In an effort to keep discussion going on new decks and ideas, I'm trying to share some of the lists that I have been playing to success and my reasoning behind playing them. A card that interested me when Ikoria was printed was General Kudro of Drannith, a B/W Human lord which in 2020 has much more text than it would previously. The incidental graveyard hate and the Reprisal ability are both relevant as they provide unique functionality. An interaction that has come up frequently has been using the graveyard ability to shrink opposing Tarmogoyfs in the BUG and 4 color matchups. Removing an artifact or a planeswalker can often turn them into a 3/4 and let your team through. The Reprisal ability was something I was interested in when UR Sprite Dragon was seeing a lot of play. That card is difficult to race and I wanted an answer that wasn't narrow in the main deck.
The first iteration of the deck trophied and can be found here: https://www.mtggoldfish.com/deck/3167642#online
I have played the deck in two more leagues, finishing 4-1 in both. You play a lot of grindy games. Wrenn is a problem, as discussed here, but I simply switch decks when Wrenn becomes popular, and all decks tend to wax and wane on MTGO. Vintage has been very dynamic lately. I wasn't a fan of the Kitesail Freebooters. I found them not as impactful and poor against the Bazaar decks that were seeing more play in the field. Similarly, Dark Confidant feels slow in this format and I only run a few. You are ironically playing from behind often against HollowVine and Dark Confidant is terrible in that matchup specifically. Deafening Silence has also been a card that has been horrible for me and I keep reducing the numbers on the off chance it demonstrates a shred of promise.
Regarding the Mayors, those are considerations for having access to active FoV on turn 1, which is important for the Shops matchup (a traditionally abysmal matchup) and against PO. I'm tweaking the numbers of other cards and I haven't run into a situation in which Kambal has been good (should probably just be more Sanctum Prelates). Surgical Extractions are necessary against the HollowVine decks. You can't beat 12-16 power on turn 1, with some having haste. You just can't. You need to stop that and Surgicals are the best option. Exile the Vengevines, and then realized that you are going to have to do a lot of combat math, smart blocking, and good sequencing to salvage the game at a single digit life total.
Heck, it's a Modern deck with Power. The games are going to be tough at times. The advantage is much of the field is poorly configured to deal with your threats (both the number and the fact they are uncounterable) and you get to leverage two of the most powerful cards right now in Wasteland and Force of Vigor.
The last list I ran was: