Has anybody seen the 2 UR Delver decks at GP Chiba?
https://www.mtggoldfish.com/articles...egacy-gp-chiba
Both use Wasteland + Stifle instead of more Burn Spells and i have to say they look quite interesting. Could Reveler be an option over Lavamancer?
Those list were actually from the GP trials. The list that run hot at the GP were quite stock UR burn lists. Here is the link http://magic.wizards.com/en/events/c...sts-2016-11-27 The UR Delvers are 11th and 13th, no wasteland no stifle.
Ah thanks i totally missed that!
The True Name Nemesis list looks like the one i'm using since a few weeks but i wonder why he is only running 16 lands with snapy, TNN and Blood Moon. 17 has been better for me.
How do you feel about the two Lavamancers in the Reveler list?
Do you think they swap it for each other in specific matchups such as D&T?
I played UR Delver in this month's Legacy Challenge, and despite the fact that I did poorly, I still have some things to say about the strengths and weaknesses of the deck, let me know what you think:
#theweeklywars #13 — December Legacy Challenge
In case you're interested in my matchups:
2-0 Miracles
0-2 Burn
1-2 Merfolk
2-1 Miracles
2-1 Storm
0-2 Miracles
0-2 Food Chain
Don't mind me, i'm just writing about Pauper these days: theweeklywars.wordpress.com
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Thanks for the report. An interesting read.
You say UR beats Miracles but I often loose to it. Any hints in this matchup? I think that relying on avoiding CB is not realistic. As you mentioned, they can force it through and we need some play even with CB on the table.
I also loose to D&T, they just have so many diverse threats starting with Mom, Mystic, Jitte, Prelate, ... Eight bolts is often not enough in my case.
Thanks for your feedback, much appreciated!
I think UR is slightly favoured against Miracles. You just spend a lot more time losing than you do winning, which makes it look worse. You basically have to know when to throw burn at your opponent's head and when to cast your creatures, maximising their damage output. I wish I could give more concrete advice, but the matchup really just comes down to squeezing every last bit of damage out of your cards.
Don't mind me, i'm just writing about Pauper these days: theweeklywars.wordpress.com
deckstats.net archive
Thanks. I focused on that last sentence and defeated Miracles this Monday. That's not a big step for mankind, one giant leap for me :)
After that I lost to Eldrazi. Any hints there? Or is it lost matchup? (looks to me). I can either smash their chalice or their jitte or their face. I can't see how to address all of that and even race their smasher.
The Eldrazi matchup is just random. They usually have 3-4 relevant spells per game. If you can handle those, you win, but you generally lose if there's one you can't. Cavern is usually really bad because it means they will most likely resolve multiple big creatures which you have a hard time interacting with. Especially Thought-Knot is a pain. I won my last three matches losing only one game, but I am pretty sure before that I lost three in a row. It's pretty close to even I think.
Don't mind me, i'm just writing about Pauper these days: theweeklywars.wordpress.com
deckstats.net archive
Thx Jonathan.
I've seen this card being discussed in the Canadian thread. I would like to bring this up here as well.
What do you all think about Harvest Pyre? Is it good enough against Thought-Knot or Goyf to put it in? Removing cards from the yard can even help to make Goyf smaller sometimes.
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I currently have one copy of Roast, going to try Harvest Pyre in that slot next. I can definitely see it working out.
Don't mind me, i'm just writing about Pauper these days: theweeklywars.wordpress.com
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I'd say that which you choose to run would depend on a few other deck choices. If you are going with a no pyromancer prowess build that plays more like a burn deck with counterspells, I'd be more tempted to run Set Adrift (though I also like a singleton vapor snag in that slot), and if your build is more tempo-oriented and a touch slower, removing something more permanently with a Harvest Pyre probably edges out the bounce spells.
I'm thinking of building UR Delver, but only have access to two Volcs, how well does it run with only 2?
The deck works almost the same with 2 Volcanic Islands as it does with 3 Volcanic Islands. I played 1 Steam Vents in the list for a couple months before acquiring my third Volc and I still did quite well despite the lack of a 3rd Volc. Another thing to take into account when considering this difference is how aggressively you fetch dual lands with this deck, or how conservatively you fetch to protect your mana base from Wasteland and Price of Progress.
If you only have 2 Volcs I'd play
2 Volcanic
4 Scalding Tarn
3 Other Blue Fetch
3 Other Red Fetch
3 Mountain
3 Island
Could also drop fetches for basics but I'm not a fan of it.
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Belcher
Delver
Dredge
When your heart won't beat, your eyes go black
There's a light in the tunnel and you can't turn back
Your friends can't save you, your family's gone
You're waiting on your judgment at the foot of the throne
Will you beg for some mercy? Will you cop some pleas?
Will you stand on your own or get down on your knees?
Will your angels release you from where demons dwell?
Will you make it into Heaven or go right back to Hell?
Only time will tell
Thanks!
I wouldn't be playing 18 lands with this deck. I also play Grixis and 4 Colour Delver and those decks want 18-19 lands to cast their spells. U/R Delver on the other hand has a lower more aggressive curve thus, you only need 16-17 land. I would recommend 17 land if you are playing stuff like True-Name Nemesis (seriously don't play Clique in the main) but otherwise 16 lands is where you want to be.
In regards to fetchlands you probably want the extra red fetchland if you are playing the second basic Mountain.
My manabase is
3 Volcanic Island
4 Scalding Tarn
5 Blue Fetches
3 Island
1 Mountain
My recommendation for A 2 Volc Manabase
2 Volcanic Island
1 Steam Vents
4 Scalding Tarn
4-5 Blue Fetchland
1-2 Red Fetchland
2-3 Island
1-2 Mountain
I constantly feel that it is necessary for the third dual land, and yes it is suboptimal however, the Steam Vents is still fetchable with all your fetchlands and produces U/R. The only pain of the Vents is when you draw it. As well you don't always need 3 Volcanic Islands on the table. You should be good with 1 Volc, 1 Island and 1 Mountain.
Good luck with this deck @jwl3gg, it's a barrel of fun.
Thanks! I'm playing Deathblade at Louisville, but making the switch after.
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