QnD report from my Nationals Qualifier yesterday:
// Lands
13 Forest
7 Island
1 Mountain
1 Swamp
// Creatures
4 Drift of Phantasms
4 Sakura-Tribe Elder
1 Maga, Traitor to Mortals
// Spells
1 Invoke the Firemind
1 Train of Thought
1 Pyroclasm
4 Kodama's Reach
4 Sensei's Divining Top
4 Remand
4 Muddle the Mixture
4 Early Harvest
1 Boomerang
4 Heartbeat of Spring
1 Weird Harvest
// Sideboard
SB: 4 Vinelasher Kudzu
SB: 3 Savage Twister
SB: 4 Carven Caryatid
SB: 2 Bottled Cloister
SB: 2 Gigadrowse
Round 1: U/W Weenie 0-2
Opponent's deck too annoying, my mistakes too great.
0-1
Round 2: Ghost Husk 2-1
He didn't draw his good cards, and apparently thought sideboarding was unsporting.
1-1
Round 3: Ghost Husk 2-?
The only thing I remember about this match was my opponent casting Shining Shoal early on in a combo turn in the hope that I'd forget about it. That meant I had to jump through some hoops in order to find my Swamp, but I did and Maga sealed the deal.
2-1
Round 4: Ghost Dad 1-0
Game 1: Little disruption from opponent, easy combo
Game 2: I messed up in every way possible, and threw the game away at least three times. Time was called and my opponent fell 1 point short because he didn't use his Ghost Council on turn 1 of extra turns.
3-1
Round 5: URG Tron Wildfire 0-2
Game 1: He Annexed 2 lands and then Wildfired me into oblivion. Kill was Simic Sky Swallower
Game 2: I tried a 5-land combo (3 Harvests in hand) which should have worked and made a complete and utter mess of it.
3-2
Round 6: Ghazi Glare 2-1
Game 1: Comfortable combo
Game 2: Opponent got a turbocharged draw and I couldn't find any removal
Game 3: Played overly cautious because he boarded a lot and gave him a potential out in Selesnya Guildmage. He didn't draw it, so I combo-ed spectacularly.
4-2
Round 7: W/R aggro 2-1
Game 1: Regulation combo, possibly assisted by Pyroclasm
Game 2: Overrun by a too-fast draw, no Caryatids.
Game 3: Multiple Carven Caryatids bought me the time I needed to win.
5-2
Result: 10th place, taking the last Nationals slot by the smallest of tiebreaker differences.
Lessons learned:
- I have to play better at Nats. Given the number of mistakes I made I don't think I deserved my slot, but I'll take it anyhow

- Train of Thought seems to suck. It never did anything useful. The MD Boomerang also never really did anything very exciting.
- MD Pyroclasm was a nasty surprise for my opponents on several occasions. It's very convenient to be able to transmute for a sweeper and play it on the same turn. Savage Twister wouldn't have done the business a lot of the time.
- Carven Caryatid is amazing for non-transforming versions of the deck.
- I could get behind running another Weird Harvest or two main. It's an important catalyst, and a great card to have in hand. If it gets Castigated, then comboing is quite a lot harder. We could even run a MD Dimir Infiltrator so Harvest can tutor-chain into 2cc spells.