My current board:
2 Spell Pierce
3 Surgical Extraction
1 Mindbreak Trap
2 Sulfuric Vortex
2 Smash to Smithereens
1 Price of Progress
2 Gilded Drake
1 Red Elemental Blast
1 Pyroblast
Curfew is no good due to being narrow and that they often have another body on board anyway. Ensnaring Bridge I fear will stop Delver too often and is also a bit high on the CMC for this deck. I think burn is probably my best bet, finding a way to squeeze the Lava Spikes I see Andrew was running recently Lava Spike in board recently. Maybe I'll give that a shot. The games are usually close, and extra burn to the dome would be enough to swing it.
Depends how early the Progenitus makes it on the board. You can race it with burn and early creatures :) Don't go all on defense mode
It really depends how much damage you've dealt to the opponent by the time Progenitus enters the battlefield.
If you've dealt a significant amount of damage by then, then Progenitus is pretty immaterial, as you can still out-race it.
If you haven't, then it probably means you keep top decking lands, which explains why you allowed NO/SnT to resolve AND don't have enough Burn to outrace Progenitus.
Went 3-2 and into top8 from 8th seed in Porotour Trial. Porotour is probably the biggest Legacy event in Finland this year, check it out if you are interested to do some Nordic Legacy Traveling. http://porotour.com/porotour-events/legacy/ here.
I was playing the Nivmagus list that has been posted here for number of times. Testing -1 Snapcaster + 1 Vendilion Clique MD & -1 Submerge +1 Counterbalance in SB, not sure if those have been mentioned in last lists.
Swiss:
Elves 2-0
Mulled to 5 G1, got hand of Nivmagus + Chain + Bolt, some lands. Found flusterstorm & brainstorm and made myself a clock while killing his guys.
G2 I Vendilion Cliqued his natural order, that was probably good for my life total.
Sneaky Show 0-2
Disappointing, first game I just didn't have anything for hardcasted Sneak attack (staring at you flusterstorm), game two he casted 2 Blood moons in successive turns, I fowed first, second I could not answer. Hadn't seen basics nor fetches that game. He show & tells Sneak attack , I put clique. He shows two Emrakuls & daze. Nice game sir.
TES 0-2
G1 Lose the roll, in comes the goblins t2.
G2 Keep maybe a bit shady hand because of Counterbalance. I extract him of both brainstorms & ponders, but counterbalance betrays me every time and I die horribly.
TES 2-1
Got good beatings online, he had to mull to 5 g3, which was a beating for him.
4color stoneblade 2-0
First game I was too fast with Nivmagus. G2 I had two dazes for his first two plays and ripped from top of my deck like a pro, just what I needed everytime.
Got beaten by MUD in top8, sometimes it's like that.
Counterbalance was resolved first time in this deck today, but I am not really sure if it's worth a slot, or if I should play something else for combo etc. Suggestions?
Cheers
Jani
wow you can top 8 with a 3-2
I don't think Counterbalance is suitable in this deck :)
Usually if you include that package you need some Tops to go with it.
Is this our Red Confidant? lol
http://mythicspoiler.com/m14/cards/y...romancer1.html
It is certainly not an awfull creature. Also not something I expected to see, rather unique effect for red.
If I was you I'd seriously start to tweak new builds that accomodate Pyromancer. I feel he's finally the creature for UR delver that may gtfo the horrible Goblin Guide and push the deck back to a tier1,5 status, he's insane if left undisturbed for 2 turns. Yesterday I tried it in my UR list (which is more geared towards Clique and Jace) and being able to continuously creating chumps kept a 12/12 Kotr at bay for 6 turns. I can't even imagine what he could do into a more aggressive build with app.ly 26 i/s and Delver.
Cool card, but not exactly in the same league as SFM/SCM/Bob/Goyf when it comes to 1X dudes. Probably doesn't belong in more aggressive builds (since you'd probably rather it be burn), but there might be a way to build around it. Wish it were hasty. Much easier call then.
Would never drop a Goblin Guide for 2 drop that does nothing turn you cast it. (That is if I hadn't already dropped guide for 1 mana squire). I feel that Nivmagus build too has better things to do with two mana than cast this, but it could probably do something in deck that has more free spells. Just my first impressions, could probably be okay with a little additional support.
Good luck in keeping having your deck lose steam after turn 4 and being raped by Counterbalance or Tarmogoyf, then. I think it's not really difficult to see how this guy can be dropped on turn 2 and being a must answer in a deck with so many instant and sorceries, whereas they can leave your little Goblin Guide on the ground for 1232 turns and gain card advantage with Brainstorm, recovering mulligans and building to stabilization. Pyromancer alone can create 3/4+ power and keep a board on his own which also expose you less to Terminus and Pyroclasm/EE; if they do, it's been still 1 for 1. Not to mention the Snapcaster sinergy.
I'm *always* happy to see Goblin Guide on the other side of the table, I would be far less to see this thingie coming down if I hadn't a removal spell. Just dropping 2 1/1s mean that, even if I get rid of him, I will suffer 2 damage more every turn and have to deal with 2 other creatures. Take the exact shell you're playing, drop Guide for YP, add 2 Probes, you now have a tempo/burn deck with a card that alone can flood a board at the drawback of what, making the deck slightly slower? Delver Burn is already not optimized for being as fast as burn is, with the increase add of being more consistent. Well, this guy would push it back to a t1,5 status, significantly improving every fair matchup (the green decks for sure); I wouldn't shit on him at all.
Nivmagus is incredibly good. To eat a Plowshares, Liliana or a Decay when you go 3x1 on him, I mean.
I really like the card. I'll probably test it soon :) It would replace a creature in the deck but not a sorcery or instant because a flipping Delver is still a beast. This might also fit well in the Niv Magus shell with Phyrexian Mana spells. It seems good :) I wish that it would have added creatures with Haste instead of just 1/1's.
Will be even better when tribal is around less as I fear this could be a bit of the target of Engineered Plague that is in many sideboards for tribal decks that are doing well, like elves.
I feel like he fits into the snapcaster mold of a 2 drop that I'd never cast on turn 2. Put him down on turn 3 and then bolt/brainstorm/ponder to get the most value our of him.
I think I might experiment with -2 snapcaster +2 young pyromancer
So you get rid off Goblin Guide, one of the most aggressive cards in the whole deck. Okay. Then you replace the aggressive 1-Drop with a rather slow 2-Drop. I can see the card being better in some situations, but especially against decks with Counterbalance I'd rather play the faster card. Why? A 2-Drop is more likely to get countered (since you are more likely to tap out, more lands are on board, Spell Snare), it takes away much of your own speed and gives the opponent more time to react. When you drop Pyromancer, GG has most likely already done 2 to 4 damage.
Your argument about the mage creating 3/4+ power on its own is cute, but the average a GG is beating for is nothing to sneeze at. I'd also like to ask you to explain the less likelihood to be exposed to a Terminus or Pyroclasm. Oh, and it's only a 1 for 1 if this is your only card on board, which isn't exactly threatening.
As I said, I do see some applications for him and I am definitely going to toy with the card (probably for Modern though), but please consider different aspects of the cards you are evaluating to swap instead of just "A is bad at this, B is good at that".
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