Aw man, gonna miss chatting with you and playing against your brews. Best of luck in CT!
Just poking around here, I see this upcoming event in Norwalk, CT on Friday May 3rd. Not sure if they run events regularly or not, but seems a place to start. Looks like there's more on Long Island, too, if you poke around the tournaments section.
@protoaddict You're probably right, but I'm not 100% convinced yet. The fact that all you have to do is attack with it, not even connect, to get a free cantrip/bolt/shattering spree seems good to me. I am, of course, presuming that you have one of these in the yard in the first place, which isn't necessarily a given. It does also make the Delve spells slightly harder to cast if you're pillaging your graveyard every turn, but I think the benefit would outweigh the drawback there.
The first place I would want to try this is in a UR Pyromancer shell. Getting to re-cast a cantrip for free every turn for your Pyromancer seems like really great value. I'd probably also be inclined to test a Skullclamp or two in such a list, for clamping the tokens and for boosting this card's power to enable re-casting Time Walk/Merchant Scroll. That might be too cute, but I'd be interested to explore that space.
My initial reaction is that this goes best in PO, where each mode has value:
Static ability - eliminates the possibility of countermagic disrupting you
+1 - allows for more flexibility of sequencing
-3 - removes problematic permanents while digging for more action
@stasis_kismet In my experience, bringing in Hurkyl's has not been worth it because being reactive against PO tends to be a losing plan since they plenty of countermagic. I have found the PO matchup extremely difficult. Grid + discard has been the best plan I have found, but even that is typically not enough. They're just better able to disrupt your gameplan than you're able to disrupt theirs, and they're just about as fast as you are.