Rogue strategies are going to be good in Modern. Rock decks will place from time to time similar to how they do in Legacy. Should they be put in a testing gauntlet? No way. There is far too much variance and preparing your deck for them will actually do you a disservice because of how underrepresented they are and how long it will take to tweak a list.
The only change I would make to my above list would be to make the post about Tokens (which was added last minute) to echo the Mel Pod post. Make a version that would be good against your deck because there are going to be people that have that and if you can somewhat prepare for that, the other Tokens matchups because easy peasy.
To reiterate:
1 Jund
2 Twin
3 Afinity
4 Delver
5 Mel Pod
6 Tokens
7+ Everything else, really- though test (or have a plan) against matchups you think you may have a problem with.
ATM this is what I would test against although the meta could shift weekly until later into the season.
These are the meat of the meta
Jund
Twin
Affinity
Delver/tempo
If you have time
Martyr
Meilira Pod
Bant
Storm
Tron/Teachings/Gifts
R-based aggro(burn, RDWS, boros)
If your really board
Junk/Rock/DC-rock
Zoo
merfolk
faeries
ect/ect/ect
Generally speaking depending on your decks you could probably test against 1 combo, 1 control, Jund, and affinity. Most of the matchup dynamics are quite the same when certain decks face either combo, aggro, control, midrange, or tempo despite the specifics of the deck. Also some tempo decks will test the same as some aggro decks depending on your decks. This little shorthand way of testing could save tons of time.
I mostly agree though would subtly change it around;
Test against
Jund- One of the top three. Their sideboard is mostly just good sideboard cards. I would test maindeck games mostly.
Twin- One of the top three. Don't forget to test against Blood Moon in the board if applicable.
Affinity- One of the top three. Don't forget to test against Blood Moon in the board if applicable.
Delver/tempo- This is an easy deck to crank out games against since they are quick regardless of the deck you're playing. It's important to know the matchup. Test maindeck games
If you have time
Meilira Pod- I separate this one because there's so many lists and slight variations change the deck dramatically. I would recommend playing games where you switch between boarded and not and they stay boarded. You are going to come across pod players that decided to preboard against you. Do you have a plan?
also test against
faeries- This is seeing more and more play- though it's similar to delver. Can also bring in Blood moon.
R-based aggro(burn, RDWS, boros)- This opperates similar to Affinity but doesn't get hated out the same way. It is kind of a mix between Jund and Afinity though in how the games play out. Just make sure you cover one of these decks because there are a lot of variations that all have similar game plans.
Tokens- adding that one in here but there are many variations. It's still a good deck and a different deck.
If your really bored... but really I wouldn't bother
Martyr- you can get by without actually testing against this deck unless you're playing an aggressive deck that this deck is trying to beat.
Bant- I think this isn't as important because it's mostly developing and because, while it does combine elements from other decks, nothing is too foreign
Storm- I don't really give this deck credit and especially not if someone's going to pilot it without actually learning the deck. know that it's going to try to combo on turn three or four and have a plan for that happening
Tron/Teachings/Gifts- These all have a mostly different endgame. You have to not let them get there. If you're playing a control deck, this becomes more important to test against. Otherwise, just know how control opperates
Junk/Rock/DC-rock- These decks are mostly developing and have bad matchups against the best decks. Personally I would avoid them untill more work is put into them by the people that want to play them.
Zoo- You should probably have already faced an aggro deck of some sort and this is the same thing but with counterspells but slower like bant burn but faster or like.... Yea... My point is that Zoo also needs to figure out what direction to take their deck in. Don't bother.
merfolk I don't think of this one as important because of it being similar to tempo and faeries, strategy-wise
I didn't think about the various Emrakul decks. They're fairly low in popularity but I think they're the next most powerful that wasn't listed. Everything else is much farther off.
The only change I would make to my above list would be to make the post about Tokens (which was added last minute) to echo the Mel Pod post. Make a version that would be good against your deck because there are going to be people that have that and if you can somewhat prepare for that, the other Tokens matchups because easy peasy.
To reiterate:
1 Jund
2 Twin
3 Afinity
4 Delver
5 Mel Pod
6 Tokens
7+ Everything else, really- though test (or have a plan) against matchups you think you may have a problem with.
L1 Judge
I mostly agree though would subtly change it around;
Test against
Jund- One of the top three. Their sideboard is mostly just good sideboard cards. I would test maindeck games mostly.
Twin- One of the top three. Don't forget to test against Blood Moon in the board if applicable.
Affinity- One of the top three. Don't forget to test against Blood Moon in the board if applicable.
Delver/tempo- This is an easy deck to crank out games against since they are quick regardless of the deck you're playing. It's important to know the matchup. Test maindeck games
If you have time
Meilira Pod- I separate this one because there's so many lists and slight variations change the deck dramatically. I would recommend playing games where you switch between boarded and not and they stay boarded. You are going to come across pod players that decided to preboard against you. Do you have a plan?
also test against
faeries- This is seeing more and more play- though it's similar to delver. Can also bring in Blood moon.
R-based aggro(burn, RDWS, boros)- This opperates similar to Affinity but doesn't get hated out the same way. It is kind of a mix between Jund and Afinity though in how the games play out. Just make sure you cover one of these decks because there are a lot of variations that all have similar game plans.
Tokens- adding that one in here but there are many variations. It's still a good deck and a different deck.
If your really bored... but really I wouldn't bother
Martyr- you can get by without actually testing against this deck unless you're playing an aggressive deck that this deck is trying to beat.
Bant- I think this isn't as important because it's mostly developing and because, while it does combine elements from other decks, nothing is too foreign
Storm- I don't really give this deck credit and especially not if someone's going to pilot it without actually learning the deck. know that it's going to try to combo on turn three or four and have a plan for that happening
Tron/Teachings/Gifts- These all have a mostly different endgame. You have to not let them get there. If you're playing a control deck, this becomes more important to test against. Otherwise, just know how control opperates
Junk/Rock/DC-rock- These decks are mostly developing and have bad matchups against the best decks. Personally I would avoid them untill more work is put into them by the people that want to play them.
Zoo- You should probably have already faced an aggro deck of some sort and this is the same thing but with counterspells but slower like bant burn but faster or like.... Yea... My point is that Zoo also needs to figure out what direction to take their deck in. Don't bother.
merfolk I don't think of this one as important because of it being similar to tempo and faeries, strategy-wise
I didn't think about the various Emrakul decks. They're fairly low in popularity but I think they're the next most powerful that wasn't listed. Everything else is much farther off.
L1 Judge