I think most players were low on hate as I didn't need to face any Leyline of the Void or Rest in Peace, I think the deck is quite good G1 vs most of the field
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in my limited experience post ban, i feel that there are too few leylines back then i only expect it on BGx and mirror matches, BGx is quite tricky for me to predict because some do/some don't play leylines because of bob. actually the most problematic anti graveyard hate i found is grafdigger's cage , relic and spellbomb are both easy to play around but not for cage.
congrats for placing that event and thank you for sharing this report. i've already asked in reddit what i want to know. btw are you also a member of the FB bridgevine facebook group? another player made a good outing playing bridgevine there and he still got the altar mill back-up plan. his card choices particularly street wraith seems interesting.
Thanks! I am not in the FB group but I am in the discord channel, there are many players brewing there.
Now that I am so focused on T2 Hogaak, I think I will be running 18 lands (instead of 17) with many fetches to maximize Bloodghast value, that should enable more hasty Hogaaks with Max Velocity. Since I was not siding Leyline vs Phoenix nor Storm (only vs mirrors, Dredge and Thopter Foundry combos), I think I will be testing a 2-2 split of Surgical Extraction and Ashiok, Dream Render instead. The idea is to make Dredge's Nature's Claim bad while having more versatile hate options, my only concern is that it could be too slow sometimes. I didn't like having 4 slots in my sideboard for just a few matchups, specially when one of them (Dredge) was consistently finding the answer to it in the early game. Being able to stop search effects should also improve my matchup vs Devoted Druid, Amulet and Valakut (although Valakut is already a good matchup). Not sure if I would side it vs Tron as by turn 3 they probably have already searched for everything they need
Round 1 vs UR control with Thing in the Ice: Game 1 I deploy a couple Vengevines and zombies and pressure him enough to force some blocks, and deal with TiTi through Darkblast, they Cryptic tap draw the turn I had lethal, durdle a little bit and flip a 2nd TiTi with double bolt, I cast Hogaak next turn to block and keep pressure with my Vengevines until they die. Game 2 I had a great hand with 2 suppliers+Hogaak+Ghast, T1 supplier mill 3, T2 supplier mill another 3 (1 Max Velocity), cast hogaak leaving only Max Velocity in the graveyard and jump start discarding bloodghast to attack for 9, they T3 Anger removing the suppliers, my T3 is play land return bloodghast, max velocity it and attack for 11
Round 2 vs Humans Game 1 we both fill the board and I have 1 hogaak in play and another in gy so I keep attacking with it every turn and then casting the one in graveyard to block tapping whatever that can't block and force some blocks until I control the board. Game 2 they T1 Cage T2 Auriok Champion T3 Plague Engineer naming zombie, I try to grind it out with Stinkweed Imp and removing creatures with Darkblast but it wasn't enough. Game 3 I deploy a T2 Hogaak + Vengevine and they can't keep up
Round 3 vs Red Phoenix Game 1 opponent puts me low on life while I setup but is then left without cards and I manage to push damage through while keeping blocks to avoid dying. Game 2 my opponent puts me down to 6 and I need a good dredge to go off, I find the win reanimating Hogaak + 2 Vengevine + Max Velocity out of nowhere
Round 4 vs UR Phoenix Game 1 I have a strong opener deploying Hogaak turn 2 and they manage to flip TiTi to save themselves but I recast everything and push damage while keeping Hogaak to block. Game 2 I Thoughtseize their Aria of Flame over Anger of the gods, turn 2 Hogaak and they T3 Aria of Flame but they were left with not much gas in hand, finds a Titi and a couple more spells before dying
Round 5 vs Boros Burn Game 1 I put some pressure with Vengevine and a couple 2/1, they cast Eidolon and don't block me so I just pass the turn to them with a healthier life and they are unable to kill me without dying from their Eidolon, Game 2 I manage to T2 Hogaak again but my life is lower this time, I play around Deflecting Palm by not attacking with Hogaak since it wasn't lethal that turn and opponent deals me 6 EOT and another 6 on their turn to kill me. Game 3 I have another strong opener, my opponent had Path to slow me a turn (I had Feeder to sac Hogaak and recast) and when they were at 11 and I was at 12 I attacked for 19, they had Deflecting Palm on Hogaak but it was lethal anyway and Bolt would leave me at 1 so I manage to take a close win
Round 6 ID vs Affinity
Round 7 Id vs Naban Humans
QF vs Urza's & Sai's Outcome I wish this friend of mine were playing the Thopter Sword combo but they were playing a Paradoxical Outcome grindy brew that happened to play a lot of cheap artifacts including 3 Relic of Progenitus maindeck + Tormod's Crypt and Grafdigger's Cage on the side. I make a mistake by keeping a greedy opener with 1 Overgrown Tomb able to turn 2 Hogaak if I mill him with any of my 2 Suppliers but I only milled 5 lands and another Supplier (d'oh), it didn't matter much as my opponent lead with land, Mox, Relic, Mishra's Bauble so they had active relic from turn 1 and I couldn't find any red source to dig with Looting so they setup while I am basically doing nothing. Game 2 I have a decent opener but their turn 1 involves Grafdigger's Cage + Tormod's Crypt so although I destroyed their Cage with Shenanigans I didn't find any action on my mills and I were not able to do anything before my opponent would take the lead and combo me out casting 3 Paradoxical Outcomes the same turn with both Urza and Sai on the board
I think most players were low on hate as I didn't need to face any Leyline of the Void or Rest in Peace, I think the deck is quite good G1 vs most of the field, the matchup that worries me the most G1 is Tron doing T3 Karn into Ensnaring Bridge but I like how it plays vs everything else and the zombie beatdown plan with Cryptbreaker is decent when we are facing hate that we can't deal with right now as it let's us establish board presence and draw cards to find our answers
I think decks like Humans and GW value are the main reason we should apply a combo approach to our decks. Burst cards like the Emissary/Bushwhacker combo or Bloodghast if playing black. If humans has an opportunity to play their 4th or 5th creature, we've probably lost already. You could make a case for including Lightning Bolt maindeck, which some have forgone, but that doesn't help against GW value. Most of their creatures have 4 toughness.I think decks like Humans and GW value are the main reason we should apply a combo approach to our decks. Burst cards like the Emissary/Bushwhacker combo or Bloodghast if playing black. If humans has an opportunity to play their 4th or 5th creature, we've probably lost already. You could make a case for including Lightning Bolt maindeck, which some have forgone, but that doesn't help against GW value. Most of their creatures have 4 toughness.
You might be right, I've tried the emissary + bushwhacker version and it's nice when you pull it off but it didn't felt that reliable and these cards have no synergy with our discard outlets except when you are able to cast Burning-Tree Emissary into Goblin Lore into Hollow One.
Regarding creature decks, I used to play 2 Flamewake Phoenix instead of 4 so I could see myself getting damage through the air when the board is stalled as Mantis Rider doesn't usually grow bigger than a 4/4 so I can kill it with the help of Grim Lavamancer
I have been testing some random cards (even Wild Cantor which was terrible by the way) that I thought might work in my Noose Constrictor build and I found Squee, Goblin Nabob to be quite a house as recurring it every turn improves your looting effects quite a lot and it's a safe card to discard and enable Hollow One without emptying your hand. Now I feel confident playing 4 Flamewake Phoenix as it's much easier to have a 4 power on board. This is my current build:
One thing I sometimes miss is a way to push through blockers, say you are facing Humans and they were able to put enough presence on board so that no player can attack as it would die next turn, in this kind of scenarios I think we are at disadvantage as every human they draw makes their presence bigger and we are not changing much the board even by playing a Hollow One or Vengevine, I've checked for any "acceptable" sideboard card with that effect and the best I could find is Gruul Charm which feels quite underwhelming. Has anyone else found a better card for this kind of effect? I might have to try Legion Loyalist again but when your opponent has a couple 7/7 or 8/8 Champion of the Parish it's not going to be enough
Oh, and there is another huge thing that I somehow missed on my previous post that makes Goblin Lore even better: it enables Hollow One for 0 while Cathartic Reunion alone would not be enough and it would still cost 1
Cathartic Reunion is not a bad card but in my experience is way worse than Goblin Lore in this deck for these reasons:
1-You have to discard before drawing so if you don't have anything you'd really like in the graveyard, it's not going to shine too much
2-You can't cast it unless you have another 2 cards in hand (and you must discard them no matter what), this is the main reason why I don't think it's good in the deck, you sometimes have a land and draw Goblin Lore, you can cast it and in the worst case scenario you are with something bad as two lands but you might be able to put a Faithless Looting, Vengevine or Flamewake Phoenix in the graveyard while doing so which makes the next turns better overall. If you have a land and draw Cathartic Reunion you mast pass the turn and you will face problem 1 next turn
3-You can get Cathartic Reunion countered by something like Remand and if that happens it's probably GG
Hi, I am glad you are trying this deck concept, I hope you like it, here are my answers to your questions:
1-Goblin Lore & Burning Inquiry: I've tried both and I have to say that although both are random and it hurts when you discard Hollow One, Goblin Lore is much better for many reasons and that's why it's the only of the two I am playing:
-It isn't card disadvantage as you draw 1 more than you discard
-Is a great follow-up after a T1 Flameblade Adept
-You are the only one discarding (it sounds cool to mana screw your opponent with Burning Inquiry but you are most likely helping them deploy their Gurmag Angler or combo with their Storm or Dredge deck or it is just irrelevant agains't other decks)
-As a 2-cost it makes the deck more resilient to Chalice of the Void on 1
2-Usually hands with Faithless Looting or Insolent Neonate are good keepers as your deck becomes stronger the more you dig through your library, there are some crazy hands you have to keep for their potential, in the report I made this happened 2 times with different results: R3 on the draw I kept a no-lander containing Street WraithFaithless LootingFaithless LootingHollow OneHollow OneVengevineInsolent Neonate and I found the Mountain to go off but in QF in the same spot I was unable to find it and I lost that game, I believe hands with potentital of T1 attack with Vengevine should not be mulliganed if you can draw at least 2 cards before playing your first land, but that's just my approach.
3-There are many small details on how you play the deck that can definitely give an edge, I usually end up going 4-1 in Competitive Leagues as there is always this 1 round that something doesn't go your way but I don't feel like it's because of the deck, I mean, that happened before with many other decks, sometimes you get mana screwed or flooded or your opponent seems to always have the best counters for your plays, what I mean is that the deck is able to do very unfair things without being too much of a glass-cannon and that's something I love about this deck.
I like 1 Forest in my build, not just for Blood Moon purposes but to keep a healthy life total when facing burn strategies, 1 lander with Forest is bad but I didn't find it to happen that often to worry too much about it.
Noose Constrictor was the MVP of the tournament, sometimes you just play it on turn 2, discard 3 cards and cast a Hollow One bringing 1 or more Vengevine in the process, it is also useful as a defender in the late game and can deal a lot of damage when combined with Flameblade Adept and since it's a two drop makes the deck less vulnerable to Chalice of the Void on 1.
These were the pairings I faced: R1 - UR Storm 2-0 (G1 My opponent tried to combo on turn 3 but I was able to kill his Goblin Electromancer with Fiery Temper in response to his ritual so he was unable to finish me, G2 he gets caught by Ravenous Trap) R2 - UW Control with Sword of the Meek + Thopter Foundry Combo 2-0 (Easy matchup if you are able to put some early pressure) R3 - Mardu aggro (the list with so many trophies from competitive leagues) 2-0 (G1 is grindy and I am able to take it, G2 I am able to go 2x Hollow One + 1 Vengevine on T1 so he conceded on T2) R4 - Vizier Combo 2-1 (Very grindy matchup, I was lucky to have a Grim Lavamancer in my openers and control the board to finish G3 with a Become Immense R5 - Eldrazi Tron 2-0 (Not very difficult matchup, I did the Noose Constrictor + 2 Flamewake Phoenix play in this round) R6 - UR Kiki Moon ID (A friend and we ensured top by ID and went to have lunch) R7 - UR Storm ID (Another friend, I could play without risk but he would be out if I win, so we ID)
I managed to top8 in 2nd position and play first every round since I didn't get to play against the player in 1st position in the top8
QF - Eldrazi Tron 2-1 (Easy round, I was greedy on G2 and kept a no-lander with 2 Street Wraith on the draw but couldn't find the land, G3 got a decent hand and the opponent was unable to do much about it) SF - UR-Kiki Moon 2-0 (My friend from R6, we already discussed the matchup while having lunch and agreed that it was a good matchup for me so I was glad to perform as expected) F - Eldrazi Tron 2-1 (The same guy from R5, he wins game 1 with 2 quick Reality Smasher and I feel under pressure but G2 and G3 the deck delivers and I end up winning with Flameblade Adept + Noose Constrictor discarding my hand for lethal damage.
Has anyone tried Legion Loyalist out? Seems like a 1-drop that does pretty much everything: gives trample, first strike, jumps over tokens, helps trigger Vengevine and is a great finisher with Become Immense after a board sweeper due to haste, I am going to test it but it seems very good:
I like that it's quite easy to activate Vengevine's ability thanks to the large amount of 1-drops and if you get hated with Grafdigger's Cage you can still beat them with Become Immense, you usually don't even need Temur Battle Rage
Thanks! I am not in the FB group but I am in the discord channel, there are many players brewing there.
Now that I am so focused on T2 Hogaak, I think I will be running 18 lands (instead of 17) with many fetches to maximize Bloodghast value, that should enable more hasty Hogaaks with Max Velocity. Since I was not siding Leyline vs Phoenix nor Storm (only vs mirrors, Dredge and Thopter Foundry combos), I think I will be testing a 2-2 split of Surgical Extraction and Ashiok, Dream Render instead. The idea is to make Dredge's Nature's Claim bad while having more versatile hate options, my only concern is that it could be too slow sometimes. I didn't like having 4 slots in my sideboard for just a few matchups, specially when one of them (Dredge) was consistently finding the answer to it in the early game. Being able to stop search effects should also improve my matchup vs Devoted Druid, Amulet and Valakut (although Valakut is already a good matchup). Not sure if I would side it vs Tron as by turn 3 they probably have already searched for everything they need
4 Faithless Looting
2 Darkblast
2 Maximize Velocity
Creatures (35)
4 Insolent Neonate
4 Stitcher's Supplier
4 Carrion Feeder
4 Gravecrawler
3 Cryptbreaker
4 Bloodghast
4 Stinkweed Imp
4 Vengevine
4 Hogaak, Arisen Necropolis
4 Bloodstained Mire
4 Polluted Delta
3 Blackcleave Cliffs
2 Overgrown Tomb
3 Blood Crypt
1 Swamp
3 Nature's Claim
3 Thoughtseize
4 Leyline of the Void
1 Shenanigans
2 Ingot Chewer
2 Fatal Push
Round 1 vs UR control with Thing in the Ice: Game 1 I deploy a couple Vengevines and zombies and pressure him enough to force some blocks, and deal with TiTi through Darkblast, they Cryptic tap draw the turn I had lethal, durdle a little bit and flip a 2nd TiTi with double bolt, I cast Hogaak next turn to block and keep pressure with my Vengevines until they die. Game 2 I had a great hand with 2 suppliers+Hogaak+Ghast, T1 supplier mill 3, T2 supplier mill another 3 (1 Max Velocity), cast hogaak leaving only Max Velocity in the graveyard and jump start discarding bloodghast to attack for 9, they T3 Anger removing the suppliers, my T3 is play land return bloodghast, max velocity it and attack for 11
Round 2 vs Humans Game 1 we both fill the board and I have 1 hogaak in play and another in gy so I keep attacking with it every turn and then casting the one in graveyard to block tapping whatever that can't block and force some blocks until I control the board. Game 2 they T1 Cage T2 Auriok Champion T3 Plague Engineer naming zombie, I try to grind it out with Stinkweed Imp and removing creatures with Darkblast but it wasn't enough. Game 3 I deploy a T2 Hogaak + Vengevine and they can't keep up
Round 3 vs Red Phoenix Game 1 opponent puts me low on life while I setup but is then left without cards and I manage to push damage through while keeping blocks to avoid dying. Game 2 my opponent puts me down to 6 and I need a good dredge to go off, I find the win reanimating Hogaak + 2 Vengevine + Max Velocity out of nowhere
Round 4 vs UR Phoenix Game 1 I have a strong opener deploying Hogaak turn 2 and they manage to flip TiTi to save themselves but I recast everything and push damage while keeping Hogaak to block. Game 2 I Thoughtseize their Aria of Flame over Anger of the gods, turn 2 Hogaak and they T3 Aria of Flame but they were left with not much gas in hand, finds a Titi and a couple more spells before dying
Round 5 vs Boros Burn Game 1 I put some pressure with Vengevine and a couple 2/1, they cast Eidolon and don't block me so I just pass the turn to them with a healthier life and they are unable to kill me without dying from their Eidolon, Game 2 I manage to T2 Hogaak again but my life is lower this time, I play around Deflecting Palm by not attacking with Hogaak since it wasn't lethal that turn and opponent deals me 6 EOT and another 6 on their turn to kill me. Game 3 I have another strong opener, my opponent had Path to slow me a turn (I had Feeder to sac Hogaak and recast) and when they were at 11 and I was at 12 I attacked for 19, they had Deflecting Palm on Hogaak but it was lethal anyway and Bolt would leave me at 1 so I manage to take a close win
Round 6 ID vs Affinity
Round 7 Id vs Naban Humans
QF vs Urza's & Sai's Outcome I wish this friend of mine were playing the Thopter Sword combo but they were playing a Paradoxical Outcome grindy brew that happened to play a lot of cheap artifacts including 3 Relic of Progenitus maindeck + Tormod's Crypt and Grafdigger's Cage on the side. I make a mistake by keeping a greedy opener with 1 Overgrown Tomb able to turn 2 Hogaak if I mill him with any of my 2 Suppliers but I only milled 5 lands and another Supplier (d'oh), it didn't matter much as my opponent lead with land, Mox, Relic, Mishra's Bauble so they had active relic from turn 1 and I couldn't find any red source to dig with Looting so they setup while I am basically doing nothing. Game 2 I have a decent opener but their turn 1 involves Grafdigger's Cage + Tormod's Crypt so although I destroyed their Cage with Shenanigans I didn't find any action on my mills and I were not able to do anything before my opponent would take the lead and combo me out casting 3 Paradoxical Outcomes the same turn with both Urza and Sai on the board
I think most players were low on hate as I didn't need to face any Leyline of the Void or Rest in Peace, I think the deck is quite good G1 vs most of the field, the matchup that worries me the most G1 is Tron doing T3 Karn into Ensnaring Bridge but I like how it plays vs everything else and the zombie beatdown plan with Cryptbreaker is decent when we are facing hate that we can't deal with right now as it let's us establish board presence and draw cards to find our answers
You might be right, I've tried the emissary + bushwhacker version and it's nice when you pull it off but it didn't felt that reliable and these cards have no synergy with our discard outlets except when you are able to cast Burning-Tree Emissary into Goblin Lore into Hollow One.
Regarding creature decks, I used to play 2 Flamewake Phoenix instead of 4 so I could see myself getting damage through the air when the board is stalled as Mantis Rider doesn't usually grow bigger than a 4/4 so I can kill it with the help of Grim Lavamancer
4 Flameblade Adept
4 Insolent Neonate
3 Grim Lavamancer
4 Noose Constrictor
4 Flamewake Phoenix
2 Squee, Goblin Nabob
4 Vengevine
4 Hollow One
2 Hooting Mandrills
4 Street Wraith
4 Faithless Looting
4 Goblin Lore
Lands
1 Forest
3 Mountain
3 Stomping Ground
2 Copperline Gorge
4 Wooded Foothills
4 Bloodstained Mire
2 Ravenous Trap
2 Dismember
3 Ancient Grudge
2 Destructive Revelry
2 Heroic Intervention
2 Blood Moon
2 Gnaw to the Bone
One thing I sometimes miss is a way to push through blockers, say you are facing Humans and they were able to put enough presence on board so that no player can attack as it would die next turn, in this kind of scenarios I think we are at disadvantage as every human they draw makes their presence bigger and we are not changing much the board even by playing a Hollow One or Vengevine, I've checked for any "acceptable" sideboard card with that effect and the best I could find is Gruul Charm which feels quite underwhelming. Has anyone else found a better card for this kind of effect? I might have to try Legion Loyalist again but when your opponent has a couple 7/7 or 8/8 Champion of the Parish it's not going to be enough
1-You have to discard before drawing so if you don't have anything you'd really like in the graveyard, it's not going to shine too much
2-You can't cast it unless you have another 2 cards in hand (and you must discard them no matter what), this is the main reason why I don't think it's good in the deck, you sometimes have a land and draw Goblin Lore, you can cast it and in the worst case scenario you are with something bad as two lands but you might be able to put a Faithless Looting, Vengevine or Flamewake Phoenix in the graveyard while doing so which makes the next turns better overall. If you have a land and draw Cathartic Reunion you mast pass the turn and you will face problem 1 next turn
3-You can get Cathartic Reunion countered by something like Remand and if that happens it's probably GG
1-Goblin Lore & Burning Inquiry: I've tried both and I have to say that although both are random and it hurts when you discard Hollow One, Goblin Lore is much better for many reasons and that's why it's the only of the two I am playing:
-It isn't card disadvantage as you draw 1 more than you discard
-Is a great follow-up after a T1 Flameblade Adept
-You are the only one discarding (it sounds cool to mana screw your opponent with Burning Inquiry but you are most likely helping them deploy their Gurmag Angler or combo with their Storm or Dredge deck or it is just irrelevant agains't other decks)
-As a 2-cost it makes the deck more resilient to Chalice of the Void on 1
2-Usually hands with Faithless Looting or Insolent Neonate are good keepers as your deck becomes stronger the more you dig through your library, there are some crazy hands you have to keep for their potential, in the report I made this happened 2 times with different results: R3 on the draw I kept a no-lander containing Street Wraith Faithless Looting Faithless Looting Hollow One Hollow One Vengevine Insolent Neonate and I found the Mountain to go off but in QF in the same spot I was unable to find it and I lost that game, I believe hands with potentital of T1 attack with Vengevine should not be mulliganed if you can draw at least 2 cards before playing your first land, but that's just my approach.
3-There are many small details on how you play the deck that can definitely give an edge, I usually end up going 4-1 in Competitive Leagues as there is always this 1 round that something doesn't go your way but I don't feel like it's because of the deck, I mean, that happened before with many other decks, sometimes you get mana screwed or flooded or your opponent seems to always have the best counters for your plays, what I mean is that the deck is able to do very unfair things without being too much of a glass-cannon and that's something I love about this deck.
Noose Constrictor was the MVP of the tournament, sometimes you just play it on turn 2, discard 3 cards and cast a Hollow One bringing 1 or more Vengevine in the process, it is also useful as a defender in the late game and can deal a lot of damage when combined with Flameblade Adept and since it's a two drop makes the deck less vulnerable to Chalice of the Void on 1.
4 Flameblade Adept
4 Insolent Neonate
3 Grim Lavamancer
4 Noose Constrictor
2 Flamewake Phoenix
4 Vengevine
4 Hollow One
2 Hooting Mandrills
4 Street Wraith
4 Faithless Looting
4 Goblin Lore
2 Fiery Temper
2 Become Immense
Lands
1 Forest
3 Mountain
3 Stomping Ground
2 Copperline Gorge
4 Wooded Foothills
4 Bloodstained Mire
2 Ravenous Trap
2 Dismember
3 Ancient Grudge
2 Destructive Revelry
2 Heroic Intervention
2 Blood Moon
2 Gnaw to the Bone
I liked Noose Constrictor a lot and it allowed some crazy plays such as Turn 1 Flameblade Adept Turn 2 Noose Constrictor, attack for 1, opponent casts Chalice of the Void for X=1, Turn 3 discard 2 Flamewake Phoenix with Noose Constrictor, pay RR to bring them back and attack for 11
These were the pairings I faced:
R1 - UR Storm 2-0 (G1 My opponent tried to combo on turn 3 but I was able to kill his Goblin Electromancer with Fiery Temper in response to his ritual so he was unable to finish me, G2 he gets caught by Ravenous Trap)
R2 - UW Control with Sword of the Meek + Thopter Foundry Combo 2-0 (Easy matchup if you are able to put some early pressure)
R3 - Mardu aggro (the list with so many trophies from competitive leagues) 2-0 (G1 is grindy and I am able to take it, G2 I am able to go 2x Hollow One + 1 Vengevine on T1 so he conceded on T2)
R4 - Vizier Combo 2-1 (Very grindy matchup, I was lucky to have a Grim Lavamancer in my openers and control the board to finish G3 with a Become Immense
R5 - Eldrazi Tron 2-0 (Not very difficult matchup, I did the Noose Constrictor + 2 Flamewake Phoenix play in this round)
R6 - UR Kiki Moon ID (A friend and we ensured top by ID and went to have lunch)
R7 - UR Storm ID (Another friend, I could play without risk but he would be out if I win, so we ID)
I managed to top8 in 2nd position and play first every round since I didn't get to play against the player in 1st position in the top8
QF - Eldrazi Tron 2-1 (Easy round, I was greedy on G2 and kept a no-lander with 2 Street Wraith on the draw but couldn't find the land, G3 got a decent hand and the opponent was unable to do much about it)
SF - UR-Kiki Moon 2-0 (My friend from R6, we already discussed the matchup while having lunch and agreed that it was a good matchup for me so I was glad to perform as expected)
F - Eldrazi Tron 2-1 (The same guy from R5, he wins game 1 with 2 quick Reality Smasher and I feel under pressure but G2 and G3 the deck delivers and I end up winning with Flameblade Adept + Noose Constrictor discarding my hand for lethal damage.
4 Bloodstained Mire
4 Wooded Foothills
2 Copperline Gorge
1 Forest
3 Mountain
3 Stomping Ground
Creatures (30)
4 Goblin Guide
4 Monastery Swiftspear
4 Insolent Neonate
4 Bomat Courier
4 Vengevine
4 Hollow One
4 Street Wraith
1 Hooting Mandrills
2 Legion Loyalist
4 Faithless Looting
4 Lightning Bolt
1 Temur Battle Rage
3 Become Immense
2 Ancient Grudge
2 Feed the Clan
2 Heroic Intervention
2 Destructive Revelry
3 Blood Moon
2 Ravenous Trap
2 Dismember
Having access to another 1-mana creature with haste is huge to finish games with Become Immense
4 Bloodstained Mire
4 Wooded Foothills
2 Copperline Gorge
1 Forest
3 Mountain
3 Stomping Ground
Creatures (30)
4 Goblin Guide
4 Monastery Swiftspear
4 Insolent Neonate
4 Bomat Courier
4 Vengevine
4 Hollow One
4 Street Wraith
2 Hooting Mandrills
4 Faithless Looting
4 Lightning Bolt
2 Temur Battle Rage
3 Become Immense
2 Ancient Grudge
2 Feed the Clan
2 Heroic Intervention
2 Destructive Revelry
3 Blood Moon
4 Leyline of the Void
I like that it's quite easy to activate Vengevine's ability thanks to the large amount of 1-drops and if you get hated with Grafdigger's Cage you can still beat them with Become Immense, you usually don't even need Temur Battle Rage