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[Modern] 16-0 at FMN with 4 Siege Rhinos and 56 other cards
Versus Affinity - Normally the decks I play automatically lose game one to this deck, but this deck does very well game one, possibly 60/40 in its' favor. With 15 cards coming in from the sideboard as well, game two is impossible to lose. Having birds instead of all Noble Hierarch is extremely relevant. After their initial dumping of their hand game one, if they only have a few flyers such as Vault Skirge or a land, birds blocking buy you time. Main deck Beast Within should be aimed at Cranial Plating every time as well. The only thing that they should ever get through on the ground is an Etched Champion. If they get on the defensive Siege Rhino and trample always gets the job done. If you hit 5 mana you are in good shape, and Mulldrifter in the air has enough power to trade with every flyer in their deck. Shriekmaws feel quite bad in the main for this match, and could probably turn in to Fiend Hunters.
Versus BGX - This deck plays itself and has an 80/20 or 90/10 matchup. All your creatures can't be beat by theirs, you have too much life gain for them to get past with anything, and every time you see Lilliana you just pitch creatures for your Seance. The longer the game goes the more advantage you create and there if each Seance you play isn't IMMEDIATELY Maelstrom Pulse'd you aren't losing this game. There was one game where a BGR deck was still running the Seer + Melira + Kitchen Finks. The only way to win this is to use Eternal Witness to return Azorious Charm, then attack and put some creature of your own on top of your library. Start doing it early and once you have more cards in library then them you can populate life gain creatures with all of your mana each turn. If you are also in a game like that you can Beast Within their lands, populate an Eternal Witness token and return it to blow up another land. They shouldn't have any ability to play magic after that, especially since you can make essentially limitless blockers and huge amounts of life.
Versus Jeskai Combo And/Or Control - This match plays very differently if they are running Kiki Combos. Game one is a hard match if they have the counter for your removal spell(s) once their combo comes down. Otherwise, the match is much more fair. They can't bolt you because your creatures present too much of a threat, and because your life total goes up too fast. Your goal if they aren't going to combo kill you is to get the guildmage and a Seance in play at the same time. This may be difficult but games tend to reach a point where you can have the guildmage populate itself and then after that populating other creatures. This is your point of critical mass, and no amount of Sphinx Rev will affect you.
Versus Twin - This matchup is very odd. You're just trying to remove their creature for the combo since nothing else the deck can do is threatening. The version that runs goyfs is even less threatening. The entire game isn't very interactive or fun, but revolves entirely around a silly combo you have a bunch of pieces of removal to deal with. Druid's Deliverance can come in from the board as well to time walk them. Sundering Growth helps as well after game one. If you expect a Blood Moon in any matchup, the first basic land you get is a forest. This means every mana dork, Beast Within, and Thragtusk can still be cast. If you are in the second or third game, get a second basic for when you draw Sundering Growth.
Versus Tron - Here's a matchup that is surprisingly not as hard as most people think it is. If they resolve a turn 3 card, they are probably going to go after your lands, and you better hope you were evoking Mulldrifter turn 2 or 3. Luckily, main deck Beast Within deals with Karn quite easily. You actually don't care very much about Wurmcoil here, because it can be hit by Path and because dealing 6 that late is like tickling you. The problem arises when Emrakul comes out, which Wurmcoil helps stall until. Emrakul is generally a turn 8ish card, and you should have had a lot of turns to put yourself in a position where that won't just straight up kill you. You should have had lots of turns to populate and draw Mulldrifters and Paths. After board again your real fear is them getting up to Emrakul. Your best friend is Vitu-Ghazi Guildmage and lots of mana. If you opt to play Clever Imposter(s) somewhere in the 75 this matchup gets hilariously easy.
RDW and Dirty Boros Bumps - This matchup looks like it should be easy, but is always very close game one. This is where your dice rolling skills matter because going first is the best way to ensure a win. You also need to get lucky with how many Skullcracks they draw. You can play endless Kitchen Finks but if they are going to Skullcrack you each turn you will eventually die. Be very careful with which lands you take, never shock yourself needlessly. I usually win with 1, 2, or 3 life left if they don't play creatures and I can attack. If the game goes until I can land Thragtusks it is usually after I have already been to 1, 2, or 3 life somewhere during the game. This is also where the lifegain mode on Azorious Charm is useful. For the board, don't be too aggressive hiding behind a Druid's Deliverance, because some spells make it so damage can't be prevented.
A quick tip about populate as well, populate doesn't target. If you are in a spot where you can announce that you want to populate a Kitchen Finks token but also have a Thragtusk token, if your opponent responds and kills the Kitchen Finks token, you can choose to populate the Thragtusk once the populate resolves.
Also, I figured out the best card possible for this list. Familiar's Ruse. Strictly 3-4 copies. The value is bleeding from my sleeves, it can't be contained. Cut pretty much anything in this list - Bounce + counter is that good.