Not too bad —April 12, 2022

I have ran 5 tests in MTGO today.

I did not get to test it in Games 2 and 3 since the opponents conceded after Game 1 (which resulted in a victory in all 4 runs). This is pretty standard behaviour for Manaless Dredge: it is a difficult deck for the opponents to interact with since it resorts mostly to triggers and activated abilities and this makes many things uncounterable and so the Game 1 advantage overwhelmingly favors it in most matchups.

The post-sideboard games are the ones that actually interested me. And I was able to see it play only once: against UR Aggro (currently the best deck in the format).

The first Game was a bit awkward (to me) since I forgot I had to go second in Game 1 and I actually gave a free Time Walk to the opponent. This turned out to prove the strength of the deck in Game 1 since it actually managed to win despite the free Time Walk. Also it was funny to not be able to pay for a Daze at some point.

In the second game, the opponent had Surgical Extraction to fight back. And also Daze, and also Force of Will. The opponent did a smart play of using Lightning Bolt on their own Dragon's Rage Channeler to exile 2 Bridge from Below - not everybody knows they can do that. It was a good game. The deck was able to interact much more than I think they anticipated. Dakmor Salvage allowed me to render Daze useless and Chrome Mox allowed me to cast Golgari Thug and Ratchet Bomb. Eventually they ran out of gas and conceded. This was an interesting game that gave me hope in the strategy.

I opted to get rid of the manaless plan in Game 2 (Balustrade Spy + Thassa's Oracle) and this made the deck less of a Glass Cannon. I was able to actually exist in the post-board game.