Here's the rest for today, I'll finish the other half of Fish tomorrow and move on to stuff like Dredge, CT Bant, Landstill, Stax, Lands, Aggroloam. Probably not even going to bother with ANT, since you either draw a turn 2-3 combo or you don't. Maybe I'll try it with some Mindbreak traps in the side since somebody wanted that a few pages back, but I bet it's still awful.

Also, I know all of this is preboard, but I think some extensive testing of the preboard is needed before we can really say for certain what deserves to be in the board.

Regular Berserk Stompy with 2x Vines vs Zoo
1 – BS mulls to six. Zoo play a pair of Nacatls and sends them in until BS dies, using Bolt/Chain/Path removal as necessary. Zoo
2 – BS has a ton of extra pump in hand, baits a removal spell with Might, then uses Vines to force Zoo into a situation where they have to use a second removal or be low enough to die to the pump next turn. They use their second path, don’t draw into more removal and die the next turn. Score one for Vines. BS
3 – A large pile of Boggles and Ledgewalkers without pump doesn’t get very far against Goyf and Pridemage. An Inviorated Predator gives BS a chance for a turn, but eats a path and that’s game. Zoo
4 – BS’s first few plays die, Boggle shows up and combos out for lethal. BS
5 – BS mulls to five and can’t recover from the first two guys dying. Zoo
6 – Nacatl and removal go the distance, a Rancored Ledgewalker is a few points short of going lethal. Zoo
7 – Zoo does some stuff, Boggle goes crazy with Berserk. BS
8 – BS mulls to six, plays a bunch of guys who die and loses. Vines didn’t help, half because they had Lavamancer and half because it was the only pump spell BS had and using it to save a 2/2 against an army of Nacatl, Goyf, etc would cut off the combo finish as a possible out. Zoo
9 – Zoo mulls to six. Skulk and Elite get stopped by the Great Wall of Tarmogoyf. A second Goyf shows up, some removal fries BS’s creatures and the Great Wall of Tarmogoyf starts serving for eight a turn. Zoo
10 – Zoo runs out of removal, tries to race with a Goyf, a ‘zerked Boggle is faster. BS
11 – BS combos on turn four with Ledgewalker. BS
12 – BS forced on the defensive from a Nacatl and removal, a Rancored Boggle waits for some pump, but there’s not enough to be lethal. Zoo
13 – Double Predator get Invigorated when double Nacatl attack into them. Zoo tries to salvage it with a Lightning Helix and gets utterly blown out by Vines. BS
14 – BS has an amusing triple ‘zerk + Invigorate hand, but dies before it can find a third land. Zoo
15 – Same thing, only with two Berserks and no second land. Zoo
16 – Zoo mulls to six and fails to race double Rancor for double Boggle. BS
17 – Zoo has a bunch of Lavamancers, Ledgewalker treats them with a mild disregard as she goes over for eighteen. BS
18 – Zoo mulls to six. It was an interesting game because BS is stuck at one land, so Zoo doesn’t want to use its pair of Paths. By the time the second land shows up for BS it’s a little late and there’s not quite enough time to get a Ledgewalker into the air to do the last three points of damage. Zoo
19 – BS can’t find enough land to combo and dies. Zoo
20 – BS mulls below five looking for land, didn’t bother to play it. Zoo

Final Score: BS: 8, Zoo: 12

A full third of BS’s losses were to not being able to find enough land. I know someone is going to tell me to mulligan differently, but usually it’s something like I need to draw a second land in first four turns to have an auto-win on the combo. I’m willing to take those odds and I think it’s a part of playing the deck – you have to play to your strengths and having a shrouded 20 power dude is our biggest strength. Anyways, mana issues aside, Vines did steal a pair of games and was a lot better than Briar Shield. I'm not sure what the implications for switching it would be on some of the less removal-heavy matchups, but I’ll certainly give Vines that it was good against Zoo.

Classic Berserk Stompy vs Goblins
1 – Goblins gets in for about ten damage, then dies to about twenty power’s worth of Ledgewalker. BS
2 – Ground gets stuck while Ledgewalker goes over with Rancor for a few turns, then finishes wiht ‘Zerk. BS
3 – BS draws into a terrible 3x Predator with no Invigorate, but a Rancored Skulk just barely manages to win a race. BS
4 – BS mulls to six. A pair of 1/1 Elite jump in the way an Instigator, Kavu Predator hits too late and the Instigator dumps a million goblins into play. Gob
5 – BS doesn’t have enough pump to combo and throws Boggles and Ledgewalkers in front of a 2/2 Instigator until Goblins eventually alpha strikes for the game. Gob
6 – BS again draws a bunch of Boggles and Ledgewalkers, which get thrown under Piledrivers for a while and eventually BS runs out of chumps and dies. Gob
7 – Goblins can’t block Rancored Skulks and die. BS
8 - Goblins almost gets there with a Chieftain and a bunch of guys, but BS combos out on the last possible turn. Elite was amazing here, holding off a Chieftain and the Lackey he was boosting. BS
9 – BS can’t find the combo and trades guys for a long time. Goblins has just a few more guys and BS slowly bleeds life until it dies. Gob
10 – BS applying good pressure with a Rancored Ledgewalker and a Skulk, then a timely Incinerator allows Goblins to sneak through a Lackey and an Instigator. Way too many goblins hit play and it’s over. Gob
11 – Turn three for goblins involves attacking with Lackey, Instigator, Chieftain, and Piledriver, dumping Matron, Piledriver, and Ringleader into play. Not quite enough pump for Predator to combo and swing for lethal. Gob
12 – Matrons for Incinerators clears the way for Lackey effects, Siege-Gang ends the game. Gob
13 – Goblins plays some irrelevant guys while BS hits the early combo. BS
14 – BS combos on turn two. BS
15 – BS combos on turn three. BS
16 – BS can’t get off of one land while Goblins goes a bit too nuts with Vial. Gob
17 – Goblins doesn’t have a fast start and a gigantic Ledgewalker goes all the way. BS
18 – BS combos on turn three. BS
19 – Goblins mulls to six, then a bunch of stupidity ensues where Goblins is stuck at Lackey, Port, and Mountain and BS is stuck at Forest and Nettle. BS is locked out by the port, Goblins is locked out by using the port, and neither Lackey nor Nettle wants to attack. Eventually both decks find some more land, Goblins plays some irrelevant guys while BS combos. BS
20 – Goblins tries to clear the way for Lackey with some Incinerators, but Boggles mess up that plan. Eventually some Ledgewalkers get into the air and combo. BS

Final score: BS: 12, Goblins: 8

A few things to note:
-Boggle and Nettle Sentinel are amazing here. Nettle can hit past Lackey and then untap to block him, while Boggle can’t be cleared out of Lackey’s way by a Stingscourger or Gempalm.
-Kavu Predator wasn’t good or bad. He had his “lolwut huge combo” moments and ran over some critters for the kill, but he was never completely broken or completely dead.
-Goblins are great at gumming up the ground, Skulks and Ledgewalkers are great because they get their full Berserked damage through to the face.
-They’re extremely vulnerable to the combo, the only ways they can disrupt it are with a Gempalm or Vialed Stingscourger.
-This matchup is definitely good.

Troll Berserk Stompy vs Goblins
1 – BS mulls to six and tries keeping a 0-land, ESG hand on the draw. The hand had a Berserk and a bunch of pump with some critters, so I felt it was a fair gamble. Didn’t pay off, never found a land, though I think I’d still make the same choice rather than go to five cards. I don’t think the chance of finding a five card hand with guys, pump (including Berserk), and mana are better than finding a land with those six. Gob
2 – Both decks play a bunch of guys, they run into each other on the ground while a Pit Skulk and a Ledgewalker do twenty. BS
3 – BS mulls to six and has 3x Elite while Goblins drops a bunch of mountains and guys. Gob
4 – BS mulls to six. BS has way too many Rangers and Ledgewalkers, the 1/1 for 2 squad dies to a bunch of Chieftain boosted critters. There was a cool play with a flashed Ranger + BotH wrecking a bunch of Lackeys, but it didn’t matter enough. Gob
5 – BS gets Goblins pretty low and they struggle to keep chumping Trolls and die to fliers. BS
6 – BS has a slow hand of Ledgewalkers and a Troll, draws a ton of land and dies to a horde of Goblins. Gob
7 – BS has to play defensively against a Chieftain sending across Instigators and Lackeys, eventually runs out of gas when they cast a Siege-Gang. Gob
8 – Goblins mulls to six. Doesn’t have much action and gets run over by a Rancored Nettle and some other stuff. BS
9 – Guys trade back and forth until a ‘zerked Skulk ends the game. BS
10 – Goblins can’t get past three mana to really get going, while BS can’t find any pump to go with Berserk. A Ledgewalker squeaks out a point in the air for a few turns to get Goblins in range of alpha strike + berserk on 2/3 Skyshroud Elite being lethal. Yeah, kinda sad game. BS
11 – Lackey and Instigator can’t get through the wall of vigilant critters involving Nettle and Ranger. A bunch of trades later both decks are mostly out of steam and then BS finds ‘zerk and a Ranger gets there. BS
12 – Goblins mulls to six. They open with lackey on the play and BS doesn’t have a one-drop. A bunch of SGC and stuff later it’s over, BS had a bunch of pump to combo, but no Berserk. Gob
13 – Very close game, Chieftain-boosted Lackeys and Instigators trade with some guys while a Rancored Nettle takes chunks out of Goblin’s life. BS has just enough pump to kill with a Ledgewalker. BS
14 – Goblins mulls to five. BS leads with a Skulk then double Rancors it. Goblins tries to get in with Instigator + Chieftain, but BS chumps the Instigator every turn and the Skulk does his thing in the meantime. BS
15 – Goblins mulls to six. BS can’t keep up the trades when Goblins has double Vial and gets to cheat on mana. BS can’t find Berserk and it’s over. Gob
16 – Goblins forces through a Lackey with Gempalm, dumps a SGC in with a Chieftain ready to go next turn. BS untaps and Ledgewalker gets in for exactly lethal with Berserk. BS
17 – Goblins doesn’t have the fastest of starts and a Rancored Nettle gets in enough damage that BotH and Vines push through the rest. BS
18 – Lackey gets in because of Gempalm again, but Goblins doesn’t really have the gas to make it matter. Nettle gets in for around thirty. BS
19 – Turn one Lackey, turn two Instigator, turn three Stingscourger to force them through. BS has the combo, but can’t get it through the pair of Siege-Gangs sitting in the way. Gob
20 – BS spends a bunch of time chumping an Instigator with 1-toughness stuff like Ranger, Ledgewalker, and non-active Elite. Eventually it runs out of blockers and Instigator does his thing. Gob

Final Score: BS: 11, Gob: 9

Things of note:
-Troll is against Goblins what Predator is against Zoo. He’s too slow to do anything too slow and you can’t stall against Goblins, if you stall they overrun you with their massive card advantage suite. Zoo cares a lot about losing a Nacatl to a regenerating Troll, they have limited creatures. Goblins doesn’t care what they throw into him, there are always more goblins.
-The loss of Boggle makes it much easier for them to connect Lackey, which can be a problem.
-Even though this version is definitely worse against Goblins, it is still a good matchup. I had to mulligan more with this deck than the other one and this plays more lands, so that kinda sucked, and I still came up with 11 wins for BS. That’s not bad at all.

Regular Berserk Stompy vs Merfolk
1 – BS mulls to six. Fish puts down Vial, makes BS break Standstill twice. Fish crowd up the ground with a bunch of lords, BS chumps for a while and gets over with Rancored Ledgewalker, who barely wins race. BS
2 – BS can’t get enough early pressure, multiple lords take over the board and BS doesn’t have enough pump to combo. Fish
3 – BS trades for a while, comes down to a close race. If fish topdeck a merfolk so Reejery can tap a blocker, they win, otherwise Ledgewalker kills the next turn – they draw a lord. Fish
4 – Fish mulls to six, keeps a pretty mediocre hand. BS drops some dudes and they go all the way. BS
5 – Fish mulls to six. BS drops some early guys, Fish trades a few times and then draws a bunch of land and dies. BS
6 – Fish mulls to five (okay serious, what’s up with this?). BS sticks a Predator and Invigorate is game. BS
7 – Fish has to double Daze to get rid of Rancor, which sets it back a lot. A Skulk gets pumped a few turns in a row for the kill. BS
8 – Fish Forces a Rancor, but BS has a second one. Merfolk get thrown under the Rancor truck for a few turns and then the game is over. BS
9 – BS mulls to six. Fish covers the table in lords before BS can find enough pump to combo. Fish
10 – Fish mulls into oblivion and dies. BS
11 – Fish Forces some guys to try to get a window to land Standstill, but BS just keeps playing more guys. BS
12 – Fish almost gets twenty damage in with a pile of lords before a Rancor/2x Briar Shield Sprites goes lethal. Almost. BS
13 – Fish mulls to six. It doesn’t have a Force when BS starts piling Rancors onto a Boggle, which quickly ends the game. BS
14 – BS gets a fast start on the play, Fish doesn’t have guys until turn two, at which point the board is cluttered with little angry green guys. BS
15 – BS’s first Ledgewalker bit Daze, but the second one stuck and picked up Rancor. To be fair, Merfolk managed to keep up to speed with a Vial and even hit for 15. However, the Ledgewalker hit for 38 while playing around Daze. BS
16 – Fish Forces enough stuff to get Standstill off, then goes a bit crazy with Vial and dumps lords everywhere. BS comes up one damage short of comboing. Fish
17 – BS mulls to six, Fish mulls to five. BS gets its creatures countered and then can’t find anything while fish plays out a couple of guys that go the distance. Fish
18 – Both decks draw trash for a while, then fish put down a few lords and BS plays about ten little 1/1s and 2/2s. BS outraces by a little bit, gogo chumping power. BS
19 – Fish almost race, but BS throws enough guys in the way and trade with pump that eventually Fish stops drawing creatures and BS still has a couple left. BS
20 – Fish mull to five. BS plays some dudes and a Rancor, Fish has to make bad trades and dies. BS

Final Score: BS: 15, Fish: 5

Comments:
-It’s getting late and I think one or two of these got misplayed and Fish should’ve won. Also, they spent quite a few games mulling to death. So this matchup probably isn’t quite as bad for them as this made it look.
-BS has a bunch of huge advantages in this matchup. One, Force is a terrible card when none of your opponent’s cards are more important than the others. BS is a giant pile of mediocre creatures and redundant pump, not much worth the 2-for-1 of Forcing it. Two, Rancor is stupidly good here, they can’t win creature wars if you resolve it (so it’s their prime Force target if they know what they’re doing). Three, Standstill is very hard for them to use because BS usually dumps 4-5 power worth of guys onto the table by turn two and they have a Cursecatcher at best. Four, if they’re playing Stifle in the open slots (the most popular choice, I think), it’s almost completely dead against BS. It hits Kavu triggers, Briar Shield sacrifice, and Rancor recursion, that’s it.
-Shroud is nearly useless here preboard unless they’re playing a version with Echoing Truth, flying is much more important. Shroud sometimes gets better postboard because of Threads/Mind Harness.

And that's 120 games for today. Good night, folks -.-