Quote ROUND 2 - Bad Sligh
SB Out: Squee
SB In: Genesis
Why Genesis in? Just for fat? Because he's going to be way too slow to use effectively. (Unless Bad Sligh is really bad.

I usually keep the second Squee in and bring in Masticore; while sideing out some Su-Chis. Blocking stuff, getting Su-Chi bolted and still taking 4 sucks. But Masticore is just game over for Sligh; maybe even better than Trike.
Quote I started off pretty happy because I didn't think I needed to worry about Sui.
Generally, the games go pretty much like you described. Its not a cakewalk, but its not a bad matchup either. Its surprising how little having your hand ripped up hurts if you just can topdeck a Jug (or a Survival) and start swinging. MD Null Rod can be an inconvinience. Lots of Sinkholes and Wastelands are a problem too, but the deck is about half land, so not as much as it might seem.
Quote Could someone please teach me how to play TnT against a really good Keeper player? Please?
If you fear Keeper, put 3 Blood Moons in the side to go with the ReBs.
But really, I find it to be a favorable matchup (though me and the Dulmen crew are apparently the only ones on this board who feel that way!) You have 3.5 different classes of threats; 1) Welders: if this resolves, then countering your Juggies etc becomes a problem because they can just be welded back; and Keeper cant afford to counter every artifact you play. 2) Survival: Game over, Keeper must deal with this immediately or lose. Get Anger, make your Welders un-summoning sick and start swinging with angry men. 3) Angry men. In the same way Swamp-Rit-Negator scares Keeper, so does Workshop, Mox, Juggy. 4 Turns to deal or die, while TnT sets up its next wave of threats. 3.5) Wastelands. Put the pressure on Keeper by destroying their lands. Good in the Keeper mirror, still good here. Keep an eye on their colors, you fear White for Balance more than a lot of other things.
But basically, the way I see it; you are going to have 2 or 3 threats to start the game with. If you start with a Jug they must seriously consider FoW'ing it if they dont have a way to deal in hand. Ideally, they want to save the FoW for Survival, because Survival is the backbreaker in the matchup, but they dont always have the option. So, lead with Jug or Welder and try and draw counters to resolve Survival. Dont expect that Jug to go all the way; Keeper is too flexible a deck to die to one big creature in general, but the point is the pressure; make them dig for answers while you keep posing questions.
With Cunning Wish, Keeper has some really good tricks at their disposal; moreso Ebony Charm than Shattering Pulse. Remember that a single Welder negates Shattering Pulse. So does a Trike, which can kill itself (or a Jug) in response. If they Wish for the Pulse, the Welder goes on the defensive. Just sit back and threaten to fizzle their Pulse by swapping out the artifact they are aiming at. But Charm is painful; it can clean out your Squee, Anger and Wonder all in one shot.
Also, how many Caps did you side in against Keeper? Keeper has maybe 4 win conditions, so a first turn Cap can be a dangerous threat too. (Be wary of the Stroke-Cunning Wish interaction if you go this path.

Anyway, hope this helps. If you find yourself still losing, you might want to just trade decks with Carl for a couple games and see if reversing the matchup helps you out. I do this every now and then, just to watch other people play my deck; you never know what you might learn. (OTOH, you can feel confident that you have the hang of a deck when it
hurts to watch someone else play because you see all the errors they are making.
