Has anyone tried or thought of Dack Fayden? He seems good against any Stoneforge mirror, randomly good against painter ( take your grindstone :P), and can help you filter soft counters drawn late into removal or threats. His ultimate turns a bolt into a Goyf or turn a Pyroblast into a Liliana. Not sure where the room for him is, but it seems nifty.
I have won too many games by going:
Blue land, delver,
Turn 2, flip delver, wasteland, attack 3. Waste their 1 land.
Turn 3. Attack 3, Wasteland, waste their 1 land.
turn 4. Attack, SFM. They conceded.
Wasteland is too good to go less than 4. If someone is wasting a stifle on my wasteland trigger, I'm already winning.
I wouldn't call somebody stone raining you for 1 mana "wasting a stifle". The problem is that only works if you are on the play. You are just as likely to get blown out by their Wastelands and Turn 1 Delver. The deck is also just dead to Blood Moon which makes the two basics a bit more appealing to me.
I have been thinking about coming back to this deck. I am thinking about either trying stifle or grim lavamancer main. When thinking about stifle, I am using it to progress into the mid-game where this deck usually stabilizes. List I am thinking about is as follows:
4 Stoneforge Mystic
4 Delver of Secrets
2 True-Name Nemesis
4 Daze
4 Force of Will
4 Lightning Bolt
4 Brainstorm
4 Ponder
4 Swords to Plowshares
2 Spell Pierce
3 Stifle
1 Batterskull
1 Umezawa's Jitte
4 Wasteland
4 Flooded Strand
4 Scalding Tarn
4 Tundra
3 Volcanic Island
3 Meddling Mage
2 Rest in Peace
1 Grafdiggers Cage
1 Sword of Fire and Ice
2 Pithing Needle
2 Grim Lavamancer
2 Pyroblast
2 Wear//Tear
Want to use Stifle? Play RUG!
I don't believe Stifle runs well in this deck. Stifle is a pure-tempo card and it fits perfectly in RUG Delver. Stoneforge Mystic, equipments and True-name Nemesis are slow cards, they shine in mid-game concept, but don't have the same pressure as a tarmogoyf in early game. So I prefer to not use Stifles, I keep 20 lands (2 more than RUG) because the mana curve is higher. Of course there wil be games that you play this as a tempo deck (generally with early delvers), but many times you'll get to go to mid-game.
I think 19 lands are OK if you're running 3 Gitaxian Probe, although I prefer to use the 4th Pierce, 4th StP and 9th fetchland. The extra fetchland decreases my chance of mana denial and it's and extra card for perfect brainstorms, StP is the best spot-removal in Legacy, so I can't see reason to not use 4-of, and I really love Spell Pierce protecting my delvers of removals and it's great even in mid-game, countering Liliana and Jace BUT I'm not sure what's the best number of copies in maindeck (3 or 4).
I'm using the classic Owen's list.
Kamus
Legacy Decks: Grixis Delver, Canadian Threshold, Patriot, UR Delver, Team America, Shardless BUG, Junk, Miracles, Jeskai Stoneblade, Esper Stoneblade, Deathblade, Bant, Grixis Control, ANT, Reanimator, Sneak & Show, Infect, Food Chain
Modern Decks: Infect, UR Delver, Grixis Delver, Jeskai Geist, Jund, Abzan, Blue Moon, Grixis Control, Esper Control, RUG Control, BUG Control, Jeskai Nahiri
I don't use stifle in my patriot, but I think it's still better than gitaxian probe.
If you want to use stifle, I think 3 copies should work. I like this list:
8 fecthlands
4 tundra
3 volcanic
4 waste
4 delver
4 SFM
2 TNN
1 Jitte
1 Batterskull
4 BS
4 Ponder
4 FoW
4 Daze
3 Pierce
3 Stifle
3 StP
4 Bolt
Kamus
Legacy Decks: Grixis Delver, Canadian Threshold, Patriot, UR Delver, Team America, Shardless BUG, Junk, Miracles, Jeskai Stoneblade, Esper Stoneblade, Deathblade, Bant, Grixis Control, ANT, Reanimator, Sneak & Show, Infect, Food Chain
Modern Decks: Infect, UR Delver, Grixis Delver, Jeskai Geist, Jund, Abzan, Blue Moon, Grixis Control, Esper Control, RUG Control, BUG Control, Jeskai Nahiri
Just got 5th place in SCG Syracuse but lost my quarterfinals match to BUG Delver. Oh well, I still had a good run.
Probes were pretty great. There were a good amount of games where I would have played differently without perfect information. Many times I saw a hand with two lands and I just wastelanded their second land and they were just not able to do anything for a good part of the game. All the sideboard cards however, pulled their weight quite a bit, except for maybe grim lavamancer. I would honestly not change a thing about this list and keep playing it as it is.
Has anyone tried playing without Daze? Daze is a good card in an opening hand when on the play. But on the draw or in the mid to late game I always hate seeing it. This is especially true for UWR Delver. Because we lack stifle, Deathrite and even Hymn, we have no way to get ahead in mana sources, a fact that is compounded by our higher mana curve.
I am thinking of replacing daze by uping the number of Spellpierces and adding some number of hard counters, such as SpellSnare.
Thoughts?
Daze is the second best counter of Legacy and all Delver decks should use it. Although UWR is a bit slower than classic RUG, it's far away to be a hard control deck, as miracles. UWR is midrange, it's very good in early game, decent in mid game and terrible in late game. You NEED to use 4 dazes in main deck, believe me. It's a very powerful card in early game to protect your creatures, counter early combos and big guys, like Jace, hardcast FoW, hardcast batterskull, in many cases. I think there are "some" cards which never should be out of the build:
19 lands (I prefer 20 because I don't like Probes, but it runs with 19)
BS, Ponder, FoW, Daze, Bolt, Delver, SFM (4-of)
2 TNN, 1 skull, 1 jitte
at least 3 piercers and 3 plowshares
In other words, you can choose only 3 cards to change the deck, cause this 57 are must-have.
Usual choices:
. 1 pierce, 1 plowshares, 1 fecthland (extras)
. 3 Probes
. 3 Stifle
Kamus
Legacy Decks: Grixis Delver, Canadian Threshold, Patriot, UR Delver, Team America, Shardless BUG, Junk, Miracles, Jeskai Stoneblade, Esper Stoneblade, Deathblade, Bant, Grixis Control, ANT, Reanimator, Sneak & Show, Infect, Food Chain
Modern Decks: Infect, UR Delver, Grixis Delver, Jeskai Geist, Jund, Abzan, Blue Moon, Grixis Control, Esper Control, RUG Control, BUG Control, Jeskai Nahiri
I really like Snapcaster Mage as a 2-of in my 3-flex-slots. They can re-use removal and cantrips, and additional bodies to carry equipment is always welcome in this deck. Of course it's bad with Rest in Peace, but so is Grim Lavamancer.
My current list:
Lands [20]
4 Misty Rainforest
4 Polluted Delta
4 Tundra
4 Volcanic Island
4 Wasteland
Creatures [12]
4 Delver of Secrets
4 Stoneforge Mystic
2 True-Name Nemesis
2 Snapcaster Mage
Spells [28]
4 Brainstorm
4 Ponder
4 Force of Will
4 Daze
4 Lightning Bolt
3 Swords to Plowshares
3 Spell Pierce
1 Batterskull
1 Umezawa's Jitte
Sideboard [15]
3 Meddling Mage
3 Rest in Peace
2 Grim Lavamancer
2 Red Elemental Blast
2 Wear Tear
1 SoFF/SoFI (depends on what I expect to face)
1 Flusterstorm
1 Pithing Needle
I tested Stifles and Gitaxian Probe. Stifles were bad, this deck doesn't have the clock that RUG does. And we often spend our first turn either casting Delver/Cantrip, or using removal to your foe's T1 play (we do play more removal than RUG).
Gitaxian Probe was fine. Reducing lands to 19 is always great, and knowing how to play your spells by getting free info is also pretty valuable.
Let your Dredge 6 be: Narco, Narco, Narco, Bridge, Bridge, Dread Return
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