3-0-1 FNM - Deck beat 4-C Saheeli, GB Counters, and UW Control. Drew into top 4 with WG Humans, but played for fun. Kept some sketchy hands and lost 1-2. Both games lost were because of having only 2 lands for a couple turns.
Changes being made for Game Day:
-1 Key to the City : Helped win a game, but never felt good playing it.
-1 Wretched Gryff : Never wanted to cast it if there were options. Is outclassed in the air by lots.
-1 Glimmer of Genius : I would like to replace all, but only have 1 grapple. Just costs too much for this deck and grapple does much better.
-1 Deadlock Trap : Had in hand several times but never wanted to cast it. Comes out too late and gets worse if we are moving away from glimmers.
-1 Thought-Knot Seer : Moved to sideboard, throws off game one plan, but definitely helps against other decks.
+1 Grapple with the Past : Would go to 4 if I had it. Also lets us cast two spells earlier. Turn 5 this get back whatever we emerged from then cast that 3 drop is much better.
+1 Aethersphere Harvester : Wanted to try out. Should help against aggro decks.
+3 Void Grafter : 3 drop that helps disrupt opponents removal while also being a good blocker.
SB Changes:
-4 eterenal scrouge : Never brought in. Doesn't provide enough value
-2 Warping Wail : Even against the combo deck I only brought 1 in.
+2 Aether Meltdown : SB tech for scrapheaps and vehicles
+2 Untethered Express : board in against control
+1 Heroic Intervention : help against boardwipes
+1 Thought-Knot Seer : Has its uses.