Does the opponent have the chance to cast all his instants before Venser's ability resolve on the stack? Thanks.
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Anyone know Mike Flores' U/R Delver Build last SCG Edison? He made an article and apparently he only lost 2 games.
http://sales.starcitygames.com//deck...p?DeckID=53006
you're welcome.
He is probably banking on it being good vs random Jittes, also killing stoneforce then having a cheap hard counter for BSkull. And like you said, randomly countering sneak attacks is good too.
U/R Delver
Terrell Boaz
8th Place at StarCityGames.com Legacy Open on 2/17/2013
Legacy
Creatures (15)
4 Delver of Secrets
4 Goblin Guide
3 Grim Lavamancer
4 Snapcaster Mage
Lands (18)
3 Island
3 Mountain
3 Arid Mesa
3 Misty Rainforest
4 Scalding Tarn
2 Volcanic Island
Spells (27)
4 Brainstorm
2 Daze
4 Force of Will
4 Lightning Bolt
3 Price of Progress
2 Spell Pierce
2 Vapor Snag
3 Chain Lightning
3 Ponder
Sideboard:
3 Flusterstorm
1 Price of Progress
2 Pyroblast
2 Red Elemental Blast
3 Smash to Smithereens
3 Surgical Extraction
1 Vendilion Clique
We're in the Top 8 again :) So much hate for combo lol
Made top 4. Should have made the Finals. How sad he got overconfident in tapping the wrong mana because the high tide player was sorta screwed on lands.
Time Spiral spun twice with Terrell having an untapped island but he had a Volcanic Island and a mountain tapped for a Snapcaster. A resolved bolt would have won the freaking game!!!!!!!!!! Actually he had it on the 2nd Spiral spun, 2 Lightning Bolts..... and the High Tide player having no counters left after the counter war on another Time Spiral.
ARGH! He had so much hate in the Sideboard.......
http://blip.tv/scglive/scgnj-lgc-rnd...ravitz-6529267
G1 was unfortunate, but G2 he kept a retarded hand and his 75 weren't that good either.
Went 4-1 in local tournament in another town nearby so maybe time for another mini-report. They were having legacy season starter with UG Sea as price, so we decided to go for it.
UG Sea's lure had been strong, and there were several people not locals from other nearby towns too.
R1 Uw Miracles 0-2
G1 Fast Counterbalance with top, me with bad threat. Burn & Clouted Grim Lavamancer do him in for 6 damage, after he finds Detention Sphere for Mancer and wins the game. I noticed, he does not play stops. So would probably just won this with bit faster clock, but didn't find any guys before too late.
G2 Energy Field + Rip too strong. After fowing Red Elemental blast meant for energy field, he laid down second. No outs after that, since I had only two from side.
Pretty bad matchup, since it has few 2 mana permanents I have no proper answers except fow & reb. Luckily this deck is not played too much in our meta.
R2 Turbo Eldrazi 2-1
G1 Fast Clock, Few counters. That's about it. Burn did lot of work here, since he played moments peace to slow down creature beatdown.
G2 Clock bit too slow, got emrakul at pretty low life and won. Had no way to get two mana to play price after that in time.
G3 Turn 3 kill with Nivmagus Elemental. Probably something like T2 Clout + Daze + Fluster, hit for 11.
R3 Zombardment 2-1
G1 Had pretty slow hand, but was able to get rid of Carrion Feeders and Grim Lavamancer did a good job to keep me alive before I assembled beats + burn.
G2 Had to fish for a threats for a while after Tseize. Carrion Feeder + 2 Souls too strong and lost the race.
G3 Had turn three kill here. Had an good opening for over 10 damage and decided to took it and close the game with burn if Magus gets removed. He did not get removed and took a game in two hits. Magus is nice, since 3 of this decks guys do not block, so chumpers are fewer to burn/submerge away.
In this spot I want to mention that submerge is pretty good for getting turn 3 kills with opponents playing forests.
R4 Affinity /w Masters 2-1
G1 Keep one lander and start bashing with Delver, Dazing first plating. Flustering Galvanic blast trying to get Delver. Killing everything that tries to pick up a second one and go into combat. Sometime later draw second land and close game with price.
G2 Have pretty bad draw with bolts/hate. Have to defend myself against multiple platings and lose the race.
G3 Bash with Big Nivmagus elemental for quick death while getting rid of platings in process. Got to ride his storm when he tries to find stuff with Thoughtcast after putting few guys in play.
R5 Maverick 2-0
G1 Big Nivmagus after Delver getting stopped gets few good hits. Knight comes down, but cannot attack on threat of Nivmagus getting bigger and try's to get some lands on gy and find answers. Grim Lavamancer & bolts chunk out a 5 life per turn. Closing out the game. In last effort he tries to stop own knight, but force of will keeps knight on battlefield.
G2 Turn 1 Ponder assembling Nivmagus/Bolt/Flusterstorm setup for T3 combat. T2 I play Nivmagus and pass with blue open. Stop tries to get Nivmagus, but flusterstorm gets stop and Nivmagus is 5/6 for basicly free. Magus gets to hit for two times, before Knight arrives to rescue. Thalia comes down too, but I decide to cast two mana lightning bolts to head and do some Mancering.
What I net for 4-1? Steam Vents. 4--0-1 get UG Sea. Guy who lost finals gets Taiga. Third and fourth get Polluted Delta & Natural Order. But it's pretty cool, since places 2-5 was our car.
Here's the list. It's basicly same thing what I played in Legacy Champs 2012, but with added clouts to combat Decay. Clouted Nivmagus is pretty hard threat to deal with for many decks. High risk, High reward.
18 Lands
2 Island
2 Mountain
4 Volcanic Island
4 Scalding Tarn
2 Misty Rainforest
2 Flooded Strand
1 Wooded Foothills
1 Bloodstained Mire
13 Creatures
4 Nivmagus Elemental
4 Delver of Secrets
3 Grim Lavamancer
2 Snapcaster Mage
27 Sorcery/Instant
4 Chain Lightning
3 Ponder
3 Force of Will
4 Flusterstorm
4 Brainstorm
4 Lightning Bolt
3 Daze
2 Price of Progress
2 Clout of Dominus
SB
3 Surgical Extraction
3 Submerge
2 Smash to Smithereens
2 Red Elemental Blast
1 Sulfur Elemental (Rise of the esperblade and souls again. Few overprotective mothers running around too)
1 Price of Progress
1 Shattering Spree
1 Sulfuric Vortex
Thanks for reading, Cheers.
Jani
ps. If somebody wonders why I post here and not in Nivmagus deck threads. It's because I am from GG Guide roots, just expanded the deck to fit my taste and didn't go full Nivmagus playing all those suboptimal cards that are good only if you have magus on table. I feel that Flusterstorm & daze and in some extent FOW (in some matchups G1) are decent enablers for Nivmagus (and after side submerge).
Hi
Last weekend I played in a local tournament and ended 4th (ex-aequo). 20 players, 5 rounds and my final result was 3-1-1.
I played the following list:
15 LANDS
10 Fetch
2 basic
3 Volcanic Island
13 CREATURES
4 Delver
4 Goblin Guide
3 Grim Lavamancer
2 Snapcaster Mage
12 COUNTERS
4 FoW
4 Spell Pierce
4 Daze
12 BLASTS
4 Lightning Bolt
4 Chain Lightning
2 Thunderous Wrath
2 Price of Progress
8 CANTRIPS
4 Brainstorm
4 Ponder
SB
1 Echoing Truth
1 Divert
2 REB
3 Submerge
2 Pyrostatic Pillar
1 Shattering Spree
1 Smash to Smithereens
1 Tormod's Crypt
2 Surgical Extraction
1 Pithing Needle
Round 1 vs a team-mate & his Manaless Ichorid 0-2
Was a tad disappointing. Game 1 was predictably fast and painful even if I brought him down to 5pv. Out 3 Lavamancer and 2 PoP, In Tormod, 2 SE, 1 Echoing Truth and 1 Submerge (as I know we plays with Dryad Arbor & Forest postside). Game 2 I managed to slow him down thanks to a first-hand Surgical but I didn't have any threat on board and logically end up badly bruised.
0-0-1 (0-0-2) Didn't start very well. :rolleyes:
Round 2 vs Goblins 1-1
That was another though matchup and it is a shame I couldn't win this one. Game 1 looked like an war of attrition and a lethal PoP closed the game. Out 4 Spell Pierce, In 2 Surgical, 1 Pithing Needle, 1 Echoing Truth. Game 2, despite an ideal start (Delver T1 -bounced by Scourger- then Delver + Lavamancer T2 -both killed in the same turn by 2 Gempalm cyclings Oo-), I ended up swarmed by the green skins. Game 3, ten minutes left to the clock, we are replaying the G1 as we keep on putting threats from hand to board and then from board to graveyard. In the 4th extra turn, am down to 1pv and my opp is at 7 after his attack, I have the 5th turn but cannot do anything. Draw.
0-1-1 (1-1-3) Crap! First time I am forced to draw vs Gobs. Time to reverse the luck! :wink:
Round 3 vs Jund 2-1
Very interesting match, more than my previous matches against this archetype. Game 1 I put a T1 Lavamancer that kept my opponent's DRS and BoB at bay until he put in place the Punishing Grove combo (which clearly blanks our board). Followed a rain of bolts from each side but PoP put an end to it. Out 2 Thunderous Wrath and 4 Spell Pierce, In 2 Surgical, 1 Divert, 3 Submerge. Game 2 after a T1 DRS for him and a T1 nothing for him, I diverted a Thoughtseize to see that my opponent was missing some Red Mana source. On my turn, I landed a Guide and we then entered a loop of life-gain-life-loss for my opponent until he finally found his out and started to cascade. 12min left to the clock. Out 1 Divert and 1 Submerge, In 2 Thunderous Wrath. G3 indeed faster (T2 Wrath helps) even though I had to sacrifice a Guide to Chain Lightning a Tarmogoyf to get the edge, once Punishing Fire was extracted. And again, PoP closed the game for me.
1-1-1 (3-1-4) God I hate Shaman! And I hate it even more when I am forced to deal with other threats and have to leave it alive... But winning feels good too. :wink:
Round 4 vs Esperblade 2-0
Not much to say about this one apart from the fact that my opponent wasn't very lucky apparently. Game 1 consisted of an early Guide which did all the job until another one joined the party. Price of Progress cut clean an attempt of Swording one of my Gobs and gave me the victory. At this point, my opponent did so little that I wasn't sure whether he was on Miracle or Esperblade... Out 2 Thunderous Wrath, 1 Lavamancer, 1 Ponder, In 2 Surgical, 1 Shattering Spree, 1 Smash to Smithereens. Game 2 was quickly done as an early flipped Delver followed by another Delver and quite a few counterspells cut short all hopes of victory for my opponent.
2-1-1 (5-1-4) I think it is honeslty the first time I won a match vs Esperblade so fast. It happened to me to have a quick game vs this deck but a match, not until this one. I felt a bit sorry for my opponent 'cause we regularly see each other on tournament and I know that he normally does better than this.
This round being so fast, it gave me time to walk around and scout my potential next opponents... And this is the moment where I discovered that actually I wasn't so bad in the ranking and depending on the next round, Top4 was doable! :laugh: So clearly I had to scout and do it good. :tongue:
Round 5 vs Eflball (version NO) 2-0
Incidentally I actually have scouted his last game and I know what he is playing. So against all odds, I will then put my bet on making sure no Natural Order will go through my counterspells even if it means allowing a Glimpse. Game 1, I put a T1 Lavamancer and started shooting the pointy ears at sight, then a Delver came to put some pressure and I finish demoralizing my opponent by countering his las-resort NO. Out 4 Spell Pierce and 1 Ponder, In 2 Surgical and 3 Submerge. Game 2 my opponent started with a Llano while on my side a first Delver came in. T2 he started to invade the board and I put a 2 Delver. T3, Gamble-time! as he started by landing a Glimpse with enough mana open to pay Pierce. I smelled a trap and let the Glimpse resolve. After a few Elf-drops, my opponent attempted to cast a NO, met a FoW FTW. After the hand shake, my (bitter) opponent starts telling me about my dubious play letting the Glimpse resolve, I answer that I know and this was clearly a gamble that could have gone sour... but no. Oh well...
3-1-1 (7-1-4) Well, not so bad for a first Liga day!
Results are given and, surprise, am 4th ex-aequo with 10pts! Pretty nice. :smile:
I feel like the list is quite decent. I unfortunately never really used my side cards apart Surgical Extraction (and Divert, once) so it is hard to see what has to be removed/tweaked. Thunderous Wrath and Price are really good and always gave me the edge I needed to win. 12 counterspells may look like a lot to some but it is the compromise I found to deal with Combo.deck on the same ground and prevent T2-kills (or at least, to prevent this happens too often).
Feedback welcome :)
Yeah. In that place they always run just a swiss. Pretty random.
Especially in a deck that wants to hit at least 3 lands by the end of the game...
Actually I got the idea from another player in a different forum and tbh it works pretty well, thanks to the 8 cantrips. I did playtest the list quite a lot before. I used to run 19 lands (incl 2 wasteland) and going down to 15 still works.
You need 3 lands in the late game, true. But then at this point it is either to ensure a winning 'flashbacked' bolt/counter. Both have to give you the game otherwise the game is either completely stalled or lost.
If the game is stalled, well, you most probably will have more land-drops over time anyway. Moreover having less lands means having more space for spells and our curve being quite low to begin with, it isn't so much of a problem.
This is also the reason why I only run 2 snapcaster mages. To play more of them I would obviously have to increase the number of lands.
i think 15 lands are not enough in my opinion especially if your opponent has a stifle or wasteland, because normally U/R run 18-19 lands with 8 cantrips and sometimes its hard to stable your manabase if your opponent run stilfe or with your 7 opening cards with just 1-2 lands and then you did not draw any land its hard to win in that case because you cannot use your snap to flashback a spell etc, i just wondered with 15 lands on your list that you did not mulligan? And also if you miss a land drop and if your opponent did not miss a land drop, your daze and pierce would not be effective as well.
Haven't been around for a while, put away this deck for a bit, but I recently came back to it and so far I've won or placed highly in the last 3 Legacy events I've played it in, so I thought I'd come back for a bit and report on what I'm doing with the deck these days, for anyone who cares. First, the list:
Creatures: (15)
4x Delver
4x Snapcaster
4x Goblin Guide
3x Grim Lavamancer
Spells: (25)
4x Lightning Bolt
3x Chain Lightning
2x Price of Progress
1x Fire // Ice
4x Daze
3x Force of Will
2x Spell Pierce
4x Brainstorm
2x Ponder
Land: (20)
4x Red Fetch
4x Blue Fetch
4x Scalding Tarn
3x Volcanic
1x Steam Vents (I don't own 4 Volcanic)
2x Island
2x Mountain
Sideboard: (15)
1x Price of Progress
1x Sulfuric Vortex
1x Fire // Ice
4x Submerge
2x Surgical Extraction
1x Blue Blast
1x Hydroblast
1x Spell Pierce
2x Smash to Smithereens
1x Engineered Explosives
I found the maindeck list on an SCG open a couple weeks back. I tweaked it a bit from the original list, though: The original list plays 4 Volcanic, but I don't own them so I'm playing a Steam Vents instead; so far it's been relevant quite infrequently, although I don't think you can play fewer than 3 actual Volcanics; 2 Steam Vents would probably kill the deck. The original list also played 4 Chain Lightnings and no Fire // Ice, but both due to card availability and due to the fact that Fire // Ice is just the stone cold nuts, I had to change that slot. The other 58 cards are identical though.
I also overhauled the sideboard quite substantially. I didn't at all like the sideboard from the SCG open, so I rebuilt it from scratch, and I'm very happy with my sideboard. The only thing I'd like to change is the Surgicals, which haven't been doing much (although nobody in my meta plays a Dredge-like deck; I'm not sure if I'd cut them in a more general metagame).
One important point is that I think this deck is best in a metagame with a bunch of midrangey decks or combo decks. More controllish decks, such as Team America, Stoneblade/Miracles, etc, are really bad for this deck, or at least my particular build of it. Those are my problem matchups. The main feature of this deck is how hard it wrecks green-based midrange. Here's a brief guide to that matchup:
Vs. Green-based 3-color midrange (i.e. your best matchup)
-9x Counterspells
+4x Submerge
+1x Fire//Ice
+2x Smash
+1x Vortex
+1x Price
The idea is that you're the aggro and they're the control. You want to kill them before your Goblin Guides etc get outclassed by their Tarmogoyfs etc. Paradoxically, the countermagic in the deck doesn't really do anything; they have too many threats for you to reasonably deal with. Instead, focus on killing them before their deck starts going. Your burn will mostly be aimed at their guys that stand in the way of your Goblin Guides and Insectile Aberrations, rather than going to the dome (of course, if you need to Bolt them out, it's fine to do so, but you're not playing monored here and it's important to remember that). Most of these decks will be GW with Stoneforge Mystic or GU with Shardless Agent; for these decks, Smash to Smithereens is basically a 2-for-1. If you have knowledge somehow that they don't have access to artifacts, you can change your sideboard plan accordingly. If you're blind, I'd err on the side of "they're bringing in Jitte" and board in the Smashes.
In the 3-color midrange matchup, it's also important to remember that Price of Progress is a very big part of your game plan and play accordingly. Your opponent, playing a 3-color deck with a greedy manabase, can't play around Price of Progress very easily, but you both can and should. Preboard, it's OK to fetch up a Volcanic or 2, but postboard you should do whatever you can to play off only basics. In fact, I would go so far as to say that a hand of blue spells + red fetchlands is a mulligan postboard unless the hand contains multiple Brainstorms, and the reverse hand is a 100% mulligan without question.
Anyway, not really looking for feedback or replies, just providing some data and my thoughts for anyone who cares.