So one of the Top 8 decks in the SCG Open had a Jitte in the main. I'm currently on 16 lands, 2 forked bolt, 2 pyroblast and I'm going to start testing with 1 pyroblast and 1 Jitte. Has anyone else had experience with a mandeck Jitte?
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So one of the Top 8 decks in the SCG Open had a Jitte in the main. I'm currently on 16 lands, 2 forked bolt, 2 pyroblast and I'm going to start testing with 1 pyroblast and 1 Jitte. Has anyone else had experience with a mandeck Jitte?
I've tried Jitte in some pretty sketchy pre KtK lists, and I can't imagine it being horrendous. I'm not sure if that's what the deck wants to be doing though, it's pretty slow and small creature decks shouldn't be that unfavorable that we need it I believe. It's probably great in the mirror, something that I haven't tested as much, but it's also easy to get blown out with it.
In the last week Jacob Wilson posted a list with 17 lands and 2 wastelands, there were quite a few 16 lands lists at the SCG Open and some people (lead by Caleb Durward I believe) are playing 0 daze to go harder on the burn plan. Where is everyone else standing on this?
I'm playing 16 lands with 3 Forked and 1 Fire // Ice and I've been happy with it, though Fire // Ice is a pet card of mine and maybe should be Pyroblast or PoP, specially with 16 lands in the deck. I've tried wastelands in the deck and don't think they belong there, and I don't think running stuff like Fireblast gives you enough of an edge in the matchups that you need it.
I'll be Cruisin' all weekend long at the GP!
This is the list that I played at the GP. I placed 23rd at 12-2-1 losing the final round to MUD to not make Top 8.
Creatures (12)
4 Delver of Secrets
4 Monastery Swiftspear
4 Young Pyromancer
Spells (32)
4 Brainstorm
4 Daze
4 Force of Will
4 Gitaxian Probe
4 Lightning Bolt
4 Ponder
4 Treasure Cruise
2 Forked Bolt
2 Pyroblast
Lands (16)
4 Scalding Tarn
4 Volcanic Island
3 Polluted Delta
2 Misty Rainforest
1 Bloodstained Mire
1 Island
1 Mountain
Sideboard (15)
2 Electrickery
2 Flusterstorm
2 Grafdigger's Cage
2 Price of Progress
2 Pyroblast
2 Smash to Smithereens
1 Hydroblast
1 Pithing Needle
1 Sulfuric Vortex
R1: Bye
R2: Bye
R3: BUG Delver (2-0) (Overall: 3-0)
R4: Death and Taxes (Craig Wescoe) (1-2) (Overall: 3-1)
R5: 4C Deathblade with Humility (Kennan Hass) (2-0) (Overall: 4-1)
R6: UWR Stoneblade (2-1) (Overall: 5-1)
R7: Grixis Tezereator (2-1) (Overall: 6-1)
R8: BUG Delver (1-1-1) (Overall: 6-1-1)
R9: UWR Stoneblade (2-1) (Overall: 7-1-1)
R10: BUG Delver (2-0) (Overall: 8-1-1)
R11: ANT (JD Nir) (2-0) (Overall: 9-1-1)
R12: 12 Post (Jerimiah Rudolph) (2-0) (Overall: 10-1-1)
R13: UR Delver (2-1) (Overall: 11-1-1)
R14: UR Delver (2-1) (Overall: 12-1-1)
R15: MUD (Joseph Sartomassino) (0-2) (Overall: 12-2-1)
More details
R3: BUG Delver (2-0) (Overall: 3-0)
He was my second loss at the Open last week so I figured he was on a similar list. I knew that he had Engineered Plague.
He won the roll. He mulliganed to 6.
+2 Flusterstorm
+2 Price of Progress
+1 Pyroblast
-4 Daze
-1 Force of Will
R4: Death and Taxes (Craig Wescoe) (1-2) (Overall: 3-1)
I won the roll and presumed that he was on Death and Taxes. I decided to play around Wasteland and I got punished by never drawing a second land or a cantrip.
+2 Electrickery
+2 Price of Progress
+2 Smash to Smithereens
+1 Pithing Needle
+1 Sulfuric Vortex
-4 Daze
-2 Force of Will
-2 Pyroblast
Game 2 I had a flipped Delver and a bunch of permission and won fast.
Game 3 I ended up misplaying. He had a single draw step on turn 3 to be exactly Flickerwisp. When I went to Smash to Smithereens his Vial at the end of his 4th turn, he blinked it and that small exchange was enough to lose me that game and the match. He also Swords to Plowshares'd his own creature in response to my Sulfuric Vortex which got him above death by 1.
R5: 4C Deathblade with Humility (Kennan Hass) (2-0) (Overall: 4-1)
He had a deck registration error in which he wrote down Elspeth, but did not classify which Elspeth, resulting in him losing game 1. Game 2, I had 2x Daze to his 2 land keep and just got smashed by Delvers and Swiftspears.
R6: UWR Stoneblade (2-1) (Overall: 5-1)
Game 1 I won the roll and mulliganed down to 5. He had an early True-Name Nemesis (He shockingly chose me) and he eventually killed me with an Umezawa's Jitte .
+2 Flusterstorm
+2 Pyroblast
+2 Smash to Smithereens
+1 Pithing Needle
+1 Sulfuric Vortex
-4 Daze
-2 Force of Will
-2 Forked Bolt
I mulligan to 6. I play a Swiftspear and attack for 1.
He plays Flooded Strand and passes.
So, I Gitaxian Probe him on Turn 2. He has:
Kor Firewalker
Dig Through Time
Red Elemental Blast
Tundra
Karakas
Volcanis Island x2
I play a Ponder. Then I cast a Pithing Needle. After no response, I name Flooded Strand and bash in for 4. The Time Walk ultimately kills him as I can establish a Young Pyromancer and get a lot of damage in.
Game 3 is just a few small fights over a Delver and a Swiftspearand his slow hand ultimately kills him. He misplayed at one point where I cast Swiftspear into Treasure Cruise. My opponent cast Flusterstorm on my Treasure Cruise with 3 mana open on his side. With my last untapped land, I cast Flusterstorm each copy targeting one of his. He chose not to pay and I drew three cards. He could have easily paid for one copy.
R7: Grixis Tezereator (2-1) (Overall: 6-1)
I won the roll and he mulliganed to 6. I kill him really fast game 1, I knew that he was on UB Tezzerator, but I had an aggressive draw, so I didn't see much more than lands, Baleful Strix and a Jace.
+2 Price of Progress
+2 Pyroblast
+2 Smash to Smithereens
+1 Pithing Needle
+1 Sulfuric Vortex
-4 Daze
-2 Forked Bolt
-2 Lightning Bolt
Game 2 he mulliganed to 6 and he resolved an early Chalice of the Void. He showed me a bunch of cards with Dack Fayden and the Thopter Sword combo. I eventually died to it.
+2 Lightning Bolt
-2 Pyroblast
Game 3 he yet again mulliganed to 6. I had a double Swiftspear, double Force of Will draw and just ran him over.
R8: BUG Delver (1-1-1) (Overall: 6-1-1)
Game one is pretty long and drawn out. I overwhelm him with a Delver and a Young Pyromancer that he does not draw answers to.
+2 Flusterstorm
+2 Price of Progress
+2 Pyroblast
-4 Daze
-2 Force of Will
I board in an additional Pyroblast because I saw True-Name Nemesis.
Another long and grindy afair. He kills all my creatures and eventually me with a flipped Delver.
Game 3 I get my opponent down to 3. He has a Delver with Jitte and I Treasure Cruise into 2 lands and a Force. We end up drawing because I can still win if Delver flips and hits me and he can win if that happens and I don't kill him. It is rather close and we agree that the draw is best.
R9: UWR Stoneblade (2-1) (Overall: 7-1-1)
My opponent kills me rather quickly game 1 after dispatching all of my threats.
+2 Flusterstorm
+2 Pyroblast
+2 Smash to Smithereens
+1 Pithing Needle
+1 Sulfuric Vortex
-4 Daze
-2 Force of Will
-2 Forked Bolt
I have a fast clock with a Swiftspear into Delver.
My opponent only has three lands and has a Verdict and Pyroclasm, but no red mana. I get yet another player on Pithing Needle on Flooded Strand. He eventually draws a Volcanic Island. He casts Pyroclasm into a Swiftspear and an unflipped Delver. I Flusterstorm it so that my Swiftspear will live. He ends up Spell Piercing the copy and lets his Pyroclasm get countered. He then casts Treasure Cruise and dies.
Game 3 I have a fast clock. I Smash his Jitte. and then Bolt plus some creatures kill him.
R10: BUG Delver (2-0) (Overall: 8-1-1)
Nothing too different than normal.
+2 Flusterstorm
+2 Price of Progress
+1 Pyroblast
-4 Daze
-1 Force of Will
I kill him Game 2 with back-to-back Price of Progress. After he kills my first threat.
R11: ANT (JD Nir) (2-0) (Overall: 9-1-1)
Game 1 he Therapies Daze, misses. Casts a second Therapy on Force and passes. I have Monastery Swiftspear. I cast a bunch of burn and then Treasure Cruise into the second Force, pitching my third Force.
+2 Flusterstorm
+2 Grafdigger's Cage
+1 Pyroblast
-2 Forked Bolt
-2 Lightning Bolt
-1 Monastery Swiftspear
Nothing too exciting early. I hold mana open on the early turns. I cast Grafdigger's Cage and then set up a big turn with Swiftspear into while holding up a Pyroblast and hiding an additional one on Top with Brainstorm. He casts Ad Nauseam while at 5 life, flips over Flooded Strand, Dark Rit, Dark Rit, Ponder, Lotus Petal. When he plays out everything and Ponders into Infernal Tutor with 4 mana floating, I win because of the Tendrils having been discarded to Lion's Eye Diamond.
R12: 12 Post (Jerimiah Rudolph) (2-0) (Overall: 10-1-1)
I probe him on the first turn, after he leads Cloudpost. I see a hand of:
Bojuka Bog
Eye of Ugin
Misty Rainforest
Karakas
Glacial Chasm
Cloudpost
I end up having counters for both his Show and Tell and his Primeval TItan.
-4 Daze
-2 Forked Bolt
-1 Young Pyromancer
+2 Pyroblast
+2 Price of Progress
+1 Pithing Needle
+1 Smash to Smithereens
+1 Sulfuric Vortex
The game is not very eventful. I cast a T2 Young Pyromancer. I cast a Force. I cantrip. He fetches. I cast Vortex. He Repeals it. I recast it. I Price of Progress him. He dies.
R13: UR Delver (2-1) (Overall: 11-1-1)
This matchup is really swingy and usually just is determined by who resolves the first Cruise.
+2 Electrickery
+2 Flusterstorm
+2 Pyroblast
+1 Hydroblast
-4 Daze
-2 Force of Will
-1 Young Pyromancer
These games are boring and nothing interesting happens.
R14: UR Delver (2-1) (Overall: 12-1-1)
This matchup is really swingy and usually just is determined by who resolves the first Cruise.
+2 Electrickery
+2 Flusterstorm
+2 Pyroblast
+1 Hydroblast
-4 Daze
-2 Force of Will
-1 Young Pyromancer
These games are also boring and nothing really interesting happens.
In game 3, I Force a Young Pyromancer, putting me at 3. He casts a Brainstorm, I Pyroblast. He casts a Lightning Bolt. I Flusterstorm. I believe he was playing around a hardcast Force. I draw a second Swiftspear and hit him for exactsies with Pyroblast.
R15: MUD (Joseph Sartomassino) (0-2) (Overall: 12-2-1)
Game 1 I win the roll. I lead Delver against his Cloudpost. I cast a second Delver and start the beats. I have double Force of Will, so I Force'd his Chalice. He has a Cavern on Construct and resolves a Kuldotha Forgemaster. I end up not using Force of his first artifact, expecting a worse one to follow up. It did, but it was protected by another Cavern. I end up getting my Delver blocked by a Platinum Angel and can never kill it.
-4 Daze
-2 Forked Bolt
-2 Pyroblast
+2 Grafdigger's Cage
+2 Price of Progress
+2 Smash to Smithereens
+1 Pithing Needle
+1 Sufluric Vortex
Game 2 I lead with Swiftspear. I follow it up with a second Swiftspear and I opt not to Force the Chalice on 1, because my hand consists of Young Pyromancer, Treasure Cruise, Treasure Cruise, Force of Will and Price of Progress. I want to hold Force for Wurmcoil Engine, but after he Caverns Golem and resolves a Lodestone, he plays another Cavern the next turn on Wurm and casts an uncounterable Wurmcoil, which I Force for Treasure Cruise fuel. I end up dying because I get greedy with Treasure Cruise instead of trying to race with Smash to Smithereens.
I've been playing UR delver for the last six months and I play weekly legacy tournaments at my LGS.
A few of the guys there play miracles and I find that this is probably toughest match up.
Last night I did horrible and lost all of my matches and all but one of my games.
What advice do you guys have for a newbie trying to take on some well established miracles players?
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Play merfolk :cool: and make Miracles your bye
I'm not the most experienced with the deck but I've done pretty well against some decent Miracles players.
In my experience it's all about patience, you almost never want to have more than one threat in the board so they don't 2-for-1 you with terminus (the big exception here IMO is if you have a swiftspear in play plus one on hand, can't really fuel the first one and they have a high life total since you do need to pressure them) and you usually don't want to fight the removal until they are low on life or you're very low on resources, and sometimes not even then. Pyromancer is your best threat here, playing it and immediately getting two tokens forces them to have Terminus which is great for you since they don't tend to play 4 and finding one takes time.
Daze anything you can since they can play around it very well most of the time and save your forces for CB and Entreat. Jace, DTT and a key Terminus are also decent targets but don't rush it, you can easily force a Jace and then loose to a resolved CB.
Post board you should be bringing Vortex (I play 2), blasts and some way to stop top. My plan usually is "deal as much damage as fast as possible while trading 1 for 1 and once the coast is clear land a Vortex". I think it's usually right to protect the Vortex since it'll win you the game by itself. You need to be somewhat careful since this deck doesn't deal with unboltable creatures very well and I've lost a game to entreat for 1 after a couple of Probes with a vortex in play once.
I'm an outsider when it comes to this deck, but has anyone considered running 1/2 copies of Flame Jab?
It transform every land you draw into an extra burn spell (eliminating dead draws) and can help develop your board quickly when combined with Young Pyromancer. Sure, 1 damage a pop isn't anything to get too excited about but it does have some synergy with Swiftspear/Pyromancer and lets you dump surplus lands you draw off TC (helping you to fuel the next one).
It also seems like a nice tech in the mirror or vs. Elves. Kind of like a mini-Punishing Fire.
Little bit too YOLO for my taste, lol.
What was your SB plan for the main decks in the meta? I'm going to basically steal this list after not playing legacy for a few months, just need to buy Swiftspears and TCs.
I'll also probably run Smelt over Smash to Smithereens, but otherwise, I'm likely going to run this same 75.
Smelt doesnt hit chalice@1 and, thus, is unplayable IMO.
In the mirror side out countermagic (force going first, daze if going second) for creature removal and pyroblast. Save pyroblast for delver or cruises, don't bother hitting cantrips.
Pithing needle is for top.
When in doubt, probe is your flex slot. Against white decks you can side out a treasure cruise if you think they're bringing in RIP.
You can't beat batterskull so side in smash against every white deck except miracles, just in case. It'll usually find something.
Winning through a chalice is actually pretty doable; depending on the board ofc.
I Already won through it a few times, without smashing it or getting it off the board otherwise. As long you have a swiftspear or a Delver on the board already, and play a pyromancer, game is still pretty winnable, since this guys will still trigger, regardless of your spells being countered. And playing a PoP in the Mainboard is also a big thing there G1 :) By the way, regarding Artifact hate, i am running 1 Smash and 1 null Rod. Rod is just extremely sick.
Another thing:
I am still thinking of adding 2 Submerge to my SB, because i made the experience, that some big hitters get extremely annoying, especialy our best 20/20 Friend named Marit Lage. A friend of mine is a extremely good Maverick player, and is currently running Punishing Maverick + Stage/Depths Combo and in 6 of 10 Cases, i still loose with having him on 3-4 Life, because a big spaghetti Monster is coming out of nowhere. A Tarmogoyf without having a Pyromancer ony my side also doesn't seem cool, and Tombstalker is just annoying. I probably would have to put out 2 Bloodmoons for them, but i don't really want to do that, since its a instant win versus some decks.
Also, i am thinking between Lavamancer, Pyrokinesis and Electrickery. Lavamancer is nuts in some Matchups, but can shut off Cruise (mostly boarding 2 out when i bring him in). Pyrokinesis is awesome since it can take out a 3/3 and 1/1 at the same time, and electrickery is also pretty sick. Still, can't decide properly.
Your thoughts?
I always wonder if Dismember is better than Submerge?
I know the older UR Delver decks were more tempo so your life total mattered significantly more, but now that we're more aggro, is it worth 4 life to just have goyf be dead? Perhaps it's still submerge though, just need enough time to get through with Swiftspear 1 more time.
I feel like playing multiple forked bolts PLUS electrickery is really bad. Electrickery deals with basically D&T, elves, unflipped delver, lavamancer and pyromancer. In the UR matchup, it deals only with the pyromancer and it's tokens, while forked bolt could get rid of them all. I prefer forked bolt and since I don't think the deck can afford to play a heavy (4/2, 4/3)splash of forked bolt and electrickery, I would play just forked bolt.
Lavamancer is slow and pyrokinesis does 2 for 1 you, if it gets countered things get really bad. Still, its easier to get lavamancer countered or removed than pyrokinesis countered. Between these 3 I would play pyrokinesis, since it's much more certain and flexible, and cases with multiple tokens that pyrokinesis wouldn't be able to deal with are rare IMO.
Is Daze main so important. As seen in DredgingLoam report he is sideporting it out every time against all decks but Storm.
So does Daze only exist main against combodecks or is it usefull against more? I mean if you board it out so often and there are even lists without Daze.
I wanna try this deck and my meta is nearly no combo so sb combohate should be enough.
What do you guys think about a blood moon sb or is PoP just better?
I'm playing a list without daze and with PoP instead of forked bolt MD. Pop is usually way better, and it gives you a better burn approach. Forked bolt is better against D&T, elves, and UR Delver but I think PoP is way better than forked bolt against other decks, and there are some matchups when forked bolt really sucks (2 damage to the face is really bad). I
'm playing a very 4-of decklist, with 4 Pop in the MD and 2 forked bolts and 1 searing blaze on the SB.
I also play 1 blood moon since I think there's slot for it in the SB. Just be aware that even though blood moon is really good, it's a 3 drop in a deck without ramp, so if you are on the draw you will play it after the third turn of the opponent. It's good but may not be that good. Also it's "decayable", so try not dropping it when opponent has BG on lands available, so that it can only be countered. In most cases (like 95%), decay will not hit it after it gets dropped on the battlefield.
I thought of running 2 blood moon, but I don't think there are enough slots in the SB. There are some cards that I'm not willing to take them out of the SB for nothing (2 needle, 2 vortex, 2 flusterstorm, 3 ensnaring bridge - this one is reeeeeeeally great!! - 2 pyroblast). Maybe take out the forked bolts or searing blaze, but I think it's risky not to have a SB plan for UR Delver and elves.
No comments on Owen Turtenwald's article on his version of UR delver than went 12-3 at GP NJ?
http://www.channelfireball.com/artic...luered-delver/
The interesting choices he made were zero basics, and a black splash for cabal therapy in the board.
About the lands, I think if your hand doesn't start very "threatful", the opponent has time to wasteland you out of the game. In slower hands it's nice to have some basics that you can rely on, but maybe the upside of not drawing basics compensates for it.
The Cabal Therapy is indeed really interesting! I used to have a grixis delver deck (that for reasons of bad playing or bad creation underperformed), and maybe DRS would also be a nice fit to slow down enemy treasure cruises and all the things it does completely well?
The fact that there's the possibility of UR without basics leads it to the possibility of splashing. What if it splashed for white for StP MD and sideboard? It's an amazing removal spell. What else could we splash white for? Maybe Meddling mage in the SB against combo decks (which runs really well with gitaxian probe). It would be similar to the UWr delver decklist, but without the SFM package (which takes up 6 non-spell slots and is pretty slow).
"I've seen people play some Smelt in their lists but I expected a non-zero number of players to try and beat Delver with Chalice of the Void for 1, and it's totally unacceptable to put a card in your deck to kill artifacts and just be unable to kill one of the most problematic artifacts you could reasonably expect to face." - Owen Turtenwald
Told ya so :P
I always wondered about Smelt; its just super bad compared to Smash to Smithereens :rolleyes:
Another thing, I am actually considering about cutting the 1 Chain Lightning I am running and adding a Vapor Snag in that Slot. Saw it in Brandon Hulings list (3rd at SCG Columbus) and I think it looks really good.
Your thoughts?
I will try this list next sunday.
4 Volcanic Island
4 Scalding Tarn
1 Misty Rainforest
3 Flooded Strand
2 Island
2 Mountain
4 Brainstorm
4 Ponder
4 Gitaxian Probe
4 Treasure Cruise
4 Lightning Bolt
2 Chain Lightning
2 Price of Progress
4 Delver
4 Young Pyromancer
4 Monastery Swiftspear
4 Force of Will
4 Daze
Sideboard:
2 Pyroblast
2 Blood Moon
2 Sulfuric Vortex
2 Smash to Smithereens
2 Grim Lavamancer
2 Pithing Needle
2 Electrickery
1 Flusterstorm
The Meta looks like half of the field Delver Decks, most are UR. Next most played is Miracle and maybe Jund and there are just a few combo Decks but nearly no graveyard based.
I play no forked bolt because i have none and there is no elves and just 2 D&T lists around. Against all other decks is Chain Lightning just better and it gives you more burn reach. The same is with PoP. It is the random uups i win button and because all the manabases are so greedy.
I am not sure with the 2/2 split beetween them. I also play with the thought about Fire/Ice in this mix.
SB has no gravehate because of the lack of graveyard-combo as described. Smash to Smithereens, Vortex, Needle, Pyroblast is set. The other cards are flexible.
I thought about 1 PoP main and 1 sideboard but now with the 2/2 split i took Blood Moon. Is it the right choice?
Elecktrickery and Grim are for the mirror but i'm not sure these are the right cards for the SB slots against the mirror.
I played Burn before and i really like Ensnaring Bridge so maybe some SB would be good too. Maybe 1 Moon and the Flusterstorm out and 2 Bridge in?
And wouldn't be Spell Pierce better without the combodecks?
13 Creatures
4x Delver of Secrets
4x Monastery Swiftspear
4x Young Pyromancer
1x Snapcaster Mage
31 Instants/Sorceries
4x Treasure Cruise
4x Ponder
4x Brainstorm
4x Gitaxian Probe
4x Lightning Bolt
3x Price of Progress
4x Force of Will
4x Daze
16 lands
1x Volcanic Island
4x Scalding Tarn
4x Flooded Strand
2x Polluted Delta
3x Island
2x Mountain
SB
2x Tormod's Crypt
2x Pithing Needle
1x Vandalblast
2x Pyroblast
2x Grim Lavamancer
2x Hydroblast
2x Blood Moon
2x Dismember
Ran this list against a very heavy Stoneforge meta at my local Legacy League. Mainboarding PoP seems good against useless Wastelands and tons of duals.
Still rocking a Treasure-less build:
4 Volcanic Island
2 Island
2 Mountain
4 Scalding Tarn
2 Polluted Delta
2 Flooded Strand
2 Wooded Foothills
1 Bloodstained Mire
4 Delver of Secrets
4 Snapcaster Mage
2 Grim Lavamancer
2 Vendilion Clique
2 True-Name Nemesis
4 Brainstorm
3 Ponder
4 Force of Will
2 Spell Snare
2 Spell Pierce
2 Daze
4 Lightning Bolt
3 Chain Lightning
1 Forked Bolt
2 Price of Progress
Sideboard:
3 Sulfuric Vortex
1 Price of Progress
1 Surgical Extraction
2 Flusterstorm
3 Red Elemental Blast
2 Smash to Smithereens
2 Vapor Snag
1 Pithing Needle
This time I've cut Goblin Guide in favor of bigger and more impactful creatures like Clique and TNN. This was a 2am decision before the tournament (Invitational of the Austrian Legacy Championship) to (hopefully - at least the thought at that time) have a better game against two of the most played decks throughout the Opens/qualifiers: Jund & BUG Delver. It should also help against UWR and somewhat against Miracles, but against the latter Guide was actually good.
So after 3.5h of sleep I jumped onto the tram to the railway station (together with Einherjer and another friend) and took the trip to the tournament, feeling good about my decision without having played a single game with this change to that point. At the tournament center I was getting worried, as nobody showed up playing Jund or BUG. Well...fuck.
Round 1: UR Delver (Gollus) - otp. It's one of the standard Treasure Cruise lists and in terms of HP both games were pretty tight, but Snapcaster is just a beast when it comes to removal wars. 2-0
Round 2: UWR Blade - otd. Game 1 is lost to equipments, while the postboard games both feature enough answers to reach the finish line. 2-1
Round 3: Miracles (Einherjer) - otd. Two quick games, where Clique (gets an Entreat in response to the Miracle trigger) and TNN (no removal for you) prove to be effective. 2-0
Round 4: Miracles - otd. Opponent refuses to draw, so we play. Game 1 goes to him, game 2 is mine, although he could have at least delayed it, if not won. Before we begin the third I ask him again if he wants to draw and he takes it.
Round 5: UWR Blade - I.D.
1st after swiss, so fuck you, dice roll. xD
Quarterfinals: Lands (Philipp2293) - otp. I didn't know what to expect beside Dark Depths and Punishing Fire. Game 1 he tries to be fancy and Crop Rotates for a Ghost Quarter, as I already have 3 Basics in play, but I just fetch the 4th and win from there. Game 2 I get to play against Maze, Tabernacle and Glacial Chasm (?). A Clique gets the crucial Life from the Loam and let's me finish. 2-0
Seminfinals: UWR Blade - otp. Game 1 i keep TNN, SCM, Bolt, Land, Land, Land, Land. Loose, but I felt like Bolt + SCM should buy me enough time. Of course they don't as I draw more lands and TNN eats the (probably) 1-of maindeck Pyroblast. Game 2 I draw an overload of 2 Vortex, Price and Smash, while he stays on 3 lands, two of which were basics. Somewhere along the way he resolves a Pyromancer and races me, as I sit there with my hand, unable to do shit. 0-2
So, I'm 3rd and get a Bayou.
*sadface*
In the end, Einherjer wins the event through the other side of the bracket.
Not playing cruise is just wrong in so many ways. It's not like you have to even change much of the deck to make it fit. Pyromancer and swiftspear are debatable but I think cruise is just an auto include, it's so good
I expected a specific meta and my build is just better suited for that. I want to consistently be able to flashback PoPs and Lavamancer stuff. Plus Cruise gets so much weaker without Probe/Scour and disposable 1 drops.
So i've seen alot of ppl using a playset of cabal therapies in the sb while running an Underground Sea in the main.
Seems pretty cool, since it synergizes alot with pyromancer, i might pick my set of therapies up again :cool:
Greetings All,
I have sleeved up this UR Delver deck and been testing it out for a few weeks now. As a RUG/BUG Delver player this deck seemed right up my alley. Anyway I played in a local 9-man this past Sunday and made the Top 4 play-off, which the four of us decided to split. Also with this same list, I played a locals a another shop about a week ago and ended 3rd of 14 players. Here is my list:
4 Delver of Secrets
4 Monastery Swiftspear
4 Young Pyromancer
4 Gitaxian Probe
4 Brainstorm
4 Ponder
4 Lightning Bolt
2 Forked Bolt
1 Pyroblast
4 Daze
4 Force of Will
4 Treasure Cruise
4 Volcanic Island
2 Island
1 Mountain
4 Scalding Tarn
2 Polluted Delta
4 Misty Rainforest
Sideboard
2 Grafdigger's Cage
1 Pithing Needle
2 Flusterstorm
1 Hydroblast
2 Electrickery
2 Pyroblast
1 Shattering Spree
2 Price of Progress
1 Shattering Pulse
1 Sulfuric Vortex
Report from 9-Man at Empire Games (12-14-14):
Round 1: UWR Miracles (0-2): I lost the die roll and mulliganed to a reasonable six card hand. I get my opponent to 2 life before he stabilizes with removal and a counterbalance/top lock. I mulligan to 5 in game two and am never really in the game.
Round 2: Bye
Round 3: Burn (2-0) I lose the die roll but have a Swiftspear plus Daze start that matches up well against his start of Rift Bolt into Searing Blaze. It was all downhill from there. Game two I had a Swiftspear into Young Pyro. His attackers never dealt damage and I was able to attack through his.
Round 4: Spring Tide (2-1) This was a bit of an interesting match. This was a Spiral tide deck without Candalabras but instead substituting Explores to ramp mana and cantrip. He combo killed me game 1 at one life as I durdled for a turn or two trying to find creature based action. Games 2-3 I had creatures, Flusterstorms, and Pyroblasts to apply pressure while keeping him off balance.
There was a cut to Top 4. I liked my chances... the other decks were Burn, MUD, and mono-black Reanimator. So I think I would have fared okay but in time interest and not wanting to keep the other two guys I had traveled with stuck at the shop, I agreed to the split.
Report from 14-Man at Kidforce Collectibles (12-2-14):
Round 1: ANT (2-0) My opponent's draws were horrible both games. He never got to start comboing. I ended game 2 with 4 FoW and 3 blue cards in hand.
Round 2: BUG Delver (1-2) This match was close but my draws didn't line up real well in games 2-3. Plus Tarmogoyf showed up in multiples to clog up the board.
Round 3: Sneak and Show (2-1) He kills me really fast game 1. I board out my bolts and bring in permission. He starts both game 2-3 with a Leyline of Sanctity. I kill him with dudes in both games.
Round 4: UR Delver (2-1) These games were all really tight battles. I ended up coming out on top due to being able to find Electrickerys in the the boarded games.
Prize here was based on standings. I ended 3rd and took home a bit of credit.
Overall the deck feels pretty solid. I still think that I need more practice with it. It is weird how small and low impact a low of the cards look/feel... but allow for absolutely explosive starts/turns in the mid game in this particular configuration of cards. Any suggestions/advice are/is welcome. I would really appreciate hearing what you guys think. Anyway thanks for reading!
I been playing "Is It Human?" since before Jersey and been on it the last 3 weeks exclusively.
I seem to have all my match ups down, haven't tested enough against Deathblade. In theory I notice they tend to cut most of their counter magic in this match up in favour of a more heavy removal postboard plan. In this match up I would think that PoP is the finisher in this match up since they typically have a minimum of 3 non-basics.
Had difficultly against True-Name Nemesis.
Does anyone have much seat time or developed strategy facing this match up?
I run 16 land (3 volc), 2 forked bolt, 1 Pyroblast, 1 PoP md
SB:
2 graftdiggers cage
1 pithing needle
1 null rod
1 cursed totem
1 tsabo's web
2 price of progress
2 pyroblast
2 spell pierce
1 echoing truth
1 sudden demise
1 smash to smithereens
Dear all,
I've been playing MTG for a couple of years, but only recently took up Legacy. I saved up and got a U/R Delver deck. My meta, however, is comprised of decks that seem to be tough matchups for it. For example, lately I've been beaten by Lands, Maverick, Dark Maverick, Landstill, and Tezzeret Control. I'm trying to figure out which of the following is likely the case:
-- My deck is just not well chosen for the community in which I play.
-- My deck is fine, but I haven't spent enough time mastering it.
I have a bit more I could spend (maybe $800), and am trying to figure out whether I need to tweak what I have or go in a different direction (and if so, which direction -- in view of what others play at my store). I'd be very grateful for your thoughts and comments on any of this. Thanks so much!
If there are landstill decks and lands decks, try mainboarding one or two price of progress. Maverick is tough but you can always put submerge in the board or something. Tezzeret control should be easy as long as they don't have turn 1 chalice; you only have to resolve one that to win the game often.
So I've been doing really well online recently with a 0 Daze, 4 Chain Lightning, 1 PoP, and 1 Pyroblast build. However, I think that the 4 Daze, 0 Chain build is a bit better and that's what I have put together irl. I'm trying to decide whether it is a good idea to spend the 100+ tics to get Dazes, or to just put the Chain Lightnings in my irl build (I already own Chain's in paper). I imagine that the experience and sideboarding plan is most important but I would also like to play with the best build. What do you all think? Should I buy Dazes online, play Chains in paper, or just keep the status quo?
IMHO, in this deck Chains are way better than Dazes.