Hey guys/gals. I'm quite new to the Blue Moon shell, but I've put in a decent bit of time playing Jeskai so I feel like I know my way around a Snapcaster Mage decently well. Just wanted to share a write-up from Modern at my LGS tonight that I also posted on the ModernMagic subreddit. Let me know if you have any critiques or advice you'd like to share. I personally feel like Snapcaster - Bolt decks are in a pretty good spot right now in Modern, so I'm eager to try different shells/packages.
Game 1 - I keep a slow opener and get beaten down by a solid affinity draw. I only show an Island and a Sulfur Falls before I scoop, so she's not sure what I'm on.
Game 2 - I trade Bolts and Izzet Charm for her creatures and keep my life total fairly high early. She lands a Rest in Peace at one point. I Breach in and Emrakul while she has 7 permanents. She sac's everything except an Ornithopter and chump blocks, leaving an empty board. I end up beating down with Snapcaster over several turns and activate Loothouse multiple times until I'm able to Breach in another Emrakul for the win.
Game 3 - I cast all 4 Serum Visions in the first few turns this game. She went for the win with a Cranial Plating equip on Inkmoth, but I have the Bolt for it. She floats a mana from the Inkmoth and equips to Vault Skirge to gain a bunch of life. I Breach in an Emrakul, but she has another Ornithopter to chump. The game lasts quite a while longer, but basically boils down to me Loothousing each turn until I Breach Emrakul two more times.
1-0 (2-1 in games)
Match 2 - Sherman on GW Bogles
Game 1 - Keep a reasonable opener on the play with Snapcaster, Electrolyze, Blood Moon, Spell Snare, and 2 lands. I open with a basic Island, he opens with a Gladecover Scout. I pass with 2 mana up, and he jams a Spiritdancer. After thinking for a bit, I let it resolve. He then attacks with the Scout, and I flash in Snapcaster to block. I untap, draw into my third land, and Electrolyze the Spiritdancer. He passes without playing a threat, and I stick a Blood Moon; he doesn't cast another spell. I win game 1 Snapcasters and Bolts without having to show the combo.
Game 2 - Opponent starts on a Bogle, then follows up with just a second Bogle on turn 2. On his turn 3, he plays a Spider Umbra on one Bogle which resolves, then plays a Rancor which I Negate. On the next turn I flash in a Snapcaster to block his naked Bogle. Can't remember turn 4, but turn 5 brings a Breached Emrakul that wipes his board. The game ends from Snapcaster beats a couple turns later.
2-0 (4-1 in games)
Match 3 - Grant on UR Gifts Storm
Game 1 - I spend the first few turns Bolting cost reducers, then stick a Blood Moon while he has no basic Islands. He makes a significant mistake this game when he casts a Manamorphose to make blue mana, then follows up with a Desparate Ritual but forgets that he doesn't have a cost reducer in play so it consumes his only blue. 4R and an Annihilator 6 trigger later ends the game.
Game 2 - Game starts with cantrips, cost reducers, and Bolts on cost reducers. On turn 5, he has an Electromancer and a Baral against my Cryptic mana. He casts a Past in Flames with 2 cards in hand and only an Opt and a Manamorphose in the yard with which to draw. I assume he's not holding Gifts, let the PiF resolve, then Cryptic to counter Manamorphose/bounce Electromancer. He casts a Sleight of Hand from his hand, but fizzles after not finding a Storm payoff or Gifts. I untap and Breach him for the win.
3-0 (6-1 in games)
Match 4 - James on Jeskai Geist
Game 1 - He's not sure what kind of UR deck I'm on for most of this game as we trade bolts to the face for a while. Loothouse puts in serious work here over several turns. I eventually start trying to Snap-Bolt him on his end step to draw out mana and counters. Once his resources are fairly well depleted, I Breach him for the win.
Game 2 - Keep a land heavy hand with a Blood Moon, so I have a game plan. I draw into my Clique, so the plan is to Clique him at the end of his turn to take/bait a counter, the Moon him. He casts his own Clique in response to mine and snags my Blood Moon.
My hand is basically all lands and a Disdainful Stroke when my Clique resolves, so I target myself to try to find action. I find a Bolt for his Clique, swing once, then he Bolts my Clique. We spend several turns just building up lands, and at some point along the way he flashes in a Spell Queller to start chipping away at me. It whittles me down to 11 and I decide to make a play to remove the Spell Queller.
I go for a Snap Bolt, he Dispels. I go for a second Snap Bolt, he Negates, I Cryptic to counter+ bounce Snapcaster, he Spell Quellers Cryptic which resolves, I Bolt Queller, he Paths my Snap, Queller dies, I recast Cryptic to counter + draw, and he Mana Leaks to save his Queller. I untap with Disdainful Stroke and Spell Snare, and draw into a Serum Visions. I draw one half of the combo and scry the other half to the top. He hits me down to 5 and passes, and I draw the second half of the combo. I jam the Breach, he Cryptics, I Disdainful Stroke, and he decides to go for Snap-Dispel instead of Spell Queller and I'm able to seal with game with Spell Snare on the Snapcaster.
Hi, everyone. First time posting here. Just wanted to share an event report from my first night of playing with Fraying Sanity. It's been a while since I've dusted off the old Glimpses, but seeing some people here having success with Fraying Sanity made me eager to try it out. First off, here's the 75 I ran with:
Round 1 - Kelvin on Budget Mono-U Mill Game 1 - Wow, the mill mirror to start (and I'm the only one of us running fetch lands...). I start with a fetch land, he leads on basic Island Hedron Crab. I fetch at the end of his turn, and he hits me with double Archive Trap. I have a slow start and he goes Mind Sculpt, Evolving Wilds for double landfall triggers, and double Tome Scour for the win. Sideboarding: -2 Mesmeric Orb, -2 Crypt Incursion, -2 Ensnaring Bridge; +2 Leyline of Sanctity, +2 Dispel, +1 Negate, +1 Collective Brutality. Game 2 - I lead with Inquisition to take a Mana Leak; he leads on Crab. I collective Brutality to kill his crab and make him discard a second Mana Leak. At this point I know he's holding 2 Fraying Sanity. I end up milling a Sanity and nabbing it with Extirpate to strip one out of his hand. I assemble double sanity and eventually draw into a Breaking for the win. Game 3 - I open with Leyline of Sanctity and I'm pretty sure his deck just didn't have a single out to it. Pretty much a non-game.
1-0 (2-1 games)
Round 2 - James on Scapeshift Game 1 - I open on Swamp - Inquisition and see Scapeshift, double Search for Tomorrow, Farseek, STE, and two lands. I take a Search. He suspends a Search and I Glimpse him on turn 2. He plays STE and cracks it, and I Archive Trap him. He plays a turn 4 or 5 Primeval Titan which I follow up with an Ensnaring Bridge. Shortly after that I mill the rest of his mountains and he can't win. Sideboarding: -3 Fatal Push; +1 Negate, +2 Leyline of Sanctity Game 2 - My opening hand is 2 lands, 3 Archive Traps, and I can't remember what else. He fetches on turn 2 and gets hit for 39. I untap and Glimpse him on my turn 2 to leave him with 1 card in his library. Whole game took about a minute and a half.
2-0 (4-1 games)
Round 3 - James on UR Gifts Storm Game 1 - I have a timely Fatal Push for his turn 2 Baral that slows him down for a bit. I hit with with an Archive Trap after he fetches a basic Mountain and mill both of his basic Islands. This lets me Ghost Quarter him to take him off of Gifts mana for a turn and get there with Glimpse and Breaking. Sideboarding: -3 Ensnaring Bridge, -2 Crypt Incursion, -1 Inquisition, -1 Path; +2 Dispel, +1 Negate, +1 Engineered Explosives, +2 Leyline of Sanctity, +1 Collective Brutality Game 2 - I open with Leyline , he opens with Serum Visions. I don't play around his sideboard Blood Moon, though, and I'm left with 1 Island and a bunch of Mountains. He eventually casts a big Empty that I'm able to sweep up with Explosives, but he ends up just playing all 4 Goblin Electromancers and beating down with an army of 2/2's. Sideboarding: -1 Mesmeric Orb; +1 Damnation Game 3 - This was a heck of a game. I start doing my mill thing, he plays a Baral, and I kill it. He eventually gets down to around half of his deck milled and I draw an Extirpate. I choose to Extirpate his Past in Flames instead of his Gifts, which I'm almost positive is the correct choice (which seems obvious in hindsight, but I tanked for a decent bit about it in the game). He eventually sticks a Baral that I can't remove while I have 3 lands in play and a hand that consists of Damnation and Archive Trap. He goes through a bunch of rituals and casts Gifts; since he doesn't have Past in Flames anymore, I just give him more rituals and put card draw spells in his yard. He then goes through those rituals and casts a second Gifts. This was my worst misplay of the night, IMO. For some reason I don't think to Archive Trap him in response to this Gifts and just let him search again. I give him more rituals and he ends up making 18 Goblins. My outs at this point are untapped land for Damnation or Explosives. I topdeck Explosives. Once the goblins are cleared, I'm able to stick a Fraying Sanity and eventually finish him off with a Breaking.
3-0 (6-2 games)
Round 4 - Candice on Affinity Game 1 - She has a turn 2 Ravager that I attempt to Path on her end step; she just moves its counter to an Ornithopter and starts pecking away with Inkmoth/Ornithopter/Signal Pest beats for a few turns. I end up extracting her Ravagers and her Platings, but I eventually lose to the 2 Infect a turn. Sideboarding: -3 Archive Trap, -2 Fraying Sanity, -1 Inquisition; +2 Disenchant, +1 Fragmentize, +1 Engineered Explosives, +1 Damnation, +1 Crypt Incursion Game 2 - I open on Inquisition and see a hand of 2 lands, 3 Vault Skirge, Ornithopter, Master of Etherium. I have an Engineered Explosives in hand for the Skirges so I take the Master. I lead with some mill spells to give her time to deploy all 3 Skirges. I eventually assemble double Fraying Sanity, but I'm once again being poked down by Inkmoth Nexus. I eventually get down to just a few life and 9 poison and topdeck a Glimpse for 40 and the win. Game 3 - She opens with a couple of Ornithopers; I open with an Inquisition that has to take a Blood Moon. She plays a Steel Overseer on turn 2 that is met with a Fatal Push. I believe I fetch-shocked to cast this Fatal Push. I remember thinking at the time that I shouldn't be shocking against Affinity, but I didn't it anyways for some reason. We got through a couple of slow turns where all she has are Ornithopters and Springleaf Drums. During this time, I land a Fraying Sanity. She then plays and equips a Cranial Plating, making a 7-power Ornithopter while I'm at 14. Her board at this point was double Ornithoper, Plating, double Spring Leaf, Mountain, double Darksteel Citadel, Spire of Industry. I go to 7. On my turn, I have 3 mana available with Breaking, Path, and Crypt Incursion in hand. She only had a few creatures in her graveyard at the time, so I took the high-risk/high-reward line of Breaking + hold up Path. This milled an additional 16 cards but left me dead to a topdecked creature, Glimmervoid, Spire, or Mox Opal. If I could dodge this one draw step, I'd be able to Crypt Incursion for a massive amount of life the next turn and get several more draw steps. Sadly she drew a Vault Skirge and was able to attack with both Ornithopters for exact lethal after the Path. I'm not sure if that line was correct or not, but I still think I had a better shot of winning the game this way instead of just delaying the inevitable for a turn.
3-1 (7-4 games)
Overall, I was very impressed with Fraying Sanity. I milled more cards tonight with Fraying Sanity than I've ever milled with Mind Funeral. This was also the first time I've run a list with 4x Breaking, and I was impressed there, as well. One benefit of Sanity was that topdecked mill spells late in the game were essentially instant kills, so I appreciated having a higher density of mill spells.
Regarding my play, I think it was a mistake to more board in Murderous Cut against Affinity, and I'm pretty upset with myself for not Archive Trapping in response to the Gift Storm player's second Gifts in a turn. I'm also not super pleased with my sideboard in general, but that's to be expected when you just throw the deck together a few minutes for a tournament. Anyways, I've droned on long enough.
Thanks!
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https://www.mtggoldfish.com/deck/796123#paper
4x Emrakul, the Aeons Torn
4x Snapcaster Mage
1x Vendilion Clique
Instant (21)
3x Cryptic Command
2x Electrolyze
1x Izzet Charm
4x Lightning Bolt
1x Pull from Tomorrow
4x Remand
2x Spell Snare
4x Through the Breach
4x Serum Visions
Enchantment (2)
2x Blood Moon
Land (24)
2x Desolate Lighthouse
4x Flooded Strand
7x Island
1x Mountain
4x Scalding Tarn
2x Steam Vents
4x Sulfur Falls
2x Anger of the Gods
1x Blood Moon
2x Ceremonious Rejection
1x Crumble to Dust
1x Disdainful Stroke
1x Dispel
1x Engineered Explosives
1x Izzet Staticaster
2x Negate
3x Spreading Seas
Match 1 - Candace on Affinity
Game 1 - I keep a slow opener and get beaten down by a solid affinity draw. I only show an Island and a Sulfur Falls before I scoop, so she's not sure what I'm on.
(Sideboard: +2 Anger, +2 Ceremonious Rejection, +1 Izzet Staticaster, +1 Explosives; -4 Remand, -1 Clique, -1 Pull from Tomorrow)
Game 2 - I trade Bolts and Izzet Charm for her creatures and keep my life total fairly high early. She lands a Rest in Peace at one point. I Breach in and Emrakul while she has 7 permanents. She sac's everything except an Ornithopter and chump blocks, leaving an empty board. I end up beating down with Snapcaster over several turns and activate Loothouse multiple times until I'm able to Breach in another Emrakul for the win.
Game 3 - I cast all 4 Serum Visions in the first few turns this game. She went for the win with a Cranial Plating equip on Inkmoth, but I have the Bolt for it. She floats a mana from the Inkmoth and equips to Vault Skirge to gain a bunch of life. I Breach in an Emrakul, but she has another Ornithopter to chump. The game lasts quite a while longer, but basically boils down to me Loothousing each turn until I Breach Emrakul two more times.
1-0 (2-1 in games)
Match 2 - Sherman on GW Bogles
Game 1 - Keep a reasonable opener on the play with Snapcaster, Electrolyze, Blood Moon, Spell Snare, and 2 lands. I open with a basic Island, he opens with a Gladecover Scout. I pass with 2 mana up, and he jams a Spiritdancer. After thinking for a bit, I let it resolve. He then attacks with the Scout, and I flash in Snapcaster to block. I untap, draw into my third land, and Electrolyze the Spiritdancer. He passes without playing a threat, and I stick a Blood Moon; he doesn't cast another spell. I win game 1 Snapcasters and Bolts without having to show the combo.
(Sideboard: +2 Negate, +1 Explosives, +2 Anger, +1 Blood Moon; -2 Electrolyze, -1 Pull from Tomorrow, -1 Bolt, -2 Remand)
Game 2 - Opponent starts on a Bogle, then follows up with just a second Bogle on turn 2. On his turn 3, he plays a Spider Umbra on one Bogle which resolves, then plays a Rancor which I Negate. On the next turn I flash in a Snapcaster to block his naked Bogle. Can't remember turn 4, but turn 5 brings a Breached Emrakul that wipes his board. The game ends from Snapcaster beats a couple turns later.
2-0 (4-1 in games)
Match 3 - Grant on UR Gifts Storm
Game 1 - I spend the first few turns Bolting cost reducers, then stick a Blood Moon while he has no basic Islands. He makes a significant mistake this game when he casts a Manamorphose to make blue mana, then follows up with a Desparate Ritual but forgets that he doesn't have a cost reducer in play so it consumes his only blue. 4R and an Annihilator 6 trigger later ends the game.
(Sideboard: +2 Negate, +1 Dispel, +1 Disdainful Stroke, +1 Anger; -2 Blood Moon, -2 Electrolyze, -1 Pull)
Game 2 - Game starts with cantrips, cost reducers, and Bolts on cost reducers. On turn 5, he has an Electromancer and a Baral against my Cryptic mana. He casts a Past in Flames with 2 cards in hand and only an Opt and a Manamorphose in the yard with which to draw. I assume he's not holding Gifts, let the PiF resolve, then Cryptic to counter Manamorphose/bounce Electromancer. He casts a Sleight of Hand from his hand, but fizzles after not finding a Storm payoff or Gifts. I untap and Breach him for the win.
3-0 (6-1 in games)
Match 4 - James on Jeskai Geist
Game 1 - He's not sure what kind of UR deck I'm on for most of this game as we trade bolts to the face for a while. Loothouse puts in serious work here over several turns. I eventually start trying to Snap-Bolt him on his end step to draw out mana and counters. Once his resources are fairly well depleted, I Breach him for the win.
(Sideboard: +2 Negate, +1 Dispel, +1 Blood Moon, + 1 Disdainful Stroke; -2 Remand, -2 Electrolyze, -1 Izzet Charm)
Game 2 - Keep a land heavy hand with a Blood Moon, so I have a game plan. I draw into my Clique, so the plan is to Clique him at the end of his turn to take/bait a counter, the Moon him. He casts his own Clique in response to mine and snags my Blood Moon.
My hand is basically all lands and a Disdainful Stroke when my Clique resolves, so I target myself to try to find action. I find a Bolt for his Clique, swing once, then he Bolts my Clique. We spend several turns just building up lands, and at some point along the way he flashes in a Spell Queller to start chipping away at me. It whittles me down to 11 and I decide to make a play to remove the Spell Queller.
I go for a Snap Bolt, he Dispels. I go for a second Snap Bolt, he Negates, I Cryptic to counter+ bounce Snapcaster, he Spell Quellers Cryptic which resolves, I Bolt Queller, he Paths my Snap, Queller dies, I recast Cryptic to counter + draw, and he Mana Leaks to save his Queller. I untap with Disdainful Stroke and Spell Snare, and draw into a Serum Visions. I draw one half of the combo and scry the other half to the top. He hits me down to 5 and passes, and I draw the second half of the combo. I jam the Breach, he Cryptics, I Disdainful Stroke, and he decides to go for Snap-Dispel instead of Spell Queller and I'm able to seal with game with Spell Snare on the Snapcaster.
4-0 (8-1 in games)
1 Darkslick Shores
1 Drowned Catacomb
1 Fetid Pools
2 Flooded Strand
2 Ghost Quarter
1 Godless Shrine
1 Hallowed Fountain
2 Island
1 Marsh Flats
1 Plains
4 Polluted Delta
2 Swamp
2 Watery Grave
3 Fatal Push
4 Inquisition of Kozilek
3 Path to Exile
Utility (12)
2 Crypt Incursion
3 Ensnaring Bridge
1 Extirpate
2 Surgical Extraction
4 Visions of Beyond
Mill (17)
4 Archive Trap
4 Breaking//Entering
3 Fraying Sanity
4 Glimpse the Unthinkable
2 Mesmeric Orb
1 Collective Brutality
1 Crypt Incursion
1 Damnation
2 Disenchant
2 Dispel
1 Engineered Explosives
1 Fragmentize
2 Leyline of Sanctity
1 Murderous Cut
1 Negate
2 Set Adrift
Round 1 - Kelvin on Budget Mono-U Mill
Game 1 - Wow, the mill mirror to start (and I'm the only one of us running fetch lands...). I start with a fetch land, he leads on basic Island Hedron Crab. I fetch at the end of his turn, and he hits me with double Archive Trap. I have a slow start and he goes Mind Sculpt, Evolving Wilds for double landfall triggers, and double Tome Scour for the win.
Sideboarding: -2 Mesmeric Orb, -2 Crypt Incursion, -2 Ensnaring Bridge; +2 Leyline of Sanctity, +2 Dispel, +1 Negate, +1 Collective Brutality.
Game 2 - I lead with Inquisition to take a Mana Leak; he leads on Crab. I collective Brutality to kill his crab and make him discard a second Mana Leak. At this point I know he's holding 2 Fraying Sanity. I end up milling a Sanity and nabbing it with Extirpate to strip one out of his hand. I assemble double sanity and eventually draw into a Breaking for the win.
Game 3 - I open with Leyline of Sanctity and I'm pretty sure his deck just didn't have a single out to it. Pretty much a non-game.
1-0 (2-1 games)
Round 2 - James on Scapeshift
Game 1 - I open on Swamp - Inquisition and see Scapeshift, double Search for Tomorrow, Farseek, STE, and two lands. I take a Search. He suspends a Search and I Glimpse him on turn 2. He plays STE and cracks it, and I Archive Trap him. He plays a turn 4 or 5 Primeval Titan which I follow up with an Ensnaring Bridge. Shortly after that I mill the rest of his mountains and he can't win.
Sideboarding: -3 Fatal Push; +1 Negate, +2 Leyline of Sanctity
Game 2 - My opening hand is 2 lands, 3 Archive Traps, and I can't remember what else. He fetches on turn 2 and gets hit for 39. I untap and Glimpse him on my turn 2 to leave him with 1 card in his library. Whole game took about a minute and a half.
2-0 (4-1 games)
Round 3 - James on UR Gifts Storm
Game 1 - I have a timely Fatal Push for his turn 2 Baral that slows him down for a bit. I hit with with an Archive Trap after he fetches a basic Mountain and mill both of his basic Islands. This lets me Ghost Quarter him to take him off of Gifts mana for a turn and get there with Glimpse and Breaking.
Sideboarding: -3 Ensnaring Bridge, -2 Crypt Incursion, -1 Inquisition, -1 Path; +2 Dispel, +1 Negate, +1 Engineered Explosives, +2 Leyline of Sanctity, +1 Collective Brutality
Game 2 - I open with Leyline , he opens with Serum Visions. I don't play around his sideboard Blood Moon, though, and I'm left with 1 Island and a bunch of Mountains. He eventually casts a big Empty that I'm able to sweep up with Explosives, but he ends up just playing all 4 Goblin Electromancers and beating down with an army of 2/2's.
Sideboarding: -1 Mesmeric Orb; +1 Damnation
Game 3 - This was a heck of a game. I start doing my mill thing, he plays a Baral, and I kill it. He eventually gets down to around half of his deck milled and I draw an Extirpate. I choose to Extirpate his Past in Flames instead of his Gifts, which I'm almost positive is the correct choice (which seems obvious in hindsight, but I tanked for a decent bit about it in the game). He eventually sticks a Baral that I can't remove while I have 3 lands in play and a hand that consists of Damnation and Archive Trap. He goes through a bunch of rituals and casts Gifts; since he doesn't have Past in Flames anymore, I just give him more rituals and put card draw spells in his yard. He then goes through those rituals and casts a second Gifts. This was my worst misplay of the night, IMO. For some reason I don't think to Archive Trap him in response to this Gifts and just let him search again. I give him more rituals and he ends up making 18 Goblins. My outs at this point are untapped land for Damnation or Explosives. I topdeck Explosives. Once the goblins are cleared, I'm able to stick a Fraying Sanity and eventually finish him off with a Breaking.
3-0 (6-2 games)
Round 4 - Candice on Affinity
Game 1 - She has a turn 2 Ravager that I attempt to Path on her end step; she just moves its counter to an Ornithopter and starts pecking away with Inkmoth/Ornithopter/Signal Pest beats for a few turns. I end up extracting her Ravagers and her Platings, but I eventually lose to the 2 Infect a turn.
Sideboarding: -3 Archive Trap, -2 Fraying Sanity, -1 Inquisition; +2 Disenchant, +1 Fragmentize, +1 Engineered Explosives, +1 Damnation, +1 Crypt Incursion
Game 2 - I open on Inquisition and see a hand of 2 lands, 3 Vault Skirge, Ornithopter, Master of Etherium. I have an Engineered Explosives in hand for the Skirges so I take the Master. I lead with some mill spells to give her time to deploy all 3 Skirges. I eventually assemble double Fraying Sanity, but I'm once again being poked down by Inkmoth Nexus. I eventually get down to just a few life and 9 poison and topdeck a Glimpse for 40 and the win.
Game 3 - She opens with a couple of Ornithopers; I open with an Inquisition that has to take a Blood Moon. She plays a Steel Overseer on turn 2 that is met with a Fatal Push. I believe I fetch-shocked to cast this Fatal Push. I remember thinking at the time that I shouldn't be shocking against Affinity, but I didn't it anyways for some reason. We got through a couple of slow turns where all she has are Ornithopters and Springleaf Drums. During this time, I land a Fraying Sanity. She then plays and equips a Cranial Plating, making a 7-power Ornithopter while I'm at 14. Her board at this point was double Ornithoper, Plating, double Spring Leaf, Mountain, double Darksteel Citadel, Spire of Industry. I go to 7. On my turn, I have 3 mana available with Breaking, Path, and Crypt Incursion in hand. She only had a few creatures in her graveyard at the time, so I took the high-risk/high-reward line of Breaking + hold up Path. This milled an additional 16 cards but left me dead to a topdecked creature, Glimmervoid, Spire, or Mox Opal. If I could dodge this one draw step, I'd be able to Crypt Incursion for a massive amount of life the next turn and get several more draw steps. Sadly she drew a Vault Skirge and was able to attack with both Ornithopters for exact lethal after the Path. I'm not sure if that line was correct or not, but I still think I had a better shot of winning the game this way instead of just delaying the inevitable for a turn.
3-1 (7-4 games)
Overall, I was very impressed with Fraying Sanity. I milled more cards tonight with Fraying Sanity than I've ever milled with Mind Funeral. This was also the first time I've run a list with 4x Breaking, and I was impressed there, as well. One benefit of Sanity was that topdecked mill spells late in the game were essentially instant kills, so I appreciated having a higher density of mill spells.
Regarding my play, I think it was a mistake to more board in Murderous Cut against Affinity, and I'm pretty upset with myself for not Archive Trapping in response to the Gift Storm player's second Gifts in a turn. I'm also not super pleased with my sideboard in general, but that's to be expected when you just throw the deck together a few minutes for a tournament. Anyways, I've droned on long enough.
TL;DR: Fraying Sanity is great. Mill is fun.