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23-01-06 Ravnica Remastered 4 Color Good Stuff with Weenies (Limited)

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went 2-1. shouldnt work but ran well. misplayed favoring Massacre Girl over Krenko against a grindy Selesnya deck in the last round. Fixing was not an issue (kept from a couple of optimal plays, but never lost me a game). Perhaps just luck, but I think the Guildgate spread here (3/4 in blue with an overall deck focus on blue) really helped.

All-Stars:
Krenko, Mob Boss - First Pack First Pick retro frame. Tin Street Dodger was the only other Goblin going around the table, and two is enough to make Krenko a threat. Kept a counterspell in hand to defend.
Massacre Girl - Third Pack First Pick. Always comes down on a board full of targets and kills everything else. Windmill slam.
Muddle the Mixture, Remand, Quench - Muddle a cheap hard counter with the Transmute option, Remand a tempo play that replaces itself when you cast it, and Quench because eventually they will be tapping out to play their bomb.
Compulsive Research - dig dig dig. Final game I had four cards remaining in the deck due to all the drawing and passing we had been doing.
Drift of Phantasms - exactly the card I wanted to see every time I drew it. Top-decked it to win the game against an opponent with a 3/3 flyer when I was dead on board. Got Faith's Fetters-ed because it's that good. Transmute there if you need it, but this card is sick for a control deck.
Coiling Oracle - strictly better Elvish Visionary, just about. It's pretty much always a free land play with a chump attached. This was key to running 4 colors with no issues.
Wild Cantor - Chump It Sac It Fix It Draft It
Whisper Agent - basically Murder against a mid-size weenie. Saves you life, trades up, and gives you the Surveil 1 on cast. Great combat trick for Dimir.

Workhorses:
Putrefy - does its fuckin job.
Connive // Concoct - Connive mostly failed due to Selesnya creatures burning combat tricks to save themselves, but Concoct is always good - returns either of your bombs to the battlefield plus gives you Surveil 3.
Fblthp, the Lost - weird card but it's an Elvish Visionary in blue at least. Replaces itself and chumps something (or, on a slow opponent and a turn 2 cast, swings for a couple points.)
Tin Street Dodger - in addition to hanging around every time Krenko got going, this was a fantastic turn 1 play in a few games. Those early points of unblockable damage really matter.
Scorched Rusalka - didn't have a ton of sac targets here, and it only hits players, but when you need three or four points of damage to round things out, you want this.

Could Have Been Cut:
Copy Enchantment - apart from a funny game where I copied an Ill-Gotten Gains, mostly useless. Could have seen some use against Faith's Fetters but didn't.
Undercity's Embrace - mostly useless against Selesnya strats, but I did make them work by pruning the opponent's board. Gained 4 life once. Straight removal is exponentially better.
Mayhem Devil - had a few synergies, and maybe helped grind out one game with Scorched Rusalka, but ultimately just came out and died to removal. Not a bad thing. 3/3 for 3 is fine.
Signets - eh. Never used them for ramp. Never needed them for fixing. Not bad to have around but if I'd had two more pieces of gas instead of these I might have won the whole pod.
Plaguecrafter - idk like, obviously a good card, but same issue as Undercity's Embrace. Your opponent is going to have three or four shitty tokens and this is going to kill a single one of them. Not worth it in this shell.

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