I think the biggest thing is the deep seeded emotional understanding that the right play is the right play regardless of outcomes. The ability to make a decision 5 straight times, lose 5 times because of it, and still make it the 6th time if it's the right play. - Jon Finkel
"Notions of chance and fate are the preoccupation of men engaged in rash undertakings."
I'm confused. I want vapor snag in my sideboard for the situational purpose of bouncing a 20/20. I thought he was stating he wanted Fireblast in the main deck and accidentally quoted the last person's post. If you meant you wanted Fireblast in the sideboard, well sure. It is nice to have burn to bring in over the counters, but if that is the case I'd rather have spike.
I think the biggest thing is the deep seeded emotional understanding that the right play is the right play regardless of outcomes. The ability to make a decision 5 straight times, lose 5 times because of it, and still make it the 6th time if it's the right play. - Jon Finkel
"Notions of chance and fate are the preoccupation of men engaged in rash undertakings."
Why do you still run 18 lands? Seeing as how the Treasure Cruise build got away with 17, then 16, then (in some cases) 15 lands, is it really necessary to play 18? I realize that Wasteland is much more prominent again, but it seems that one or perhaps even two lands could be cut for those last one or two Ponders.
I'm glad you gave a thought about my post! About the questions:
I know probe is really good, giving you info, draw and the possibility of getting CA with SCM for 2 mana, but I wouldn't play with less than 4 ponders, it helps you so much with good draws along the game (in tournaments people always thought I was lucky about my draws, but with so much redundancy and cantrips on this deck, the topdeck feels really nice), lowers your mulligan count, etc. If you had to cut something for the extra 2 ponders, what would you cut? I think 2 probes is a good ammount as you already have 8 cantrips on the MD.
Eidolon: It would be really good against those matchups, I guess I will give it a try in some trainings, it seems to be really risky but with potential to be amazing.
Noxious revival is just a fun idea, it's good against some grave decks, may work well bringing back snapcaster for value or even giving a dead draw or responding to counterbalance trigger. Still, I don't hope it to be a thing, may be fun in a 4fun deck but doesn't seem to be in competitive legacy level.
PS.: The ones I didn't respond, I either agree or fully understood your point. Thank you for your patience!
The TC build ran 16 cantrips, with 4 ponders among them (finding lands in the beggining if needed) and 4 TC (drawing 3 cards, big odds of drawing lands). This list also runs 4 snapcaster, which is 2-4 CMC (from probe to price of progress), in a meta with some ammount of wasteland it's really risky to run fewer than 18 lands.
I tried to run the deck with 16 or 17 lands, but 18 seems to be the perfect ammount as you really don't want to be low on resources in the beginning of the game.
Just remembering, the Treasure cruise played a very different game than UR Burn Delver (which is the name I think describes this deck the best).
Your points on Ponder are very valid. I don't like shaving it but I don't know where to fit them in. I really like the 4 probes. I'll probably stick with the configuration I have for now, but its hard to argue against someone going up to 4 Ponder.
And I agree with your points on the land count. Honestly, I played 19/20 lands for a long time. 18 seems low to me!
Hey guys, I've played in a state legacy championship here in Brazil yesterday with about 28 players. I won't make a detailed report since my memory is very bad for it, but I would like to make some considerations. Here is the list:
Cantrips (10)
4 Brainstorm
4 Ponder
2 Gitaxian Probe
Creatures (14)
1 Goblin guide
1 Grim Lavamancer
4 Monastery Swiftspear
4 Delver of Secrets
4 Snapcaster Mage
Counters (6)
3 Force of Will
3 Spell Pierce
Burn (12)
4 Lightning Bolt
4 Chain Lightning
3 Price of Progress
1 Forked Bolt
Lands (18)
3 Volcanic Island
2 Island
2 Mountain
4 Scalding Tarn
4 Polluted Delta
3 Bloodstained Mire
Sideboard (15)
2 Pyroblast
2 Flusterstorm
2 Divert
2 Searing Blaze
2 Pithing Needle
1 Price of Progress
1 Grim Lavamancer
1 Smash to Smithereens
1 Surgical Extraction
1 Force of Will
I felt swiftspear was kinda awkward sometimes. Guide is more constant, as we don't want to be playing a lot of spells during our turn, before attacks. Hit "downside" helped a lot of times for knowing what the opponent was up to. Also, I'm not sure if I want the 5 copies of them in the board. That, allied with the fact that lavamancer overperformed, made me think I'd like to play at least 2 copies of lavamancer on the MB and 1 on the SB against delver and small creatures decks.
I felt like playing the 3/1 POP splash between MB and SB, but then I realized it's a very dead card until the opponent lands at least 3 nonbasic lands. It's very powerful, but it's the kind of card we want to be drawing during the game, in the initial hand it's really not good. I think I'll make a 2/1 splash from now on.
Spell pierce felt really good, specially against combo decks where we would like to flash it back with snapcaster. Still, I think daze is really that good in the first turns of the game, I'm leaning towards running daze along spell pierce. Also, I'm really thinking about leaving FoW in the SB only against combo matchups. It's more of a meta call, it's really low on combo decks lately, and I think it will be for a while. Maybe 4 daze and 3 spell pierces are enough to hold them back a little, and are also good for not getting outsourced against other aggro matchups.
Divert and searing blaze didn't sound great. Having to have 2 open red mana AND the landdrop to play searing blaze effectively really made it sound like a situational card. Divert sounds good in theory, but there are just too many scenarios where it's not good at all, even against matchups where it was supposed to be good.
I'm thinking about changing my list to something like this:
Cantrips (10)
4 Brainstorm
4 Ponder
2 Gitaxian Probe
Creatures (14)
1 Goblin Guide
+3 Goblin Guide
+1 Grim Lavamancer
1 Grim Lavamancer
-4 Monastery Swiftspear
4 Delver of Secrets
4 Snapcaster Mage
Counters (6)
-3 Force of Will
+4 Daze
3 Spell Pierce
Burn (12)
4 Lightning Bolt
4 Chain Lightning
2 Price of Progress
-1 Price of Progress
1 Forked Bolt
Lands (18)
3 Volcanic Island
2 Island
2 Mountain
4 Scalding Tarn
4 Polluted Delta
3 Bloodstained Mire
Sideboard (15)
2 Pyroblast
2 Flusterstorm
-2 Divert
-2 Searing Blaze
2 Pithing Needle
1 Price of Progress
1 Grim Lavamancer
1 Smash to Smithereens
+1 Smash to Smithereens
1 Surgical Extraction
1 Force of Will
+3 Force of Will
Again, the FoW exchanges are really a meta call. There are just too many matchups where the card disadvantage is pretty bad, and also the blue cards are the best in this deck, I don't feel really well by removing some of it to pitch for FoW.
I wonder why this thread has been so silent for quite a while?
ALso startled by the fact that there is no one in source shows any interest in Grixis delver, which is essentially ur delver splashing black.
Team Blood, Beijing.
Currently play: Sneaky Show/ Lands
Yeah, tbh I thought the same from the beginning, I don't think this topic should be so quiet, but I guess people can get a good basis from discussions made before in here. I mean, UR Delver isn't that complex.
About the list I posted before (UR Delver Burn, not the Pyro version), the only thing I can say is that you really don't want 4 snapcasters if you don't have FoW in the MD. Also, with FoW being cut from the MB, you sometimes can't stay ahead in the beginning of the game, and the card disadvantage it causes can be compensated with snapcaster's card advantage. I'm going back to 3/4 snap + 3/4 FoW in the MD, I'm just not sure about how to fit it back in the deck.
Lavamancer is great, but I guess my list sacrificed combo matchups by sneaking in 2 lavamancers and changing fow for spell pierce/daze in the main. I think that going back to 3 or 4 FoW in the MB, lavamancer isn't that big of a deal against combo matchups.
Btw, is someone here having results with the UR Delver Burn list? I'd like to know, since I'm on TES for a while, but may come back later to UR Delver.
UR Delver Burn? You mean the traditional (pre-TC) lists, right?
I was never a fan of the TC-lists and I am not a fan of the DTT-builds (yes, Grixis is basically UR Delver with DTT and Therapy - maybe a Tasigur here and there) either. I had a quite successful run with my GG + SCM builds (cashing in - iirc - every tournament in 2014), but for the Austrian Legacy Championship (3rd place) at the end of last year I decided to try a different apporach with less aggressive, more robust und disruptive elements. The list should be here somewhere (German report can be found here). I've tried it in a couple of FNMs since then with a pretty good winrate.
Yeah, that's how I use to call the traditional list. About your approach, I use to think less aggressive UR Delver decks have a different way to play the game, aren't other delver decks like UWr/BUG better at playing a less aggressive list? That's really my thoughts, though you seem to have had quite a good result with this one.
This is your list, right?
Lands (19)
4 Scalding Tarn
2 Polluted Delta
2 Flooded Strand
2 Bloodstained Mire
1 Wooded Foothills
4 Volcanic Island
2 Island
2 Mountain
Sorceries (7)
3 Ponder
3 Chain Lightning
1 Forked Bolt
Instants (20)
4 Force of Will
4 Brainstorm
2 Daze
2 Spell Pierce
2 Spell Snare
4 Lightning Bolt
2 Price of Progress
Creatures (14)
4 Delver of Secrets
4 Snapcaster Mage
2 True-Name Nemesis
2 Vendilion Clique
2 Grim Lavamancer
Sideboard (15)
3 Sulfuric Vortex
1 Surgical Extraction
2 Vapor Snag
3 Pyroblast
2 Flusterstorm
2 Smash to Smithereens
1 Price of Progress
1 Pithing Needle
As you have a lot of response to a lot of things, isn't gitaxian probe something to aim for? I mean, you get valuable info for 2 life, flips delver, can make snapcaster have some value by casting for 2 mana. I'd cut 1-of somethings to fit in at least 2/3 gitaxian probes. Also, as your deck plays slower, wouldn't DTT be a good addition to your deck? Not more than 2 of, but I think as a 1-of it sounds quite interesting.
I don't think probe is as good in this slower list, as your life points become more relevant and you don't need to go all in. You also want more removal/burn than just 4 bolts, but I could definitely see me cutting some Chain Lightnings, depending on the meta (iirc I was playing more Forked Bolts the last time). If I'd need any more slots the Dazes would probably be next in line. I'm not a fan of delve in a deck with SCM und Lavamancer though.
Actually, there's a Grixis' thread in the New and Developmental Decks section. There you are: http://www.mtgthesource.com/forums/s...ontrol-Thieves
That's Grixis control, not Grixis delver. Two very different decks with different play styles.
“There are only two ways to live your life. One is as though nothing is a miracle. The other is as though everything is a miracle".
- Albert Einstein
Hey guys!
Some thoughts on my decklist will be appreciated. The thing is, that my deck is more control than tempo deck, some would say its monoblue control splashing red for bolts...
so here is the list
3x volcanic island
1x tundra ( for sideboard purposes)
4x wasteland
4x scalding tarn
7x other fetches
4x delver
3x grim lavamancer
4x true-name nemesis
1x clique
4x brainstorm
4x ponder
4x daze
4x fow
4x stifle
4x lightning bolt
3x spell pierce
1x fire/ice
1x jace
Sideboard:
as i said.. i am splashing white mana to be able to get some more of my sideboard... current state includes 2 meddling mages
.. also I am running vapor snag over submerge... but thinking about using chain of vapor over vapor snag
other sb consist of classic ur sb cards
Record I am having with this decks - well .. it depends... its really good against other delver decks, good against combo and creature decks.
Suggestions - thinking about playing maindeck blood moons - over jace and other fillings.
I am preparing myself for legacy GP taking place in Lille, France .. so I want my deck really to be as tuned as possible.
Thank you guys on your thoughts.
R.
Don't think you need 4 TNN as they can get clunky at 3 cmc. I played a similar deck before with 3 TNNs and it got very clunky as I was seeing it a lot in the early games through brainstorm and ponder. From my personal experience, TNN is a rather slow finisher with no equipment. You might want also cut down on grim lavamancers and add DTT. Since all your creatures are not too resilient, I would highly recommend young pyromancer and maybe even a few probes. I would also replace a fetch or two with a basic island. Also depending what your SB looks like, there may be further changes.
Has anyone tried a list with 4 Eidolon of the Great Revel over 4 Snapcaster Mage? One running it took second place at an SCG Super IQ, which isn’t saying much, but it’s a card that pressures most decks rather hard while they’re being beaten down by Goblin Guides and Monastery Swiftspears. (I’d rather run Goblin Guide than Young Pyromancer.)
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