bad luck. I feel I could actually win this match pretty easily if I didn't get totally hosed on my draws every time.
Round 3: Boros Landfall (2-0)
Game 1 I opened with 2 witches and a disfigure. His Steppe Lynxs and Plated Geopedes were pretty worthless there. I had a mid-game wrench mind that dumped his hand and forced him into top deck mode. He drew a Squadron Hawk and ended up playing them all, but I dropped crypt rats and killed them all by hitting everything for 1. Game 2 I opened with 2 Wrench Minds and drew into a third on turn 2. He opened with a squadron hawk, but I played the wrench minds into them anyways and he was forced into top deck mode early, I ended up dropping a pestilence and clearing the table. He never recovered.
Best matchups are fair creature decks. Worst are graveyard decks and White Weenie. The sideboard has actually become less complex with time. I've found that if I need an effect, I really need that effect.
MBC already has a lot of Card Advantage, so a cantrip creature with a 1/1 is pretty weak. Rager is so prevalent because of his better stats. Witches gives us other advantages by being able to ping off 1 toughness creatures and adding 2 to our devotion count, plus it can block better than a Zealot. I would only use Zealot if I didn't have any Witches in my collection.
I would also suggest swapping your counts on Wrench Mind and Chainer's Edict. The discard is really strong even if it's not Hymn and Chainer's gives you double casts for each copy, so having 2 Chainer's plus 2 Geth's Verdict main deck is strong. Then having some Geth's Verdicts in the SB can give you reactive edicts which are very strong against Bogles and Heroic decks.
I definitely won't be dropping the witches anytime soon, they were too useful in so many matchups. Even in situations where they were using mid-rangey creatures, they still had to be wary of blocks with untapped witches around. Decks like delver and heroic struggle with them immensely. I have been fairly impressed with them so far and am rarely sad to see them in the opener. I just don't feel like Zealot is useful here, the 1/1 body is mostly useless and as Darkninja noted, we have plenty of card draw.
I went to another little pauper event this past Friday, and actually took first this time.
Round 1: U/R Kiln Fiend (2-0)
This was a fairly easy deck to play against. He had few answers to cards like wrench mind and grasp/disfigure. He was very frustrated by plays like wrench mind into chittering rats. Game 2 I got two witches on field and he couldn't even play a Kiln Fiend, instead having to play a Nivix Cyclops, which he defended once with Apostle's Blessing then lost it to an edict. Feel like he lost this one at pairings.
Round 2: Temporal Spring Lock (2-0)
Boy, this match would be obnoxious if we didn't have so much card draw. He struggled to keep my land count down and tried to choke my draws by reusing temporal spring, but I just had too much draw from things like sign in blood and rager. Both games were similar, with me landing a couple oubliettes on field and finishing him off with a big merchant. He was almost successful in game 1... but he ran out of gas before he could really lock me out. Game 2 I forced him into top deck mode fairly early by dropping a turn 4 wrench mind, forcing him to drop most of his hand. He never got a handle on the game.
Round 3: W/B (2-1) [this deck]
He didn't really seem to have any removal for oubliette and most of his creatures died to grasp. I was able to mitigate his Guardian of the Guildpact with edicts and such. Game 1 I basically just overwhelmed him as he didn't have much removal for things like chittering rats and ragers. Game 2 I failed to see any edicts, and he managed to get a pair of guardians on the field. I was able to push him into single digits, but couldn't draw into a merchant or an edict to finish it out. Game 3 was a slaughter as I forced him into top deck early with a well-timed wrench mind and had removal for each of his creatures. He dropped Palace Sentinels, which proved to be a bad choice, as I killed his creature and took monarch for the rest of the game. I ended up killing him with a big merchant due to three oubliettes on field.
It feels like its playing pretty well. I played a couple of funsie matches vs green stompy and got beaten two games in a row due to bad draws, but that was mostly a bad luck problem. I believe I have begun to kind of annoy people with the oubliette into Gary tech here, heh.
4 Chittering Rats
4 Cuombajj Witches
4 Gray Merchant of Asphodel
4 Phyrexian Rager
2 Gurmag Angler
Enchantments (3):
1 Pestilence
2 Dead Weight
Sorceries (12):
4 Chainer's Edict
4 Sign in Blood
4 Unearth
3 Tendrils of Corruption
2 Grasp of Darkness
1 Spinning Darkness
1 Reaping the Graves
Lands (20):
16 Swamp
3 Barren Moor
1 Bojuka Bog
3 Wrench Mind
2 Disfigure
2 Distress
2 Doom Blade
2 Evincar's Justice
2 Relic of Progenitus
1 Crypt Incursion
1 Pestilence
I find Rats and Unearth combo useful against Tron and Control decks. But I really struggle against Elves, Boggles and Burn. These matchups I find almost impossible. I guess I make a lot of mistakes like drawing cards through Sign in Blood against Burn or not killing some of early Elves. I have like 50:50 ratio against U Delver. Sometimes I am even crushed by some homebrew decks, but that's another story.
Are there any common tips and tricks against Tier 1 decks? Also how important is running Cuombajj Witches? What about Thorn of the Black Rose some builds use it, some do not.
I found it interesting in this build from MTGO which gone undefeated 5:0.
2 Cuombajj Witches
4 Chittering Rats
2 Crypt Rats
4 Phyrexian Rager
4 Gray Merchant of Asphodel
2 Gurmag Angler
Spells (15)
2 Chainer's Edict
3 Geth's Verdict
2 Sign in Blood
3 Victim of Night
3 Wrench Mind
2 Tendrils of Corruption
2 Dead Weight
1 Eternal Thirst
1 Pestilence
Lands (23)
2 Barren Moor
2 Bojuka Bog
19 Swamp
3 Duress
2 Nihil Spellbomb
1 Unearth
1 Death Denied
1 Eternal Thirst
1 Nausea
4 Choking Sands
2 Unmake
Mono U Draw & Go fan
Decks:
Modern - Mono U Tron, UR Delver
Legacy - UR Delver
Pauper - BGRUW Tron, Mono U Delver, Mono B Control
Having play-tested some, the witches are pretty great, and can pile onto combat damage or things like disfigure/grasp to make them that much worse. For 2 mana, they defend pretty well too. Thorns of the Black Rose are mostly there for the control matchups, tron and even mono green (sometimes). They give extra card draw and a nice deathtouch blocker, they are pretty bad against decks that are going wide though.
2 Quicksand
20 Swamp
Creatures
4 Ravenous Rats
1 Cuombajj Witches
2 Phyrexian Rager
1 Chittering Rats
3 Faceless Butcher
4 Gray Merchant of Asphodel
1 Gurmag Angler
4 Duress
1 Tragic Slip
1 Doom Blade
1 Eternal Thirst
2 Grim Harvest
2 Geth's Verdict
3 Sign in Blood
4 Wrench Mind
2 Read the Bones
1 Evincar's Justice
3 Mesmeric Fiend
3 Shrivel
2 Geth's Verdict
2 Victim of Night
3 Complete Disregard
2 Faerie Macabre
I've had wins against Boggles and Elves. Against Boggles I prefer Geth's Verdict over Chainer's Edict since Verdict allows me to respond to Cartouche of Solidarity/Khalni Garden. Chainer's Edict is really great because of the flashback, but I don't have any due to my budget. Then I switch out some spot removal for Shrivel to try and clear out their early plays. Discard really helps here too. I switch Faceless Butcher for Mesmeric Fiend to pick away at their enchantments. That plus Duress and Wrench Mind gets them top decking fast. Against Elves they'd play out all their creatures and my Wrench Mind would hit their value cards like Distant Melody. Evincar's Justice is great against Elves since they spend their early turns tapping elves with Birchlore Rangers to cast as much creatures as they can.
I haven't come across Delver yet, but I'd probably go with Discard and Shrivel post board and maybe drop Faceless Butcher for some more spot removal.
2 Barren Moor
2 Ghoulcaller's Chant
4 Memory Sluice
4 Geth's Verdict
2 Chainer's Edict
4 Duress
4 Shriekhorn
4 Wight of Precinct Six
4 Chittering Rats
4 Gurmag Angler
2 Crypt Rats
UB Wight Phantasm
RB Burn
UR Faerie Rites of Initiation
Legacy:
R Burn
CG-Post
Mono U Draw & Go fan
Decks:
Modern - Mono U Tron, UR Delver
Legacy - UR Delver
Pauper - BGRUW Tron, Mono U Delver, Mono B Control
It currently folds to counterspells. I probably need to reduce the amount of discard in favor of more threats.
UB Wight Phantasm
RB Burn
UR Faerie Rites of Initiation
Legacy:
R Burn
CG-Post
Mono Green Elves 2-0
This game proved to be fairly easy on account of opening with a crypt rats both games. Witches were the real all-stars in this match though. Wrap in Vigor game 2 was mildly annoying, but it wasn't enough to stop a fortuitous Pestilence.
Mono Blue Delver 2-1
Game 1 was pretty obnoxious. I dropped an early game witches, which stopped a turn 1 delver before it flipped. Had a couple clutch spells get countered, and ended up getting pounded by Spire Golems. Games 2 and 3 were much better with Duress from board. I managed to stop a couple early counters both games. Game 2 I managed to get 2 witches into play, which was apparently pretty back breaking for him as I didn't see more than one Spire Golem, and I closed it out with an unanswered gray merchant. Game 3 I had grasps for the two golems, and an unanswered crypt rats to wipe out his faeries early game. This match could have been pretty bad if he had been drawing better I think.
Mono Red Burn 0-2
I came close game 1 with gray merchant triggers, but I just couldn't close out despite the life gain. Game 2 I just drew terribly all game, getting a bit mana flooded when I just needed more devotion on board for a gray merchant trigger. I'm really not sure how I do in this match because of game 2's flood. It feels like it is ultimately up to getting early game devotion and being careful not to drop too much life on signs.
4c Tron 2-1
Game 1 I got smashed to pieces, I didn't see either edict or the Thorn and the mana just spun out of control right at the start. I had no way of stopping the crusher. Game 2 I was able to stop his mana early with a timely Choking Sands, and hit his hand with wrench mind after he dropped his chromatic star and prism, dropping a crusher and a fangren hunter. He just never recovered. Game 3 I didn't see a choking sands right away and had to deal with a fangren hunter, but managed to draw into tendrils to deal with it. When he dropped a crusher, I had an edict to deal with it, which he admitted after the game of not having any way of getting rid of edict from yard to stop me from flashing it back on his second crusher. I ended up oublietting another fangren and drained him out with back to back merchants.
I feel it went pretty well all-in-all. Not sure I've seen enough to change anything yet though. Affinity took first, I somehow avoided seeing any of them that night.
What was your sideboard plan against Burn? I find burn to be very easy, especially post board. The best thing to do is not worry about life gain and go hard with hand disruption. The sooner they go into top deck mode the better, then let the Gray Merchants put you ahead on life.
-2 Chainer's Edict
-1 Pestilence
-1 Crypt Rats
-1 Oubliette
-1 Sign in Blood
+4 Duress
+1 Thorn of the Black Rose
+1 Wrench Mind
I find that interesting.
Mono U Draw & Go fan
Decks:
Modern - Mono U Tron, UR Delver
Legacy - UR Delver
Pauper - BGRUW Tron, Mono U Delver, Mono B Control
Also, I'm kind of surprised that Ghastly Demise doesn't see more play. Like, yeah it has the potential to just be a worse doomblade, but I feel like it can do some real work.
That would be pretty cool! Twisted Abomination is pretty good, but requires using spell space for a Raise Dead effect. Undead Gladiator having one built in to its design is really strong, so maybe we will never see something like that in Pauper. A man can dream... A man can dream.
2 Barren Moor
2 Ghoulcaller's Chant
4 Memory Sluice
4 Geth's Verdict
4 Duress
4 Shriekhorn
4 Wight of Precinct Six
4 Chittering Rats
4 Gurmag Angler
4 Sultai Scavenger
4 Crippling Fatigue
2 Crypt Rats
2 Chainer's Edict
Including Scavenger has made the deck much better against control decks, and Wight is still amazing against aggro. The deck has a very good chance of going shriekhorn/memory sluice t1 into t2 scavenger/angler/tarmowight.
UB Wight Phantasm
RB Burn
UR Faerie Rites of Initiation
Legacy:
R Burn
CG-Post
Mono U Draw & Go fan
Decks:
Modern - Mono U Tron, UR Delver
Legacy - UR Delver
Pauper - BGRUW Tron, Mono U Delver, Mono B Control
Round 1: Mono-white Heroic (2-1)
Game 1 was pretty easy, I opened with 1 Gray Merchant of Asphodel, 1 Oubliette, 1 Phyrexian Rager, 1 Chainer's Edict and 3 swamps. She had to mull once, but opened with a Lagonna-Band Trailblazer and Hyena Umbra. I let her drop a Cho-Manno's Blessing and a Cartouche of Solidarityon it. I ended up disfiguring the token and dropping edict on it. I drew into two gray merchants and oubliette'd her next Lagonna. Pretty easy game. Game 2 I didn't see any edicts and started really feeling the Cho-Manno's and she had boarded in some Death Speakers. I just couldn't draw into anything useful it felt like as the board got flooded with tons of pro-black. Game 3 I opened with a pair of Cuombajj Witches which did a lot of work simply by denying Akroan Skyguard. I had a grasp for a Lagonna in response to her trying to slap a cartouche on it and had edicts to force her to trash the Death Speakers she drew. She couldn't keep up with rats and ragers smashing her every turn.
Round 2: Skred Delver (0-2)
Game 1 I had answers for all the delvers (he was forced to deal with a pair of witches early game, but lost 3/4 of his delvers in the game). However, I got mana flooded pretty hard mid game and fell behind the card draw from Ninja of the Deep Hours + Augur of Bolas and couldn't recover. Game 2 I had to mull to 5 and saw no card draw and none of my hand destruction I had boarded in (I was up to 4 duress and 3 wrench mind, drew 0 of them). Was an easy match for him with my bad luck. I feel I could actually win this match pretty easily if I didn't get totally hosed on my draws every time.
Round 3: Boros Landfall (2-0)
Game 1 I opened with 2 witches and a disfigure. His Steppe Lynxs and Plated Geopedes were pretty worthless there. I had a mid-game wrench mind that dumped his hand and forced him into top deck mode. He drew a Squadron Hawk and ended up playing them all, but I dropped crypt rats and killed them all by hitting everything for 1. Game 2 I opened with 2 Wrench Minds and drew into a third on turn 2. He opened with a squadron hawk, but I played the wrench minds into them anyways and he was forced into top deck mode early, I ended up dropping a pestilence and clearing the table. He never recovered.
I am seriously considering dropping Grasp of Darkness in main for Geth's Verdict maybe.
18 Swamp
1 Bojuka Bog
3 Barren Moor
3 Cuombajj Witches
2 Tendrils of Corruption
4 Sign in Blood
3 Chainer's Edict
2 Crypt Rats
4 Chittering Rats
4 Phyrexian Rager
4 Gray Merchant of Asphodel
1 Gurmag Angler
2 Geth's Verdict
2 Oubliette
4 Unearth
1 Victim of Night
2 Grasp of Darkness
3 Duress
1 Nihil Spellbomb
1 Doom Blade
2 Nausea
3 Choking Sands
1 Relic of Progenitus
1 Evincar's Justice
2 Disfigure
1 Cuombajj Witches
I was about to including some Disfigure instead of Grasp of Darkness and maybe +1 Victim of Night, but dunno.
Mono U Draw & Go fan
Decks:
Modern - Mono U Tron, UR Delver
Legacy - UR Delver
Pauper - BGRUW Tron, Mono U Delver, Mono B Control
Nearly all my Paper Pauper takes place in the Battle Box variety (ie. uniform distribution of the meta, including both Tier 1 decks and brews).
That Battle Box has no banlist or online rarities.
4 Barren Moor
18 Swamp
Proactive
2 Cuombajj Witches
4 Hymn to Tourach
4 Sign in Blood
4 Chittering Rats
2 Crypt Rats
4 Phyrexian Rager
2 Thorn of the Black Rose
4 Gray Merchant of Asphodel
2 Gurmag Angler
1 Unearth
4 Geth's Verdict
1 Victim of Night
2 Oubliette
1 Tendrils of Corruption
1 Corrupt
4 Disfigure
4 Duress
3 Nihil Spellbomb
4 Rancid Earth
Best matchups are fair creature decks. Worst are graveyard decks and White Weenie. The sideboard has actually become less complex with time. I've found that if I need an effect, I really need that effect.
Elvish Visionary is underrated in every format, but I think there's a choice between Dusk Legion Zealot and Cuombajj Witches, and Witches just locks certain matchups down.
MBC already has a lot of Card Advantage, so a cantrip creature with a 1/1 is pretty weak. Rager is so prevalent because of his better stats. Witches gives us other advantages by being able to ping off 1 toughness creatures and adding 2 to our devotion count, plus it can block better than a Zealot. I would only use Zealot if I didn't have any Witches in my collection.
I would also suggest swapping your counts on Wrench Mind and Chainer's Edict. The discard is really strong even if it's not Hymn and Chainer's gives you double casts for each copy, so having 2 Chainer's plus 2 Geth's Verdict main deck is strong. Then having some Geth's Verdicts in the SB can give you reactive edicts which are very strong against Bogles and Heroic decks.
Round 1: U/R Kiln Fiend (2-0)
This was a fairly easy deck to play against. He had few answers to cards like wrench mind and grasp/disfigure. He was very frustrated by plays like wrench mind into chittering rats. Game 2 I got two witches on field and he couldn't even play a Kiln Fiend, instead having to play a Nivix Cyclops, which he defended once with Apostle's Blessing then lost it to an edict. Feel like he lost this one at pairings.
Round 2: Temporal Spring Lock (2-0)
Boy, this match would be obnoxious if we didn't have so much card draw. He struggled to keep my land count down and tried to choke my draws by reusing temporal spring, but I just had too much draw from things like sign in blood and rager. Both games were similar, with me landing a couple oubliettes on field and finishing him off with a big merchant. He was almost successful in game 1... but he ran out of gas before he could really lock me out. Game 2 I forced him into top deck mode fairly early by dropping a turn 4 wrench mind, forcing him to drop most of his hand. He never got a handle on the game.
Round 3: W/B (2-1) [this deck]
He didn't really seem to have any removal for oubliette and most of his creatures died to grasp. I was able to mitigate his Guardian of the Guildpact with edicts and such. Game 1 I basically just overwhelmed him as he didn't have much removal for things like chittering rats and ragers. Game 2 I failed to see any edicts, and he managed to get a pair of guardians on the field. I was able to push him into single digits, but couldn't draw into a merchant or an edict to finish it out. Game 3 was a slaughter as I forced him into top deck early with a well-timed wrench mind and had removal for each of his creatures. He dropped Palace Sentinels, which proved to be a bad choice, as I killed his creature and took monarch for the rest of the game. I ended up killing him with a big merchant due to three oubliettes on field.
It feels like its playing pretty well. I played a couple of funsie matches vs green stompy and got beaten two games in a row due to bad draws, but that was mostly a bad luck problem. I believe I have begun to kind of annoy people with the oubliette into Gary tech here, heh.