I have to argue that yes that can happen in the finals of any tournament. There was a point in time where flash hulk was the deck to beat. If you are not familiar then allow me the pleasure of explaining this to you. And yes it was the only tier 0 deck in magic history. (One could argue that mono white in time spiral was also tier 0 since 8 of the top 8 at some tourney was all mono white, but that's opinion so let's not go there.)
So flash hulk (and this used the old mulligan rules) wanted to allow the opponent to play first. Then in the first upkeep they wanted to put in a Gemstone Cavern, then use Simian Spirit Guide to cast Flash, the card in hand they wanted to put into play for free was Protein Hulk. That's 4 very specific cards with bad mulligans and no draws. That deck was and will always be (hopefully) the most powerful deck in Magic's history. So needing pocket cards isn't much of a stretch with the new mulls. Plus some of the cards in the above scenario could be exchanged. Let's say they also ran SSG and used Goblin Lore for instance. Now they have 8 turn 1 discards. It also doesn't need to be the above listed Haster. Could be Goblin Guide or Raging Goblin for that matter. It would be easy to design the deck with 12 to 16 1 Mana haste guys.
I have to side with Rowanalpha on this one. Goyf isn't what makes this deck good. At it's highest point Gofy wasn't even in the deck. Grixis Death's Shadow was the deck to beat for a little over a year. That version had a nice strangle hold on the format that only lost it's position because of newer more powerful cards allowing decks to compete.
Well I'm not flaming you. Thank you for being honest. I'll go into a little detail about why Death's Shadow is as good as it is.
The concept is to play Death's Shadow as early as possible in these builds. Ideally they will play a fetchland and get a shockland. That's puts the life total to 17. Off of that shockland they again ideally want to play a Thoughtseize. Life is now 15. Cycling a Street Wraith puts them down to 13. Next turn another fetch into shock puts them at 10. Now they can play a 3/3 for 1 Mana that only gets bigger and better as the game goes on. At 4/4 their counter of choice isn't a force spike but a 1 Mana counterspell. They also run Gofy and Angler to make use of this. Once their life total gets really low they can use a card to give Shadow double strike and trample. So it swings in as like a 10/10 double strike trample creature as early as turn 3 if you have lots of fetches, Thoughtseize, or Wraiths. That's a very fast clock that has the best disruption spell in the game and a very efficient counterspell.
Yes it's a good time against burn. It becomes who will reduce their life total first. If the burn player does it then they fetch and preserve their life. If the Shadow player does it they run the risk of being burned out. But if the burn player waits too long they may get the best spells stripped out by IoK and seize to be left with nothing but a few bad spells. Not to mention that the burn players creatures very much pale in comparison to the Shadow player. It's one of my favorite modern matchups to watch and play.
Umm what? When does Death's Shadow hit the board late game? What format do you play? Death's Shadow likes to be played turn 2 or 3 whenever possible. Decks with it don't want you expending your removal on other threats. They usually try to hit you with a Thoughtseize and next turn play it. Or play it and have counter back up. I've never heard anything you are talking out my good sir or madam.
Dies to removal... Arguable the best, yet worst, response evar! Every card dies to removal. Weather it be counters or traditional removal like push or bolt. There is even pillage and stone rain for those pesky hard to remove card types. I think a deck should only consist of cards with hexproof and indestructibility. 🤪