Went 7-2. Deck was surprisingly good. It seems like lots of reasonable creatures backed by lots of removal makes for a winning combination. Timberland Guide overperformed, since it made my attackers bigger and enabled Coven (aka Duel for Dominance). it's definitely better than Pestilent Wolf. Saryth was great of course, I liked how it made my random 1/1s (Guide/Mentor tokens) able to attack. It can also give hexproof in response to removal, although that never came up, presumably because opponents were playing around it. Dawnhart Mentor underperformed a bit. It's a reasonable mana sink, but six mana is a lot for +3/+3, and although it can block it probably can't attack even if played on curve. I wound up cutting a copy from my final 40. Brood Weaver significantly overperformed. It looks like 2/4 is enough to block many of the flyers in the format, even threaten to trade favorably. It never died in my 9 games, but there were times when even the 1/2 it would've left behind can still trade. Opponent needs a pump spell, but I had tons of instant-speed removal in response making pump hard to use. The instants also made Tavern Ruffian & Harvesttide Infiltrator surprisingly good. They're still not great cards, of course, but being able to control day/night made them better. Candlelit Cavalry was meh, since it looks like lots of the werewolves are big enough to trade with it at night (e.g. Infiltrator + a Timberland Guide counter suffices). Seize the Storm overperformed a little and was often two 4/4 or 5/5s in the late-game, potentially growing at instant speed thanks to the other instants I had. One thing I noticed though was that when you are casting Seize the Storm from the graveyard, the original token shrinks. Luckily it never mattered for me, but it would be an embarrassing way to lose a token.
Of the losses, one of the losses was to
Dreadhound. This card looks very strong. 6/6 is bigger than most of my removal, and the ability is dangerous; I took like 10 damage from it alone and died shortly after spending two Moonrager's Slash to kill it. In the same way I was somewhat threatened by Drownyard Amalgam in a couple of games, but that card clocks so much slower, and I was able to either race it or find the removal to kill it (Duel/Light Up).
On to the next format