Originally Posted by
Kamus
I'm currently testing and awkward version, testing stifles and it looks pretty awesome:
4 tundra
3 volcanic
4 strand
4 scalding
4 waste
4 delver
4 sfm
2 tnn
1 batter
1 jitte
4 bs
4 ponder
4 fow
4 daze
4 bolt
3 stp
3 tc
3 stifle
Although many players assume UWR is a midrange deck, I think it's NOT so midrange as D&T, Jund, Maverick, for example. These decks plays the midgame SO better than UWR does (as any other delver build). Delver decks have very similar builds and "fixed" cards (bs, ponder, fow, daze, removal, etc), and I'm sure a deck that runs wasteland + daze + delver has to follow the TEMPO idea and control the board in the very early game. SFM and TNN gives some support in the mid game but I think it's just not enough in several games.
I'm certainly UR Delver is the BEST delver deck of the moment, but it lacks with spell pierce, stifle and wasteland, letting the combo player's life easier. I haven't seen many stifles around, and people usually don't play around it anymore.
I think stifle is a very powerful card for the new meta (full of wasteland, fetchlands), but it still isn't a card I want to see more than 1 copy in my starting hand, so I'm using 3 in MD. It also allows me to cut a land and play 19 lands with some protection from opposing wastelands. It increases the chance of winning Land.dec (usually a bad-match for us), Miracles, ANT and other storm decks. But the main reason to use it is to surprise your opponent and get some free wins, thanks to wasteland-daze-stifle trick.
I had to cut spell pierce, just because I had to cut some card to include stifle. I guess 3 stifles are better than 2 pierces + 9th fetch.