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Thread: Pactman (UWR Delver tempo)

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    [Deck]TitanPact Delver

    I developed this deck after realizing how powerful the Pact cycle could be if you could get around their upkeep triggers. Pact of the Titan, Slaughter Pact and Pact of Negation at the end of their turn (optimally in multiples) can be a backbreaking tempo play, and well worth the card and the 1 mana used to get by the triggers (Angel's Grace). Young Pyromancer ties the whole package together with a way to trade cards for an often overwhelming board advantage on turn 2.

    *updated list*

    Delver of Secrets x4
    Young Pyromancer x4
    Snapcaster Mage x4

    Angel's Grace x4
    Pact of the Titan x4
    Pact of Negation x2
    Slaughter Pact x4

    Serum Visions x4
    Gitaxian Probe x4

    Trickbind x2
    Lightning Bolt x4
    Spell Pierce x2
    Snapback x1

    Scalding Tarn x4
    Arid Mesa x4
    Steam Vents x3
    Watery Grave x1
    Hallowed Fountain x4
    Plains x1

    Trickbind is also useful at stifling a pact trigger in a pinch, and has other applications across different matchups. However, 2 mana is stretching it, and I've been happy with just a pair in my testing so far.

    All of your important interaction is going to be in the first 3 turns of the game. Spell Pierce is very strong here because you mostly don't care about the creatures they play, because yours has evasion, or are much bigger at that stage of the game, or you outnumber them by a large margin (or all 3). Slaughter Pact and Bolt playing creature control means you really only have to worry about their spells. Pierce is a 1-mana Negate for their removal spells, Pyroclasms, and planeswalkers.

    30 instants and sorceries mean that Delver flips very often, and Serum Visions help set up the top for when you don't blind flip them.

    The singleton Plains and Island are there because of Blood Moon and Ghost Quarter. If they deprive you of a way to make white after you've cast your pact(s), it's game over. Hedge against those situations with a basic.

    Hallowed Fountain is your most desired first turn play (or access via fetch) because it plays Delver or Serum Visions, and gives you the option to Angel's Grace on your following upkeep if you lucked into a pact or 3 in your opening hand.

    Be very careful of when you play the pacts. If at all possible, wait until the end of their turn so they can't strip the Angel's Grace in your hand with hand disruption causing you to lose in a most embarrassing fashion.

    Other spells that are currently on my radar:

    Remand
    Vapor Snag
    Noxious Revival
    Gut Shot
    Peer Through Depths
    Mutagenic Growth
    Grim Lavamancer
    Boros Charm

    Lacking a true gauntlet, the sideboard is very general. Especially since my focus thus far has been tuning the main.

    Boros Charm x2
    Surgical Extraction x2
    Wear // Tear x2
    Rest in Peace x2
    Stony Silence x2
    Pact of Negation x1
    Burrenton Forge-tender x2
    Torpor Orb x2

    If you have any suggestions or thoughts on the deck, I'm always welcome to different viewpoints. Thanks for taking the time to read to read this!
    Last edited by Fortunae; 08-23-2013 at 05:42 PM.

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