I would put Fireblast in that spot--it's a good quick finisher and you can play it after tapping out.
I don't really see why people put Vendilion Clique in with tempo... it's not realistically a tempo card.
You can't drop it until turn 3, it doesn't actually reduce your opponent's hand-size and it's effectiveness is not a guarantee (although it usually is). By turn 3, I'd rather be snapping in stifles, Delver is a better beater. In my opinion if your deck is working correctly then what they have in their hand shouldn't matter much: they shouldn't have the mana to cast it before they die. Obviously shit doesn't happen optimally, but I would rather have 2 burns in that spot.
Keldon Marauder's aren't a terrible choice either: bare minimum they do 2 damage to the opponent, but can do 5 damage for 2 mana on the higher end (which is entirely possible).
They can be removal or life-gain depending on what you need, chump that Tarmogoyf or force them to block it.
This is truth, people.
Also cutting goblin guide is a really bad idea.
One last thing, to actually respond to your question no; displaying acumen in something prior isn't a clear-cut measurement of actual ability. Especially in a card game. The race isn't given to the swiftest etc. but it is the way to bet. Also you wouldn't believe the number of people on cockatrice who still swear MM is still legal.
"It is not to be thought that the life of darkness is sunk in misery and lost as if in sorrowing. There is no sorrowing. For sorrow is a thing swallowed up in death. And death and dying are the very life of the darkness."
Given the purpose of his deck I overlooked the decision to cut Goblin Guide, if you're trying keep them off land you don't want to potentially give them more.
On the flip side, the argument (an argument I'd agree with as I also believe there's no room to cut Guide) could be made that...they would draw that land anyways and they can still only play one per turn.
In fact, it might be incredibly relevant to KNOW what that land is. If they pull in a fetchland, keep mana open to stifle, if not, don't. Win win? Guide gives you too much useful information, even if it is "helping" your opponent. If it's a basic, hell, don't even bother playing that wasteland right now, play the volcanic and get a really solid mana base going.
Oh dear the deck has been downgraded again; that was a short tenure at the top.
Maybe we need to play more burn spells to get back up there...
(I still love Magma Jet).
What about some bigger creatures? Anyone tried Serendib Efreet?
Maverick players adjusted their strategy and figured out how to approach games against Delver. Delver used to have a favorable match-up because it was a new archetype, and played with surprise cards like Price and Fireblast. Now that the surprise is gone, and Maverick players know how to use their deck better against Delver, the ball is in the park of Delver again, having to adjust and somehow being favorable against Maverick.
Serendib Efreet is a bit slow. Yes, it's immune to Bolts but Clique is just so much better in many ways. It's also annoying that Scryb Ranger is in the format.
Goblin Guide is necessary, it still gives the deck it's share of broken draws.
Don't play Stifle. Don't try to mimic tempo thresh here, it heavily dilutes your plan. If you play Stifle, you really should play Wasteland and then you are starting to look like a tempo deck too much. Then your Guides conflict with your deck and then you're just a bad tempo thresh deck. Even if you don't have Guides you lack both speed and real beaters, like Tarmogoyf.
Maybe Searing Blaze is an option. It could potentially be better than Submerge and Smash to Smithereens. You'll just kill Mystics with profit anyway (so why Smithereens?) and it's also much better against Maverick in general, really putting the pressure on. Something could be said for a 2-of main deck. A meta call just like Price of Progress. Yes, sometimes it's dead, but there are plenty of tier decks that rely on creatures and Bolt is a very good card right now.
So I am slowly collecting the pieces of this deck and I have a couple questions. Right now I have 4x Spell Snare and 4x Spell Pierce is that too many of either of those? I know pierce is very well positioned in the meta these days and Snare is great against a lot of the DTB. Second questions is my S/B currently looks like this.
3x Smash to Smithereens
3x Surgical Extraction
3x Submerge
2x Price of Progress
2x Sulfuric Vortex
2x Hydroblast
I am torn on the Pyroblast slots, I feel I should be running some kind of bounce maybe Echoing Truth or possibly Dispel to help with other tempo MU's. Any suggestions are appreciated.
I would take Vortexes completely out of your 75. They're awesome in straight burn because they can finish games nicely and obviously turn off the important parts of Jitte and 'Skull. I would just go up to x4 Submerge... Also, has anyone tested Repeal? Seems strong against anything with Batterskull.
Take the 2 PoP out of the board and into the MD. If you don't want x4 PoP MD just play x3 MD but keep 'em out of the SB. Burn isn't going to be as relevant in the coming weeks I don't think, I think Hydroblasts should be Pyros. Otherwise I run a very similar SB
Are you talking about Repeal hitting Batterskull itself or just other pieces in decks that run Batterskull? Hitting 6 mana is nigh impossible with this deck. But I agree the decks needs some kind of bounce as Maverick has quite a few tutor-able S/B enchantments which can hinder our plans ie. Warmth, Cop: Red etc.
My thoughts on the Hydro/Pyro deal was I would be bringing the Pyros against other burn decks but with all the counter magic we should be able to both shut down opposing burn.
I'm not trying to troll or spam this thread, but the discussion in here is all over the place. The decklists are so drastically different. Some people are running Snapcaster and Clique, some are running Stifle/Waste, some are going heavy burn with little or no counters...
If it were just a matter of some minor choices, or even some major choices that didn't change the fundamental gameplan of the deck, that would be one thing. However, heavy control is different from Tempo is different from Sligh.
Anyway, my point is that I created a thread in N&D for the Sligh versions, that run little or no counters, and heavy burn. The thread is open to discussion for all R/u/x variations of Sligh, so anyone wanting to discuss that specific gameplan is more than welcome to do so there, if you'd like. Might make the discussions a little easier to focus on, for both threads.
Here's the link: R/u/x Blue Sligh
UR Delver just won another SCG Open with a "traditional" list. Here's the link:
http://sales.starcitygames.com//deck...p?DeckID=44095
Gobbos: Kings of flavortext!
Hey his deck was actually very conventional and ran 20 land (without using wasteland). I like that Legacy has evolved in such a way that this deck can steel victories like it does.
Congrats to the pilot and delver may just become one of those decks that will continue to fly under the radar and periodically rear up its head when people get greedy, etc.
Anyway, I thank you guys for the link.
U/R caught em sleepin. RUG delver didn't even T8? WTF.
"It is not to be thought that the life of darkness is sunk in misery and lost as if in sorrowing. There is no sorrowing. For sorrow is a thing swallowed up in death. And death and dying are the very life of the darkness."
How about playing Figure of Destiny in lavamancers spot? Made some bad experiences with it being too slow-thoughts about that?
Gobbos: Kings of flavortext!
We really never have enough mana to make figure all it can be. My normal board land wise looks like Volcanic, Island, Fetch (when cracked get basic mountain). I think this deck needs something for sure. Still trying to figure out what that would be. I'm starting to go the Zila route and am down to 2 snapcasters. With the success burn has been having my list is going less and less control and more burn tempo.
Im going to start playing around with 3 Sulfuric Vortex main in the Lavamancer spot or maybe 3 Flame Rift.
Land: (18)
Standard 18
Blue: (17)
4x delver
4x daze
4x brainstorm
3x ponder
2x snapcaster
Red: (25)
4x goblin guide
3x grim lavamancer (gonna be trying above changes)
4x lightning bolt
4x chain lightning
4x rift bolt
4x price of progress
2x fireblast
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