Chikenbok
07-26-2012, 12:34 AM
So there have been a plethora of decks put up here in the New and Development forum incorporating either Baleful Strix and of course, the man himself, Delver of Secrets .
In fact there is already a UB 'tempo' list running around the forums running delver, snapcaster, and big boy dreadnaught to blow opponents out of the water with a 12/12. However, the deck I am willing to propose does not rely on 2 for 1 12/12's but rather, 5/5 2cmc flyers, delvers, and baleful strix to hold the board down until the opponent cries him/herself to a game loss.
Unlike Sam Black's list that was running no 'end game' bombs (and, in my opinion did a bit too much durdling, albeit, I do love his MD reanimate), my proposed list attempts to sit and relax, stabalize the board, and resolve either a big flyer, a jace, or a liliana and close the game quickly. Using a similar spell suite as RUG, the deck capitalizes on one for ones (with the added benefit of Strix acting as both a cantrip, a body, and a removal spell) until the opponent runs out of gas, providing us with enough 'reach' to break through.
So -- The list:
//Creatures -- 14
3 Baleful Strix
4 Delver of Secrets
3 Snapcaster Mage
2 Tombstalker
2 Vendilion Clique
//Instants -- 17
4 Brainstorm
4 Force of Will
4 Spell Pierce
2 Spell Snare
2 Ghastly Demise
1 Go for the Throat
//P. Walkers -- 3
2 Jace, the Mind Sculpot
1 Liliana of the Veil
//Sorceries -- 6
2 Inquisition of Kozilek
2 Thoughtseize
2 Ponder
//Lands -- 20
1 Creeping Tar Pit
2 Island
1 Swamp
3 Misty Rainforest
4 Polluted Delta
3 Verdant Catacombs
4 Underground Sea
2 Wasteland
//Sideboard -- 15
2 Grafdigger's Cage
2 Pithing Needle
1 Vendilion Clique
1 Darkblast
2 Spell Snare
1 Diabolic Edict
2 Flusterstorm
2 Surgical Extraction
2 Perish
Well, that is the list I've been testing, to great success recently against most of the field.
I cut down from 4 Strix to 3 to add another snapcaster mage, and despite what people might think -- while you're only running 2 Tombstalkers the anti-synergy between to the two is almost null. I feel as though the rest of the suite is self explanatory but if anyone has any questions, I'll be quick to answer.
Matchups:
RUG Delver - fetch basics, win the game. Every creature you play (minus Snappy) matches their's, trumps theirs, or is something they can't deal with, without 2 for 1'ing themselves. 4 Spell pierce keeps their cantrips/burn out of our faces and the snares are saved for Goys or Oozes.
UW Blade/Esper Blade - Game has to get out the gate quickly, spell snare shines here as it hits snappy and SFM - their only real threats. Delver rides it to victory most games.
Miracles - I have not done enough testing to be conclusive about it but I'm still not sure how this deck manages to win games in a meta full of spell pierces and hand disruption.
Combo - The deck runs enough hand disruption, a fast enough clock, and enough counterspells to generally give combo players fits, boarding into F.storms and extra beats helps the clock out significantly.
These are the only deck's I've testing against significantly and, I must say, the deck is an absolute blast to play.
Criticism always welcome -- I'd love to develop this deck into a real powerhouse with the help of you sourcers.
Cheers,
--Alex
In fact there is already a UB 'tempo' list running around the forums running delver, snapcaster, and big boy dreadnaught to blow opponents out of the water with a 12/12. However, the deck I am willing to propose does not rely on 2 for 1 12/12's but rather, 5/5 2cmc flyers, delvers, and baleful strix to hold the board down until the opponent cries him/herself to a game loss.
Unlike Sam Black's list that was running no 'end game' bombs (and, in my opinion did a bit too much durdling, albeit, I do love his MD reanimate), my proposed list attempts to sit and relax, stabalize the board, and resolve either a big flyer, a jace, or a liliana and close the game quickly. Using a similar spell suite as RUG, the deck capitalizes on one for ones (with the added benefit of Strix acting as both a cantrip, a body, and a removal spell) until the opponent runs out of gas, providing us with enough 'reach' to break through.
So -- The list:
//Creatures -- 14
3 Baleful Strix
4 Delver of Secrets
3 Snapcaster Mage
2 Tombstalker
2 Vendilion Clique
//Instants -- 17
4 Brainstorm
4 Force of Will
4 Spell Pierce
2 Spell Snare
2 Ghastly Demise
1 Go for the Throat
//P. Walkers -- 3
2 Jace, the Mind Sculpot
1 Liliana of the Veil
//Sorceries -- 6
2 Inquisition of Kozilek
2 Thoughtseize
2 Ponder
//Lands -- 20
1 Creeping Tar Pit
2 Island
1 Swamp
3 Misty Rainforest
4 Polluted Delta
3 Verdant Catacombs
4 Underground Sea
2 Wasteland
//Sideboard -- 15
2 Grafdigger's Cage
2 Pithing Needle
1 Vendilion Clique
1 Darkblast
2 Spell Snare
1 Diabolic Edict
2 Flusterstorm
2 Surgical Extraction
2 Perish
Well, that is the list I've been testing, to great success recently against most of the field.
I cut down from 4 Strix to 3 to add another snapcaster mage, and despite what people might think -- while you're only running 2 Tombstalkers the anti-synergy between to the two is almost null. I feel as though the rest of the suite is self explanatory but if anyone has any questions, I'll be quick to answer.
Matchups:
RUG Delver - fetch basics, win the game. Every creature you play (minus Snappy) matches their's, trumps theirs, or is something they can't deal with, without 2 for 1'ing themselves. 4 Spell pierce keeps their cantrips/burn out of our faces and the snares are saved for Goys or Oozes.
UW Blade/Esper Blade - Game has to get out the gate quickly, spell snare shines here as it hits snappy and SFM - their only real threats. Delver rides it to victory most games.
Miracles - I have not done enough testing to be conclusive about it but I'm still not sure how this deck manages to win games in a meta full of spell pierces and hand disruption.
Combo - The deck runs enough hand disruption, a fast enough clock, and enough counterspells to generally give combo players fits, boarding into F.storms and extra beats helps the clock out significantly.
These are the only deck's I've testing against significantly and, I must say, the deck is an absolute blast to play.
Criticism always welcome -- I'd love to develop this deck into a real powerhouse with the help of you sourcers.
Cheers,
--Alex