I can see Dack being an option for play in this deck either main or sideboard. His +1 provides fuel for Snapcaster while simultaneously sculpting our hand. And his -2 is relevant against several Legacy decks.
Seems cool, but snapcaster and dack on the same deck? I mean, I already dont use snapcaster because I think he's too heavy for what he does and for my manabase, snapcaster AND dack would be really heavy, at least for more agressive UR decks
He would be cool if his ultimate was good for UR delver since the only permanent-targeting spells we use are lightnings, which kills most of legacy creatures
Strange. I play the aggressive Goblin Guide version of the deck myself. And I find Snapcaster to be exactly what the deck wants. Alongside Grim Lavamancer, he provides the extra reach that UR Delver needs to play out with the same aggression that its cousin Mono R Burn does. Snapcaster also provides excellent utility in games 2 and 3. UR Delver's sideboard space is tight. And being able to flashback a 1-of from the main or sideboard gives the deck so much desperately needed flexibility and utility. I can't imagine ever wanting to play the deck without Snapcaster Mage. But builds will of course differ...
I can see Dack being an option for play in this deck either main or sideboard. His +1 provides fuel for Snapcaster while simultaneously sculpting our hand. And his -2 is relevant against several Legacy decks.
Seems cool, but snapcaster and dack on the same deck? I mean, I already dont use snapcaster because I think he's too heavy for what he does and for my manabase, snapcaster AND dack would be really heavy, at least for more agressive UR decks
He would be cool if his ultimate was good for UR delver since the only permanent-targeting spells we use are lightnings, which kills most of legacy creatures
Strange. I play the aggressive Goblin Guide version of the deck myself. And I find Snapcaster to be exactly what the deck wants. Alongside Grim Lavamancer, he provides the extra reach that UR Delver needs to play out with the same aggression that its cousin Mono R Burn does. Snapcaster also provides excellent utility in games 2 and 3. UR Delver's sideboard space is tight. And being able to flashback a 1-of from the main or sideboard gives the deck so much desperately needed flexibility and utility. I can't imagine ever wanting to play the deck without Snapcaster Mage. But builds will of course differ...
It's real problem is to be a 3-4 CMC creature. In my experience my creatures are useful until T3/T4 since I run really few creatures and dont want to run more. It's body is really weak for a 3 CMC creature. I guess it just turns out to be a late solution for things, and usually is underused as a 2/1 brainstorm or 2/1 lightning bolt or, which is really hard to happen as I run 16 lands without wasteland, an extra price of progress
I think his real problem is that snapcaster is a late reaction to anything. Its better to get a T1 Delver or Goblin Guide than a T4 Snapcaster (T3 usually he doesn't get all of it's value), and you usually cant go if you have only snapcasters as creatures in hand, he is really a bad oppening hand card. I would maybe run 1/2 snapcasters, but 3/4 is really too much. I really would rather play pyromancers for the reach (as I did last tournament, and got better results), but even pyromancers doesn't seem right for me
Why does people play Grim Lavamancer alongside with Snapcaster Mage? Doesn't make sense.
Actually it doesn't change too much as you may chose what you exile with lavamancer (lands, creatures, high manacost spells, ponder - if you have brainstorm, chain lightning - if you have lightning bolt, etc)
I've been working on a list with wasteland. I've found so far that if you play wasteland then you're better off with tarmogoyf's. My prob is that I own 4 wastelands and plenty of fetches, but duals and goyfs are hard for me to borrow and I don't own them other than Volcanic Island. I've been playing Young Pyromancer as a replacement for goyf, but the meta is oversaturated for anti x/1s because of TNN. Of course, goblin guide and wasteland don't really belong in the same deck. I'm not a huge fan of stifle (I play one) but I think that wasteland is one of the best cards in the format. With Wasteland the deck needs to be designed with a bit more staying power. I'm unsure about playing a couple of price or not. The list I'm jamming with is:
YMTC: We need a spikey red enchantment. My creations:
RR
Whenever a player taps a nonbasic land, [Card] deals 2 damage to them.
-or-
R
Whenever a player would gain life, flip a coin. If heads, that player loses that much life instead. If tails sacrifice [card] and that player gains that life as per usual.
I've been working on a list with wasteland. I've found so far that if you play wasteland then you're better off with tarmogoyf's. My prob is that I own 4 wastelands and plenty of fetches, but duals and goyfs are hard for me to borrow and I don't own them other than Volcanic Island. I've been playing Young Pyromancer as a replacement for goyf, but the meta is oversaturated for anti x/1s because of TNN. Of course, goblin guide and wasteland don't really belong in the same deck. I'm not a huge fan of stifle (I play one) but I think that wasteland is one of the best cards in the format. With Wasteland the deck needs to be designed with a bit more staying power. I'm unsure about playing a couple of price or not. The list I'm jamming with is:
I think 4 volcanic islands is too much since you must try to search for basics when possible. I mean, its a 2 color deck full of cantrips! Also, almost half of the mana-paying spells you got are red, I would put some red fetches instead of only Misty
I'd recommend you 4 PoP, at least on the sideboard. The biggest appeal of UR Delver is it's abusive use of price of progress.
Wasteland takes some of the damage that PoP deals, but still it deals a lot of damage! Wasteland is for early game mana-denial. If the opponent has already 3 or 4 manas, I would recommend you to shuffle away your wastelands anyway
What to you guys think would perform better a semi budget list UR delver list or straight up burn. I have this list built, and I don't know how combo heavy the meta will be, so FoW could be huge or not such a big deal.
As you said, burn would be better but UR Delver is much more interesting. I would cut off some lands (19 without waste is too much IMO), my build goes with 16 but I would go with 17 or 18 as you got a lot of expensive creatures (lavamancer and snapcaster)
I would also go with 4 scalding +2 blue+2 red fetches as you will be searching for basics. If you got red fetches (because of budget) I would say cut to 2 islands and 2 mountains and just play more fetches, they are great in your deck
Hey, I'm not sure if it has been talked about already, but I was thinking about adding divert to the deck, possibly in the place of daze.
Divert is a 2 for 1, really cool when it works
But then again, only when it works
Having divert MD bring us 3 problems. You may not be able to cast it when you need (only if you always leave 1 spare mana, but as UR Delver is explosive its not really good to do it), the enemy may just have mana to pay the 2 (thats a huge problem when you top deck it), and the enemy may not have or not buy any card that can be effectively missdirected.
I use to play missdirection because the drawback of the card disadvantage is compensated by the card advantage missdirection already has, as it works kinda like a "counter and copy your spell". The 2 first problems just dont exist when playing missdirection and about the third problem I just play it SB for playing against decks when missdirection is good against (Delver decks in general, BUG, burn...)
Also, why is no one using young pyromancer? It's been working out awesome for me. Lots if pressure on my opponent.
I might be able to get a fourth Force of will. Is it worth it or do three work?
Also, why is no one using young pyromancer? It's been working out awesome for me. Lots if pressure on my opponent.
I might be able to get a fourth Force of will. Is it worth it or do three work?
Depends of how combo-heavy your meta is. In fair games FoW is usually bad, or at least not really good.
Pyromancer is just too slow for this deck. Its upside is still amazing, and it works on this deck. But its really just an option, not nearly part of the core of the deck, then some people may try a more controlish approach (with pyromancer), but UR Delver decks are more like UR Burn Delver decks. And when you play UR Burn Delver, pyromancer is just reeeeeeally slow!
Just imagine this:
T1 Ponder or Delver or GGuide
T2 Pyromancer
T3 2 spells
T4 start using pyromancer's tokens
Best case scenario, it starts working (slow) T4
I mean, really best case is something like T2 opponent try bolting, you FoW, then he counters FoW and you daze him, getting 2 tokens. But a realistic scenario is the first, and then pyromancer is in fact slow.
My meta is something like D&T, UWR delver blade, what appears to be BUG Natural order, sneak and show. Those are the most common decks. Pyromancer has so far been fantastic against BUG, UWR, and D&T. I haven't come up against S&S yet.
This has worked well for me, I can't say there have been too many times if any that I was off on the wrong color mana. I usually grab basics and only grab my duels when I need a red mana and have a misty or need a blue and have a foothills. I like this play style as it shuts off their wastelands, it protects me if I decide to be crazy and cast multiple Price of Progress. It also has the add bonus for some of you of being $600 cheaper, not the reason I choose it oddly enough, but it does make my wallet smile knowing this. If I were to tweak it I'd probably add a few more fetches, but even as is I'm happy.
Also I recommend coordinating your fetches, I have mine matching what you'd expect in RUG (originally done because I'm slowly working to get the stuff for RUG) I have caught a few people off guard with my lands with a few play choices making them think I'm playing RUG then catch them out of left field with a PoP for 6+. It's a little thing but it's got me at least 2 wins. Though this doesn't help too much with a small local meta where people know each other.
Eric Rill made some noise with a UR Pyromancer deck. I haven;t seen a full list, but apparently it isn't running Goblin Guide. I would be interested in seeing his current list if anyone can find it.
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I was hoping he'd make top-16 (or be a featured deck throughout the day) so I could see his list on SCG. Unfortunately he didn't so I'm in the same boat as you, I remember hearing he wasn't running a few cards that are usually there.
How will Dack Fayden look in this deck?
I mean, his +1 gives fuel for both Snapcaster and also draws cards.
His -2 can be used against decks that win with artifact cards, such as Imperial Painter, or MUD.
And his -6, well, it just utterly wrecks here with the Bolts and the such.
Personally I'm not liking it. while yeah the abilities are pretty relevant I'm not a fan of 3 drops in here. It's competing with snapcaster on that turn and a snapcaster is usually more versatile. but that's my thoughts, I've been wrong on these things before.
Also, my wife has picked up Death & Taxes, I've yet to beat it. While I don't mind getting stomped around the house it does make me worried about the match up out and about, what are some ways to deal with it? I've just been going with boarding out my counters for 2 sulfuric vortex, 2 smash to smithereens, and a pair of lava spikes. I've had some moderate success with switching over to the burn style, but it's not usually too long before it stabilizes or crushes me under my own vortex.
I was hoping he'd make top-16 (or be a featured deck throughout the day) so I could see his list on SCG. Unfortunately he didn't so I'm in the same boat as you, I remember hearing he wasn't running a few cards that are usually there.
The commentators said he wasn't running Daze, Stifle, or Goblin Guide. While stifle isnt normally in UR Delver, Eric did have it in his 4 color Delver build. This is probably why they made a note that he was not running stifle.
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Also, my wife has picked up Death & Taxes, I've yet to beat it. While I don't mind getting stomped around the house it does make me worried about the match up out and about, what are some ways to deal with it? I've just been going with boarding out my counters for 2 sulfuric vortex, 2 smash to smithereens, and a pair of lava spikes. I've had some moderate success with switching over to the burn style, but it's not usually too long before it stabilizes or crushes me under my own vortex.
Sulfur Elemental can put a hurting on DnT. Unfortunately, It doesn't deal with SFM very well.
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The commentators said he wasn't running Daze, Stifle, or Goblin Guide. While stifle isnt normally in UR Delver, Eric did have it in his 4 color Delver build. This is probably why they made a note that he was not running stifle.
Ah, on my SCG app, for some reason I can see articles a day early and CVM mentioned that he built it for him since he forgot his deck. Unfortunately he didn't include a list, but I'll probably comment on it tomorrow and see if he would provide it.
I caught CVM during downtime between MODO matches on Twitch when he was answering questions and got a decklist from him. He said it is the list he gave Eric, but doesn't know if/how he changed it.
I'm not sure, I've been playing around with both.I wouldn't say the Pyro is 'better' per say, just serving a different purpose. Gobbo is there to make certain you have a turn 1 aggressive creature, and pyro is card advantage in a deck that rarely gets it. My creature base is 4 delver, 4 guides, 2 lavamancers 2 pyromancers. The goblins can lead to some silly aggressive starts (esp with a well timed price of progress), but pyro is awesome against other counterspell decks, and has the highest raw damage potential of any creature in the deck.
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I've been looking at Schneider's list. It seems pretty solid, but I have a few questions. Against what decks do you side in the lava spikes? Seems like you'd use them against non-interactive decks that you have to burn out really quickly, or against decks that only run basics. I also don't know how I feel about Gitaxian Probe; like, would you keep a hand with no lands but two probes? That seems so dodgy. I kind of want to cut them for 2 lands and 2 spells, probably a Ponder and a Price or Spell Pierce. I also don't like Smelt in in the board; Smash to Smithereens seems better. Not only does it hurt your opponent, but it can kill a Chalice at 1. On the other hand, it's easier to flash back Smelt, so who knows.
I think the idea is to sideboard the Spikes in against decks that are trying to play fair magic. FoW is bad against those decks because you have to 2 for 1 yourself, so just burning the opponent dead before they can get going is better than countering whatever they're trying to do. You certainly still need the FoWs against non-interactive decks so the Spikes stay in the board. They shine against Stoneforge Mystic decks and other Delver decks.
I really like Probe. It helps make 1 land hands much better and I am rarely upset to draw multiples. It is also excellent with Snappy.
I agree with you on Smelt v Smash. Chalice on 1 is an auto-scoop in early games, so I like to have a way to kill them.
Sorry for the double post, but I have 2 questions.
1. What do you all think about Thunderous Wrath in addition to the Lightning Bolts, Chain Lightnings, and PoPs? With Ponder and Brainstorm, it seems pretty easy to set it up and 5 damage is a ton for 1 mana. It is, however, terrible if you draw them without a brainstorm.
2. What about playing 4 Spell Pierce instead of Force of Will? 4 Pierce and 2 Daze has been pretty effective for me so far, and I'm not sure how much I enjoy 2 for 1 ing myself. I know it is the most powerful counterspell, but I don't enjoy giving up that card advantage in this deck. What do y'all think?
Strange. I play the aggressive Goblin Guide version of the deck myself. And I find Snapcaster to be exactly what the deck wants. Alongside Grim Lavamancer, he provides the extra reach that UR Delver needs to play out with the same aggression that its cousin Mono R Burn does. Snapcaster also provides excellent utility in games 2 and 3. UR Delver's sideboard space is tight. And being able to flashback a 1-of from the main or sideboard gives the deck so much desperately needed flexibility and utility. I can't imagine ever wanting to play the deck without Snapcaster Mage. But builds will of course differ...
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It's real problem is to be a 3-4 CMC creature. In my experience my creatures are useful until T3/T4 since I run really few creatures and dont want to run more. It's body is really weak for a 3 CMC creature. I guess it just turns out to be a late solution for things, and usually is underused as a 2/1 brainstorm or 2/1 lightning bolt or, which is really hard to happen as I run 16 lands without wasteland, an extra price of progress
I think his real problem is that snapcaster is a late reaction to anything. Its better to get a T1 Delver or Goblin Guide than a T4 Snapcaster (T3 usually he doesn't get all of it's value), and you usually cant go if you have only snapcasters as creatures in hand, he is really a bad oppening hand card. I would maybe run 1/2 snapcasters, but 3/4 is really too much. I really would rather play pyromancers for the reach (as I did last tournament, and got better results), but even pyromancers doesn't seem right for me
Actually it doesn't change too much as you may chose what you exile with lavamancer (lands, creatures, high manacost spells, ponder - if you have brainstorm, chain lightning - if you have lightning bolt, etc)
And also people dont use to run 4 of neither
2 Grim Lavamancer
2 Vexing Devil
4 Young Pyromancer
4 Brainstorm
4 Ponder
4 Lightning Bolt
4 Chain Lightning
1 Stifle
1 Spell Snare
1 Spell Pierce
4 Daze
3 Force of Will
4 Volcanic Island
4 Misty Rainforest
1 Island
1 Mountain
4 Wasteland
Whenever a player taps a nonbasic land, [Card] deals 2 damage to them.
-or-
R
Whenever a player would gain life, flip a coin. If heads, that player loses that much life instead. If tails sacrifice [card] and that player gains that life as per usual.
Fires Rf Salvation
I think 4 volcanic islands is too much since you must try to search for basics when possible. I mean, its a 2 color deck full of cantrips! Also, almost half of the mana-paying spells you got are red, I would put some red fetches instead of only Misty
I'd recommend you 4 PoP, at least on the sideboard. The biggest appeal of UR Delver is it's abusive use of price of progress.
Wasteland takes some of the damage that PoP deals, but still it deals a lot of damage! Wasteland is for early game mana-denial. If the opponent has already 3 or 4 manas, I would recommend you to shuffle away your wastelands anyway
As you said, burn would be better but UR Delver is much more interesting. I would cut off some lands (19 without waste is too much IMO), my build goes with 16 but I would go with 17 or 18 as you got a lot of expensive creatures (lavamancer and snapcaster)
I would also go with 4 scalding +2 blue+2 red fetches as you will be searching for basics. If you got red fetches (because of budget) I would say cut to 2 islands and 2 mountains and just play more fetches, they are great in your deck
Divert is a 2 for 1, really cool when it works
But then again, only when it works
Having divert MD bring us 3 problems. You may not be able to cast it when you need (only if you always leave 1 spare mana, but as UR Delver is explosive its not really good to do it), the enemy may just have mana to pay the 2 (thats a huge problem when you top deck it), and the enemy may not have or not buy any card that can be effectively missdirected.
I use to play missdirection because the drawback of the card disadvantage is compensated by the card advantage missdirection already has, as it works kinda like a "counter and copy your spell". The 2 first problems just dont exist when playing missdirection and about the third problem I just play it SB for playing against decks when missdirection is good against (Delver decks in general, BUG, burn...)
Here's the list I'm working on:
4 young pyromancer
4 delver of secrets
4 goblin guide
2 grim lavamancer
1 snapcaster mage
4 gitaxian probe
4 lightning bolt
3 chain lightning
4 daze
3 force of will
4 spell pierce
4 ponder
4 preordain
2 price of progress
4 steam vents
8 island
4 mountain
Also, why is no one using young pyromancer? It's been working out awesome for me. Lots if pressure on my opponent.
I might be able to get a fourth Force of will. Is it worth it or do three work?
Depends of how combo-heavy your meta is. In fair games FoW is usually bad, or at least not really good.
Pyromancer is just too slow for this deck. Its upside is still amazing, and it works on this deck. But its really just an option, not nearly part of the core of the deck, then some people may try a more controlish approach (with pyromancer), but UR Delver decks are more like UR Burn Delver decks. And when you play UR Burn Delver, pyromancer is just reeeeeeally slow!
Just imagine this:
T1 Ponder or Delver or GGuide
T2 Pyromancer
T3 2 spells
T4 start using pyromancer's tokens
Best case scenario, it starts working (slow) T4
I mean, really best case is something like T2 opponent try bolting, you FoW, then he counters FoW and you daze him, getting 2 tokens. But a realistic scenario is the first, and then pyromancer is in fact slow.
This has worked well for me, I can't say there have been too many times if any that I was off on the wrong color mana. I usually grab basics and only grab my duels when I need a red mana and have a misty or need a blue and have a foothills. I like this play style as it shuts off their wastelands, it protects me if I decide to be crazy and cast multiple Price of Progress. It also has the add bonus for some of you of being $600 cheaper, not the reason I choose it oddly enough, but it does make my wallet smile knowing this. If I were to tweak it I'd probably add a few more fetches, but even as is I'm happy.
Also I recommend coordinating your fetches, I have mine matching what you'd expect in RUG (originally done because I'm slowly working to get the stuff for RUG) I have caught a few people off guard with my lands with a few play choices making them think I'm playing RUG then catch them out of left field with a PoP for 6+. It's a little thing but it's got me at least 2 wins. Though this doesn't help too much with a small local meta where people know each other.
Legacy:
RGWBUDredgeUBWGR
:symrg:Belcher:symrg:
WD&TW
Affinity
WGriffinsW (pauper)
U/thopter comboU/ (peasant)
:symbg:Moosebite:symbg: (peasant)
RGobo tokensR (peasant)
R slide R (peasant)
:symur:pingers:symur:
RGOmnath, Locus of ManaRG
URThe Locust godUR
Modern
UWMiraclesUW
Legacy
BGIce Station Zebra (Living Fins)BG
UBRGrixis ControlUBR
RGLandsRG
Personally I'm not liking it. while yeah the abilities are pretty relevant I'm not a fan of 3 drops in here. It's competing with snapcaster on that turn and a snapcaster is usually more versatile. but that's my thoughts, I've been wrong on these things before.
Also, my wife has picked up Death & Taxes, I've yet to beat it. While I don't mind getting stomped around the house it does make me worried about the match up out and about, what are some ways to deal with it? I've just been going with boarding out my counters for 2 sulfuric vortex, 2 smash to smithereens, and a pair of lava spikes. I've had some moderate success with switching over to the burn style, but it's not usually too long before it stabilizes or crushes me under my own vortex.
Legacy:
RGWBUDredgeUBWGR
:symrg:Belcher:symrg:
WD&TW
Affinity
WGriffinsW (pauper)
U/thopter comboU/ (peasant)
:symbg:Moosebite:symbg: (peasant)
RGobo tokensR (peasant)
R slide R (peasant)
:symur:pingers:symur:
The commentators said he wasn't running Daze, Stifle, or Goblin Guide. While stifle isnt normally in UR Delver, Eric did have it in his 4 color Delver build. This is probably why they made a note that he was not running stifle.
RGOmnath, Locus of ManaRG
URThe Locust godUR
Modern
UWMiraclesUW
Legacy
BGIce Station Zebra (Living Fins)BG
UBRGrixis ControlUBR
RGLandsRG
Sulfur Elemental can put a hurting on DnT. Unfortunately, It doesn't deal with SFM very well.
RGOmnath, Locus of ManaRG
URThe Locust godUR
Modern
UWMiraclesUW
Legacy
BGIce Station Zebra (Living Fins)BG
UBRGrixis ControlUBR
RGLandsRG
Ah, on my SCG app, for some reason I can see articles a day early and CVM mentioned that he built it for him since he forgot his deck. Unfortunately he didn't include a list, but I'll probably comment on it tomorrow and see if he would provide it.
4 Delver of Secrets
4 Young Pyromancer
2 Grim Lavamancer
4 Snapcaster Mage
Lands
2 Island
2 Mountain
1 Arid Mesa
4 Misty Rainforest
1 Polluted Delta
4 Scalding Tarn
4 Volcanic Island
4 Brainstorm
4 Force of Will
4 Lightning Bolt
2 Price of Progress
2 Spell Pierce
4 Chain Lightning
4 Gitaxian Probe
4 Ponder
2 Sulfuric Vortex
2 Flusterstorm
1 Price of Progress
1 Pyroblast
1 Red Elemental Blast
2 Smash to Smithereens
2 Surgical Extraction
4 Lava Spike
RGOmnath, Locus of ManaRG
URThe Locust godUR
Modern
UWMiraclesUW
Legacy
BGIce Station Zebra (Living Fins)BG
UBRGrixis ControlUBR
RGLandsRG
Modern: U Tron U/
Commander: Prime Speaker ZeganaUG, Oros, the Avenger RBW
Here's the list by the way:
4 Volcanic Island
4 Scalding Tarn
3 Misty Rainforest
3 Arid Mesa
2 Mountain
2 Island
Creatures
4 Delver of Secrets
4 Snapcaster Mage
4 Goblin Guide
2 Grim Lavamancer
4 Force of Will
4 Chain Lightning
4 Brainstorm
4 Lightning Bolt
4 Gitaxian Probe
3 Ponder
2 Spell Pierce
2 Price of Progress
1 Forked Bolt
1 Price of Progress
2 Sulfuric Vortex
2 Flusterstorm
2 Pyroblast
2 Smelt
3 Surgical Extraction
3 Lava Spike
I really like Probe. It helps make 1 land hands much better and I am rarely upset to draw multiples. It is also excellent with Snappy.
I agree with you on Smelt v Smash. Chalice on 1 is an auto-scoop in early games, so I like to have a way to kill them.
1. What do you all think about Thunderous Wrath in addition to the Lightning Bolts, Chain Lightnings, and PoPs? With Ponder and Brainstorm, it seems pretty easy to set it up and 5 damage is a ton for 1 mana. It is, however, terrible if you draw them without a brainstorm.
2. What about playing 4 Spell Pierce instead of Force of Will? 4 Pierce and 2 Daze has been pretty effective for me so far, and I'm not sure how much I enjoy 2 for 1 ing myself. I know it is the most powerful counterspell, but I don't enjoy giving up that card advantage in this deck. What do y'all think?