To hedge against combo I think this list is a great route to take. http://www.hareruyamtg.com/en/k/kD30486S/
I have a friend who plays Turbo Depths and this variant of UR seemed heavily favored in our testing. Being able to use wasteland/stifle really hinders their gameplan and the extra countermagic goes a long way as well. Yes it doesn't counter the actual 2 lands for the combo but stopping any of their tutors (crop rotation, into the north, expedition map) means they're playing off the top of their deck and that's usually too slow unless they get lucky.
My 2 cents.
My laptop has crashed so i currently don't have access to our discord chat, what do you guys think of the new spoiled Chart a course?
Draw 2 for 1U with (basically) no drawback ?
Shame it is a sorcery, but not bad for refilling your hand.
hello guys :) I finally want to upgrade my Burn deck to an Ur Delver list. I got all the cards except 4 FoW and the Volcanics. Im testing this build every day for around 1 week now with proxys and I have a question about the manabase:
So the Prowess build is only running 16 lands which I think are not enough. Do you guys have any problems with it? Sometimes I don't have a single land on hand which I have to muligan and even with 1 land and no Delver or Swiftspear the hand is most of the time "not that good". I tried it with 17 lands which was a little better. but still not optimal especially while playing against Tempo Delver decks with 4 Wastelands and 3-4 Stifle Do you have any problems with running only 16 lands? Second question: is it possible to play only 2 Volcanics instead of 3? I can definitely afford 2 Volcanics in the next 1-2 month but not the third one. Can you still play the deck with 2? If yes would you go for the Reveler list or the list with Snapcaster and a 1-2 TNN? Maybe it can be hard to cast Reveler with only 2 Volcanics. How about Fireblast in the 2 Volcanic list?
Hi! I dont think you can play more than 16 lands in this deck. I have been playing this deck in modo for about a year and I still flood with 16 lands more than I would like. Flooding is a bigger problem than having one land in your opener. I know it can feel akward to keep those one landers but this is just the way this deck plays, you can function with only one or two lands and you have cantrips to find lands. I play the full 4 Volcanics but 3 is fine also. I guess you can run 2 but it´s not that optimal. Here is a link to the list I play now and have been quite happy for a while. http://tcdecks.net/deck.php?id=24571&iddeck=192804
When I was building my Legacy collection I played UR Delver with 2 Volcanics and a Steam Vents. I think you need the third dual land in the deck to have it function properly, and to be totally honest with you the deck was fine with 1 Steam Vents over the 3rd Volcanic.
As for which build to play, I recommend a streamlined version with no payoff cards like Bedlam Reveler or Snapcaster Mage. Payoff cards like Snapcaster and Reveler are very mana intensive cards and your plan in game one should be to try to be as linear as possible. I feel like the best creature base is comprised of 4 Stormchasers, 4 Delvers, 4 Swiftspears, 1Lavamancer and/or TNN. Bedlam Reveler, however, is an absolutely phenomenal sideboard card though. It is extremely good in the grindy matchups where you usually can't just rush your opponent down.
Brought UR to a local last week and had great games going 4-0 with a rather generic set up of 3 Stormchaster Mages, 2 Bedlams (might cut one for a Lavamancer), 4 Chain Lightnings, 1 Fireblast among the fixed slots.
My SB is trimmed for the local, combo heavy meta, so keep in mind that I'd most likely lost the combo MUs with a different board.
Rd1 NicFit 2:1
I think I lose the first game to him playing better creatures and gaining some life. Altough he claimed that it's a good MU for me, I am pretty sure that if he can land Explorer into Strix and create some value on the board, it is very tough to beat that deck. In game two I am very lucky having a fast Vortex in play and him only Explorer as a clock, I proceed to draw some Bolts and win. Following that I find myself in a strange situations with his CT on the stack, knowing my hand, I decide to fire all my burn spells at his face (14 dmg). I am lucky enough to draw Chain L into L Bolt the following turns.
Rd2 ANT 2:1
I know he is on ANT and my t1 Ponder shows me a FoW which I leave on top. He only sees a Daze in my hand with his t1 GP and doesnt find a discard spell or PiF some turns later and my plan works out nicely forcing the last IT. Surprisingly, he left Ad Nauseam in the deck for g2 (which is a mistake), which wins him the game after he sequenced some spells in the wrong order but I only had a Pierce and two Dazes but no hard counter or SE. In the last game I am carefully countering his cantrips until I have a Delver and a Cage. He drains me for 16 I believe but my army is too big and I can bring it home in extra turns.
Rd3 UB Reanimator 2:1
I have no idea what he plays but see a strong hand after playing a GP. Since I don't have a FoW, I cannot stop him from reanimating Tidespout Tyrant some turns later (he only had this one after a Careful Study), which is eventually too powerful for my Swiftspears. For both postboard games I bring in a decent amount of hate and manage to win them with slow beatdown and always having meaningful interaction in hand and a Vortex.
Rd4 Grixis Delver 2:1
Yet another 2:1 and yet another tricky MU where at least I feel like I am decently favoured. We have some interesting games that go back and forth but fortunately for me he makes some smaller mistakes playing Clique during a suboptimal phase, which openned up a possibility for me to squeeze enough damage with Delver and a timely Price of Progress.
WantToPonder
former: Team SpasticalAction & Team RugStar Berlin
Team MTG Berlin
The Dragonstorm
http://www.mtgthesource.com/forums/s...he-Dragonstorm
Definitely would not go for more land, if anything I'd be more willing to try cutting down to 15 lands than go up to 17 or 18. The deck is aggressive and meant to be doing a lot of damage with relatively little mana resources. Drawing more land beyond your third feels really bad with this deck as you'll just never need more than 3 lands and usually 2 is fine. Wasteland and stifle are an issue yes, but with our very low CMC deck and plenty of basics we can deal with it better than most. If wasteland could be a big problem (such as in a 1-land hand) just fetch a basic island as that's all you need to cantrip for anything else, and just wait for your opponent to tap out if you fear stifle. Running a single steam vents instead of a volcanic island is definitely doable, but you should aim to get the volcanic island eventually (only picked up a third myself a couple months ago after playing this deck for more than a year).
Moving on, I'm a bit concerned about the general popularity of chalice of the void right now. Had quite a few games where a game 1 turn 1 chalice resolves and pretty much just have to concede without ever playing a card because we just have too many 1-drops to fight it.
So I'm considering adding a third smash to smithereens in my sideboard but also wondering if running an Abrade instead of a chain lightning in the mainboard is worthwhile. No face damage unforunately but in matchups without chalice it can still kill a creature if needed and various other decks run potentially annoying mainboard artifacts like aether vial, jitte, batterskull. Main issues with it are that it does nothing against storm, reainmator and lands. What do people think about mainboarding Abrade?
Anyone testing chart a course in UR?
Sent from my MI 5 using Tapatalk
so this is my deck which I'm testing right now and looking to buy:
4 Delver of Secrets
4 Monastery Swiftspear
1 Grim Lavamancer
3 Stormchaser Mage
2 True-Name Nemsis
4 Brainstorm
4 Ponder
4 Gitaxian Probe
4 Daze
4 Force of Will
4 Lightning Bolt
2 Chain Lightning
2 Price of Progress
1 Fireblast
1 Vapor Snag
4 Scalding Tarn
4 Polluted Delta
1 Bloodstained Mire
3 Volcanic Island
2 Island
2 Mountain
Does it look solid? Anything obviously which is not good? Are 2 TNN to much main? So far I liked the 1 Grim Lavamancer as my 9 "removal spell/pinger" and an other 1 drop. Furthermore how is TNN main deck compared to Bedlam Reveler? edit: Single Vapor Snag main because in my meta there ALWAYS 2 Lands decks with Dark Depths AND 2 Reanimator for sure!
2 TNN's are definitely too many in the mainboard. You really only want 1, and you really can only afford to play 1.
As for your question on Reveler vs TNN; I like TNN more than Reveler because you can cast TNN far more reliably than Reveler. My problem with Reveler is that it is very bad when you are trying to be as linear as possible in game 1. Often I would rather draw a Stormchaser Mage on turn 4 than a Reveler on turn 4 in game 1. TNN is a much better draw on turn 4 than Reveler because it is far more likely that you will have the ability to cast it then where as Reveler is pretty hard to turn on on turn 4.
A little update on the deck: As long as I don't play against Wastelands 16 lands are fine even though I have to muligan a lot cause I don't have a single hand card on the play. But playing against Wasteland and Stifle is sometimes an auto loose because I don't really draw any other land cards when 2 lands are in the GY allready. The manabase just makes the deck a little inconsitent, still not a friend of it. My 2 TNN were bad in that case also when I only play with 16 lands because sometimes you just sit one the 1 land in game. Current cards are currently main:
1 Grim Lavamancer
4 Delver of Secrets
4 Monastery Swiftspear
3 Stormchaser Mage
4 Brainstorm
4 Gitaxian Probe
4 Ponder
4 Daze
4 Force of Will
1 Fireblast
4 Lightning Bolt
2 Price of Progress
2 Chain Lightning
I allready cutted the single Vapor Snag because even though it's a good card against certain decks like Reanimator or Lands it's still to random imho. Right now I got 41 slots and 2-3 open slots. Actually I am a fan of adding an other fetchland and 1 Stormchaser Mage and another TNN. I personally feel I am missing creatures sometimes on the board because often I am sitting on a Daze, FoW 1-2 cantrips and single Bolt with nothing else. Which cards should I still definitely add for the last slots?
The plain and simple manabase is one of the deck's greatest advantages imho.
Stifle can be an annoying card to play against so you need to be careful when fetching into open mana but only a few decks actually play that card. (mainly Canadian Threshold, sometimes Grixis and Bug Delver)
Wasteland should not be a problem as you can always lead with a basic island if you expect wasteland, even if you only have one land in hand, as long as you have some sort of cantrips or lots of other blue spells. Of course, sometimes you get manascrewed but i've seen a lot more people getting wasted into oblivion or at least colourscrewed than myself drawing to few lands.
Do you know what assuming does? It makes an ass out of you and me.
Get it...? Ass, u, me?
... ffs I was trying to be funny...
As someone who is pretty new to this deck and decks with daze in general, how do I want to be messing with them mb vs sb for games 2 and 3? Do I always trim them on the draw?
Keep them against Combodecks in general as they might have an application in the mid/late game. Usually it's correct to take them out on the draw and I also don't play them against 4c on the play because drawing them later on is much worse than having a potential boost in the early stages of the game.
I had yet another good run at a local this week going 3-0-1 winning against Grixis Delver 2:1, NicFit 2:0, TurboDepths 2:1 and drawing against 4c.
WantToPonder
former: Team SpasticalAction & Team RugStar Berlin
Team MTG Berlin
The Dragonstorm
http://www.mtgthesource.com/forums/s...he-Dragonstorm
I generally keep Daze in against the fair blue decks and sideboard out Force of Will for Pyroblast and Flusterstorm. I just try to protect a threat against removal or counter a baleful strix with daze so I dont want to side those out. We are not very good anyways in the long game so I take my changes with Daze. These are all personal preferences though and depend much with the list you are playing.
This deck looks very solid and your way of side boarding is really helpful! So I think I'd like to try it for the Legacy tournament of GP Shizuoka's side event this weekend.
Would it be possible for you to teach me how to side board in and out for other deck types; for example, against Grixis delver, Miracles, Reanimators, Eldrazi, Show and tell, and Death and taxes?
to all the Ur Delver/Burn players,
just a question about how you deal with Deathrite Shaman with Ur Burn/Delver. What's the smartest way to play against it? Do we play instantly our removal on Deathrite Shaman? Or do we have to wait until the first creature card is in the graveyard because then they are dangerous with lifegain? Are there any specific cards in our board to have against Deathrite Shaman? Hows the matchup against decks with Deathrite Shaman in general? Do you think in a meta with a lot of Deathrite Shaman Ur Delver gets weaker than it is?
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