Captain Hammer
09-12-2014, 09:12 PM
In eternal formats, Delve is a very powerful mechanic thanks to the ubiquity of cantrips, fetch lands and undercosted instants. Prior to Khans, there were a total of 3 Delve cards ever printed, and the only decent one among them, Tombstalker still holds up as one of the best beaters in format.
Now that Khans printed a whole slew of powerful Delve cards, I wanted to compare them.
Delve cards in general all share the same pros and cons.
Pros
Dodges Counterbalance
Can Hurt Opposing Goyfs/Deathrite Shamans
Cons
Rarely castable until turn 3.
Weaker in decks that don’t play many fetchlands/cantrips/smallpox.
Vulnerable to gravehate (but it's unlikely your opponent will side in gravehate for 2-3 Delve cards unless the rest of your deck is also yard dependent).
Can potentially weaken your own Goyfs/Deathrites should your deck be playing either card.
Bad in multiples so you should probably play no more than a total of 2-3 delve cards in any deck.
Its for that last reason why I feel that most legacy decks can support no more than one delve card if any, and they will need to pick which effect is the most important for them.
The choices are as follows...
Draw (Blue)
Dig Thru Time 6UU Delve Instant - Look at the top 7 cards of your library, put 2 into your hand and the rest on the bottom of your library.
Decks that should consider it - Sneak and Show, Food Chain Griffins or any other deck that could make use of a stronger, cheaper Fact or Fiction and can afford the UU cost.
Treasure Cruise 7U Delve Sorcery - Draw 3 cards.
Decks that should consider it - Fairie Stompy or similar decks that could have trouble generating UU mana for Dig Thru Time.
Removal (Black/Blue)
Dead Drop 9B Delve Sorcery - Target player sacrifices 2 creatures.
Decks that should consider it - Possibly too costly to see play even with delve but I could see this ending up in Pox or possibly midrange decks like the Rock or MBC. Pox in particular can afford to play powerful asymmetric effects such as this even if they are narrow since pox regularly needs to discard multiple cards from it's hand anyways.
Murderous Cut 4B Delve Instant - Destroy target creature.
Decks that should consider it - The effect is weaker but the cost is much more palatable so I could this being considered by the same decks as above if Dead Drop proves too expensive.
Set Adrift 5U Delve Sorcery - Put target non land card on top of it's owner's library.
Decks that should consider it - The effect is weaker but the cost is much more palatable when compared to Treasure Cruise so I could this being considered by blue/combo decks that opt not to play the delve draw options available to blue.
Beatdown (Black/Green)
Become Immense 5G Delve Instant - Target creatures gets +6/+6 until end of turn.
Decks that should consider it - Seems absolutely amazing in Berserk/Infect Stompy decks alongside fetches, cantrips and Gitaxan Probes.
Hooting Mandrills 5G Delve Creature - 4/4 Trample
Decks that should consider it - Seems like it would be a solid beater in Zoo or Delver variants.
Sultai Scavenger 5B Delve Creature - 3/3 Flyer
Decks that should consider it - None. I can't think of any deck that would prefer this to Tombstalker or Hooting Mandrills.
Necropolis Fiend 7BB Delve Creature - 4/5 Flyer, X, Tap: Exile X cards in your graveyard, Target creature gets -X/-X until end of turn
Decks that should consider it - None. It's a less aggressive but more controllish variation of Tombstalker but I think the latter is the superior choice.
Empty the Pits XXBBBB Delve Instant - Put X 2/2s zombie tokens into play tapped.
Decks that should consider it - Possibly a Belcher variant that opts to go black instead of red.
Now that Khans printed a whole slew of powerful Delve cards, I wanted to compare them.
Delve cards in general all share the same pros and cons.
Pros
Dodges Counterbalance
Can Hurt Opposing Goyfs/Deathrite Shamans
Cons
Rarely castable until turn 3.
Weaker in decks that don’t play many fetchlands/cantrips/smallpox.
Vulnerable to gravehate (but it's unlikely your opponent will side in gravehate for 2-3 Delve cards unless the rest of your deck is also yard dependent).
Can potentially weaken your own Goyfs/Deathrites should your deck be playing either card.
Bad in multiples so you should probably play no more than a total of 2-3 delve cards in any deck.
Its for that last reason why I feel that most legacy decks can support no more than one delve card if any, and they will need to pick which effect is the most important for them.
The choices are as follows...
Draw (Blue)
Dig Thru Time 6UU Delve Instant - Look at the top 7 cards of your library, put 2 into your hand and the rest on the bottom of your library.
Decks that should consider it - Sneak and Show, Food Chain Griffins or any other deck that could make use of a stronger, cheaper Fact or Fiction and can afford the UU cost.
Treasure Cruise 7U Delve Sorcery - Draw 3 cards.
Decks that should consider it - Fairie Stompy or similar decks that could have trouble generating UU mana for Dig Thru Time.
Removal (Black/Blue)
Dead Drop 9B Delve Sorcery - Target player sacrifices 2 creatures.
Decks that should consider it - Possibly too costly to see play even with delve but I could see this ending up in Pox or possibly midrange decks like the Rock or MBC. Pox in particular can afford to play powerful asymmetric effects such as this even if they are narrow since pox regularly needs to discard multiple cards from it's hand anyways.
Murderous Cut 4B Delve Instant - Destroy target creature.
Decks that should consider it - The effect is weaker but the cost is much more palatable so I could this being considered by the same decks as above if Dead Drop proves too expensive.
Set Adrift 5U Delve Sorcery - Put target non land card on top of it's owner's library.
Decks that should consider it - The effect is weaker but the cost is much more palatable when compared to Treasure Cruise so I could this being considered by blue/combo decks that opt not to play the delve draw options available to blue.
Beatdown (Black/Green)
Become Immense 5G Delve Instant - Target creatures gets +6/+6 until end of turn.
Decks that should consider it - Seems absolutely amazing in Berserk/Infect Stompy decks alongside fetches, cantrips and Gitaxan Probes.
Hooting Mandrills 5G Delve Creature - 4/4 Trample
Decks that should consider it - Seems like it would be a solid beater in Zoo or Delver variants.
Sultai Scavenger 5B Delve Creature - 3/3 Flyer
Decks that should consider it - None. I can't think of any deck that would prefer this to Tombstalker or Hooting Mandrills.
Necropolis Fiend 7BB Delve Creature - 4/5 Flyer, X, Tap: Exile X cards in your graveyard, Target creature gets -X/-X until end of turn
Decks that should consider it - None. It's a less aggressive but more controllish variation of Tombstalker but I think the latter is the superior choice.
Empty the Pits XXBBBB Delve Instant - Put X 2/2s zombie tokens into play tapped.
Decks that should consider it - Possibly a Belcher variant that opts to go black instead of red.