I just remembered Hanni was into this deck and searched it here, but yeah, I meant the Legacy one. :/
@CabalTherapy
Make a new thread, post in the UWR Delver thread or use Hanni's. This is definitely not the place for it.
The list is on Daily MTG, do some research on your own.
Hi all, Kendrick here. Glad to see some of you are experimenting with my list.
Feel free to ask any questions you have about the philosophies of the deck, or some of my inclusions/exclusions. I'd like to do a full write-up sometime but, to be honest, I'm not sure when I'd get around to it.
I'll address some specific comments that I noticed below. Current List is at the end of the post.
Hi Warfordium.
What do you think could be done to decrease the likelihood of clunky openers? The example you gave was a land heavy hand and (with a land count of 16) I'm certainly not running too many lands. Are there any other examples of clunky openers besides land-count issues?
I have tried a more Snapcaster-centric build before. It's definitely a reasonable route to take. However, I really like how the current version can function effectively off 1-2 lands. This affords you many advantages, like being able to actively shuffle away your third land drop or always being able to empty your hand.
I am interested in possibly finding a place for Spell Pierce, but the maindeck seems too tight and it seems too low-impact to take up a sideboard slot. The fact that Flusterstorm has similar utility is also a knock against Spell Pierce.
Hi Syfilisx.
First, I think cutting (even the 4th copy of) Gitaxian Probe is a mistake. This deck changes plans constantly: sometimes it's right to go all-in on Nivmagus and combo them; sometimes you have to be a control deck and run them out of threats; sometimes you need to be a scrappy burn deck and send every card to the face. The information you gain from Probe is incredibly helpful, necessary even. It's not just a information enabler either; it has a number of other helpful properties like being a free sorcery to start a Daze/Flusterstorm chain.
On Daze: I do think it's reasonable to go to 3 Daze, but I like 4. My reason is that this deck make the game all about the early turns. Whether you are making a 10/11 Nivmagus, Clouting a Delver, or protecting a Pyromancer, they must interact now. If they don't interact, it's already over; if they do, then Daze has your back.
Thank you for your feedback!
Current list:
Creatures (13)
4 Delver of Secrets
2 Grim Lavamancer
4 Nivmagus Elemental
3 Young Pyromancer
Lands (16)
2 Island
1 Mountain
1 Arid Mesa
1 Bloodstained Mire
1 Flooded Strand
2 Misty Rainforest
1 Polluted Delta
4 Scalding Tarn
3 Volcanic Island
Spells (31)
1 Clout of the Dominus
4 Brainstorm
4 Daze
4 Flusterstorm
3 Force of Will
4 Lightning Bolt
1 Price of Progress
4 Chain Lightning
4 Gitaxian Probe
2 Ponder
Sideboard (15)
1 Clout of the Dominus
1 Grim Lavamancer
2 Sulfuric Vortex
2 Divert
1 Force of Will
2 Price of Progress
1 Pyroblast
1 Spell Pierce
2 Pyrokinesis
2 Surgical Extraction
.
Last edited by why; 11-24-2014 at 06:18 PM.
Just got back from a 2nd place win out of 53 players from a local tournament here. Legacy Wars X (Philippines). I won a Tropical Island for my efforts.
I wanted to play a version of the deck with True Name Nemesis, but failed to get copies of it so I ran with this trusted build:
4 Goblin Guide
4 Delver of Secrets
4 Snapcaster Mage
2 Grim Lavamancer
3 Force of Will
3 Spell Pierce
3 Daze
4 Brainstorm
3 Ponder
4 Lightning Bolt
4 Chain Lightning
2 Price of Progress
1 Forked Bolt
1 Fire/Ice
4 Volcanic Island
4 Scalding Tarn
3 Misty Rainforest
3 Arid Mesa
2 Mountain
2 Island
Sideboard:
4 Surgical Extraction
2 Sulfuric Vortex
1 Price of Progress
1 Grim Lavamancer
3 Smash to Smithereens
2 Red Elemental Blast
1 Pyroblast
1 Sulfur Elemental
I didn't keep notes during the games so I will just post a list of my matchups.
R1: DnT 0-2 loss
R2: MBC 2-1 win
R3: OmniTell 2-0 win
R4: Elves 2-0 win
R5: Sneak Show 2-0 win
R6: Scapewish Nic Fit 2-1 win
Quarterfinals vs DeathBlade 2-0 win
Semis vs AnT 2-1 win
Finals vs Reanimator 1-2 loss
Props:
- Price of Progress for being an allstar!
- Good topdecks when I needed it! (usually for the last points of burn!)
Slops:
- Mulligan to hate only for it to be discarded
- Arriving late with a deck that was not yet "de-boarded" and sloppy shuffling during round1.
To force or not to force? That is the question.
Hey Why! Thanks for your response. I'm glad you are performing so well!
I'm guessing that we have different local metagames. I wish I could cut Force; this deck loves to cast all its spells individually and every card counts. But there is simply too much combo in my area to play less than 2 Forces. I used to play Sulfur Elemental, but I have since swapped them for Pyrokinesis. I chose to do that to get a little more game against the other creature decks in the format, specifically Elves, Maverick, and Goblins. I feel like the D&T matchup favors us already so I'd trade percentage points there for points elsewhere. Smash and True-Name are definitely cards I am planning on testing in the future.
I don't think it opens you up to being blown out by removal as much as you might think. I find that Clout really presses the issue and requires that the opponent have the Swords/Bolt right away; which plays into our Dazes and Flusterstorms. Also, it's not too hard to play around a removal spell that you see with Probe: if you have no board presence they will usually feel safe to tap out for a turn 2 threat, and you can just shroud up on your turn by casting both a creature and Clout (if the creature is Nivmagus, you haven't lost any attacking turns). All that said, I think the route you are taking (just playing more threats) is reasonable. I just feel like the blue threats are much better at closing games so they are worth protecting. On pitching Clout to Force: I don't do it much, but there aren't many copies in the list. Generally, Clout is great early and weak late and I pitch it accordingly. It makes sense that the build with maindeck Forces can afford to play more situationally-powerful blue cards.
To be honest, I have never thought about going to 3 Nivmagus, but it's definitely worth thinking about. I find that having the first copy boosts your win ratio too much not to run 4. This might be another example of extra blue cards still being valuable for Force of Will.
Well said. This is exactly what I've been trying to portray; I wish I was this succinct in my Deck Tech!
-----
Next steps for me:
1. Test a more aggressive build: I've been meaning to try Goblin Guides over Young Pyromancer for awhile. I'm definitely tentative because YP is such a great backup plan. But that's just it: it feels like a backup plan. Lowering the curve even more could allow for more explosive flusterstorms and better 1-lander starting hands. It would be a more burn-centric build, with possibly 3 Price of Progress.
2. In the current list, revamp the sideboard. It seems that there are alot of great sideboard cards at 3 CMC (Sulfuric Vortex, True-Name). Could it be right to run an additional land in the side? Or do sideboarded games where you want those cards last long enough such that drawing the third land is not problematic?
But do you guys think it's safe to run TNN in a tempo shell?
I would love to see it in UR with GG and delver and pyromancer, but would 3/4 be too much? I am thinking it as a 2-off as potential blocker and faster clock.
3 Mana is a bit meh though..
imo Goblin Guide and TNN don't go in the same decks. Guide is a 100% aggro creature while TNN is something new but definitely not aggro, in fact it's like a less aggressive Geist. They might both be playable in UR decks but I think there's a distinction in game plan between the all-in aggro+burn UR decks that want Goblin Guide and the less-burn, bigger threats UR decks that play TNN.
"UR Delver" decks come from two places as far as I can tell; burn + blue, or threshold - goyf/mongoose. Both of these result in a deck that would be called "UR Delver" but they're distinct and crossing the strategies of both would dilute a deck's effectiveness (imo). Personally I don't think I would ever play a Goblin Guide deck with spells that cost more than 1 or 2 mana.
Someone took 11th place at the Star City Games Open in Dallas yesterday with a True-Name Nemesis tempo build. The list is here. He was running the merfolk alongside Young Pyromancer and Delver, but no Goblin Guide.
I like it alot, that's a very well-balanced suite of creatures. With this I would probably play more "controlling" spells like Spell Pierce and less PoP.
Sideboard query: Recently I've been stopped in my tracks by damage preventers out of fringe decks (namely Solitary Confinement, Glacial Chasm, and Energy Field). Do you guys run any versatile sideboard cards to deal with these kind of permanents? One free turn usually does the trick so a bounce spell like Boomerang might work. Do you think things like Flaring Pain / Leyline of Punishment / Everlasting Torment are playable?
Rules question: Can True-Name Nemesis or Kor Firewalker be dealt damage by a red source when the damage can't be prevented?
Thanks for your help.
-Kendrick
Those creatures don't prevent damage, they simply don't get hit by it
www.theepicstorm.com - Your Source for The Epic Storm - Articles, Reports, Decktech and more!
Join us at Facebook!
@Lentini: Regarding your TNN/Kor Firewalker question.
702.16e Any damage that would be dealt by sources that have the stated quality to a permanent or player with protection is prevented.Yes, if damage cannot be prevented, untargetted damage will kill creatures with protection.615.11. Some effects state that damage "can't be prevented." If unpreventable damage would be dealt, any applicable prevention effects are still applied to it. Those effects won't prevent any damage, but any additional effects they have will take place. Existing damage prevention shields won't be reduced by damage that can't be prevented.
Additionally, cards like Leyline of Punishment stop cards like Energy Field, Solitary Confinement and Glacial Chasm.
Yep. This means you can kill a True-Name Nemesis blocking your 1/1 Elemental token if you cast Skullcrack before damage.
More info: http://www.mtgthesource.com/forums/s...vented-effects
I've been testing variants on this list on MWS over the past week or so, and I've been generally happy with it. It destroys combo and has pretty good matchups against grindy decks because of Lavamancer and Pyromancer. I haven't played a ton of the tempo mirror; the RUG matchup seems pretty decent but BUG is fairly awful since their threat density and removal package are both pretty hard to deal with. I tried a couple TNN creature setups, and they felt great when ahead but lousy when behind (mainly getting to 1UU against wastes/stifle hasn't been easy). I might have just had bad matchups during my TNN games though, since people in tournaments have been recently having relatively more success with TNN lists than other lists.
I'm thinking about trying 1-2 Misdirection (survive Abrupt Decays) or Price of Progress (burn them out faster) main to shore up the BGx matchups since I've been having a pretty hard time with them.
I'm torn about Clout of the Dominus. It's really cute with Nivmagus and solid on Delver but not that great on the other >50% of creatures
// Maindeck
1 [THS] Island (1)
4 [ZEN] Misty Rainforest
4 [ZEN] Scalding Tarn
2 [ON] Wooded Foothills
1 [IN] Island (1)
1 [IN] Mountain (1)
3 [R] Volcanic Island
2 [M12] Grim Lavamancer
4 [RTR] Nivmagus Elemental
3 [M14] Young Pyromancer
4 [ISD] Delver of Secrets/Insectile Aberration
4 [CMD] Flusterstorm
3 [M12] Ponder
4 [DD2] Daze
4 [NPH] Gitaxian Probe
4 [DDJ] Brainstorm
3 [AL] Force of Will
4 [PD2] Lightning Bolt
4 [LG] Chain Lightning
1 [EVE] Clout of the Dominus
// Sideboard
SB: 2 [MMA] Relic of Progenitus
SB: 1 [DDL] Pyrokinesis
SB: 2 [ROE] Forked Bolt
SB: 3 [4E] Red Elemental Blast
SB: 2 [SHM] Smash to Smithereens
SB: 2 [ZEN] Spell Pierce
SB: 2 [NE] Submerge
SB: 1 [NPH] Vapor Snag
Last edited by stage; 12-10-2013 at 05:11 AM.
4/3 Shroud Flying is no joke to many decks. In my experience Clout on Delver was many times a GG.
When I drifted away from playing Clout, I went to 1 maindeck Divert, it's always a Spell Pierce to countermagic and you can get people really good with it when casted on Hymn or Decay.
Haven't been playing this deck for few weeks now, went to play UR Dreadstill, have been liking it much, it's very similar to UR Delver in a way.
There are currently 1 users browsing this thread. (0 members and 1 guests)