Hey guys, I've been playing this deck for a little while now and although I was pretty satisfied with the list I've been playing I think it is time to change it up a little. I feel like I might be able to improve it some.
Specifically the reason for the desire to change it up is because I got my butt whipped by Maverick as well as my own B/W Stoneblade deck in a few matches. I place the vast majority of the blame on myself making bad plays in the games and being unfamiliar with playing the matchup (against Maverick), but I still think my list can be tightened up a little.
I hate to interrupt some good discussion on the deck with my list, I'll try my best to not babble on too much.
I think firstly I might be playing too many lands at 20. I did this to support the 2 Fireblasts. I don't plan on cutting Fireblasts though as they have proven to be very effective in my games. Is 20 too high for lands?
Also I think I could potentially be playing too many Price of Progress, although they can just completely dominate games against some decks. What's a good number here 2? 3? Or is it safe to stick with 4?
Ponder is another card I'm kind of on the fence about. On the one hand, it has never been bad for me and it helps me flip some delvers. However it also isn't a huge impact card. I dunno, I might be wasting some text here as I think at the end of the day its probably best to stick at 3.
There's also the matter of Daze. I definitely want/need to have some main deck, but I find their value tends to drop dramatically, very quickly in a lot of games and they often become dead draws. Perhaps its time to pop Force of Wills back into this deck?
Thoughts on stuff like forked bolt and fire/ice?
Finally, my biggest problem is I don't have a sideboard! I don't really have a good grasp on my local legacy metagame right now, so I'd like to put something together that kind of touches on the important stuff (I know for sure I want to hose Maverick!), and then adjust as I get a better idea of what people play. I'm thinking some submerges, maybe some pyroblasts/red elemental blasts, shattering spree, sulfur elemental and maybe sulfuric vortex. What is the best graveyard hate to use in a deck like this? leylines? cages? crypts? Any other card suggestions?
I've been thinking of building a snap deck when I was running my UR delver burn deck and then acknowledge how much delver sucked without brainstorm. But my feeling is if I'm adding brainstorm then I need to add FOW... and therefore I'm no longer playing a burn deck with a delver splash.
During my play I've seem enjoy Grim Lavamancer. And I've notice a few builds also use the guy too.
I do like Goblin Guide but I feel the creature is too aggressive for a semi-control build. I can see a turn two 5 damage swing (delver and GG) is really nice. But I'm not sure if it often happens with a snap deck. Would something like Cursecatcher or Spiketail Hatchling make a better card?
I do like Thunderous Wrath and kind of felt this would be the deck for that card, but I'm not sure how Thunderous Wrath and Force of Will plays well with Snap... I would think Grim Lavamacer would have more use to those cards. The other concern is Grim Lavamancer and Snap in general they both seem to work against each other.
Thanks, I'm looking for some insight on the deck...
I've been thinking of building a snap deck when I was running my UR delver burn deck and then acknowledge how much delver sucked without brainstorm. But my feeling is if I'm adding brainstorm then I need to add FOW... and therefore I'm no longer playing a burn deck with a delver splash.
That's not completely true. You can play a burn deck with Brainstorm and Snappy to give you a little more reach, like this deck that top8ed around Christmas:
Goblin guide helps feed price of progress. My personal preference is that you should have 4 price of progress between the 75. it wrecks esper blade decks and BUG. the only thing is its a 2 mcc, which will get hit with spell snare.
I currently runs 2 grims lavamancers atm. They need to be answered by most decks or you will controll their creature base.
Personally Lavamancer doesn't exactly deter Snappy, Snappy recycles your 1 CMC spells, Lavamancer eats everything else in your yard, like dead FoW, Dazes, TW, and of course dead creatures
I was surprised how well the two work together actually
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Personally Lavamancer doesn't exactly deter Snappy, Snappy recycles your 1 CMC spells, Lavamancer eats everything else in your yard, like dead FoW, Dazes, TW, and of course dead creatures
I was surprised how well the two work together actually
Completely agree, they really don't hurt each other as much as it looks like on the surface. Though, Im currently not playing either of them I've tried em both and never really had a problem. Lavamancer can eat FoWs and Fetch lands and snappy will eat up your bolts/brainstorms, etc.... they actually work fairly well together.
So - slightly off topic but I did more testing last night with my group and the deck list posted above performed fairly decently. It's still not where I want it to be and my playtesting group convinced me to use Snappy again but as a 3 of instead of 4. I don't know where I saw it posted but someone mentioned a quote "if you don't ever want to see 3 of X card in your starting hand, don't run 4 of that card" and I think that's really sound advice. I don't ever want 3 snapcasters in my starting hand but one or even 2 would be fine in most matchups. LOTS of people are a huge fan of this guy, perhaps I didn't give him enough playtesting overall so I'm up for another go-round Gonna work him in tonight and do more playtesting tomorrow - small tourney Sunday and another at the end of June which will be MUCH bigger. Figure Ill play Sunday against a very unknown field and see how I fare, then tweak as needed. Hopefully that will give me some idea's on what to expect and how I can better my deck against the current meta.
And consuming your own graveyard of creatures and lands it's quite useful vs tarmogoyfs
More importantly eating creatures stops Scavenging Ooze, this is my reasoning for running Relic Of Progenitus over Tormod's Crypt, as the Ooze's life gain is a big problem, and Relic does cripple Goyf
Completely agree, they really don't hurt each other as much as it looks like on the surface. Though, Im currently not playing either of them I've tried em both and never really had a problem. Lavamancer can eat FoWs and Fetch lands and snappy will eat up your bolts/brainstorms, etc.... they actually work fairly well together.
So - slightly off topic but I did more testing last night with my group and the deck list posted above performed fairly decently. It's still not where I want it to be and my playtesting group convinced me to use Snappy again but as a 3 of instead of 4. I don't know where I saw it posted but someone mentioned a quote "if you don't ever want to see 3 of X card in your starting hand, don't run 4 of that card" and I think that's really sound advice. I don't ever want 3 snapcasters in my starting hand but one or even 2 would be fine in most matchups. LOTS of people are a huge fan of this guy, perhaps I didn't give him enough playtesting overall so I'm up for another go-round Gonna work him in tonight and do more playtesting tomorrow - small tourney Sunday and another at the end of June which will be MUCH bigger. Figure Ill play Sunday against a very unknown field and see how I fare, then tweak as needed. Hopefully that will give me some idea's on what to expect and how I can better my deck against the current meta.
I agree with you, I run Snapcaster as a 4 of, but that is mainly for the control aspect of the guy, I am thinking of pitching my Magma Jets for Chain Lightnings (if I can find them) as I finally finished my build today and found it to be aggressive although I think I need to pitch the Jets for some more effective burn spell (maybe main board 2 PoP?)
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More importantly eating creatures stops Scavenging Ooze, this is my reasoning for running Relic Of Progenitus over Tormod's Crypt, as the Ooze's life gain is a big problem, and Relic does cripple Goyf
I agree with you, I run Snapcaster as a 4 of, but that is mainly for the control aspect of the guy, I am thinking of pitching my Magma Jets for Chain Lightnings (if I can find them) as I finally finished my build today and found it to be aggressive although I think I need to pitch the Jets for some more effective burn spell (maybe main board 2 PoP?)
I would definitely recommend Chain Lightning over Magma Jet, especially in this deck where most run 6+ Brainstorm/Ponder which will give you much more than Magma Jet offers.... The 2 damage for 2 mana is just very sub-optimal and though the scry is certainly useful it's much better to have that extra damage and extra resource free for other spells.
How do you guys feel about Fire / Ice? Main deck option? I love cantrips and think the ability to neutralize a creature AND get a card seems pretty solid. It can also work nicely against */1 creatures which this format seems to have a lot of....
I just started using fire//ice and it feels good. you can 2 for 1 creatures, tap something down your oppoenent needs, or just pitch it to force of will if need be.
I would definitely recommend Chain Lightning over Magma Jet, especially in this deck where most run 6+ Brainstorm/Ponder which will give you much more than Magma Jet offers.... The 2 damage for 2 mana is just very sub-optimal and though the scry is certainly useful it's much better to have that extra damage and extra resource free for other spells.
How do you guys feel about Fire / Ice? Main deck option? I love cantrips and think the ability to neutralize a creature AND get a card seems pretty solid. It can also work nicely against */1 creatures which this format seems to have a lot of....
Thoughts?
That was my other choice for replacing Jets with as the tap effect can help a lot against SnT where they just got a Griselbrand in play and you have lethal on board
I just started using fire//ice and it feels good. you can 2 for 1 creatures, tap something down your oppoenent needs, or just pitch it to force of will if need be.
I think this is good enough argument for me to include it
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I know a short time ago the consensus was to drop Force of Will into the sideboard. Based on the current meta, I'm assuming it's time to get them back into the main deck? If so, what cards are you guys usually cutting for forces and how many forces are you playing?
I know a short time ago the consensus was to drop Force of Will into the sideboard. Based on the current meta, I'm assuming it's time to get them back into the main deck? If so, what cards are you guys usually cutting for forces and how many forces are you playing?
I'd almost always run FoW in blue decks because I get rather cranky when losing to combo game 1 without any sort of chance
I personally think the right number is 3 - and 1 more in the SB. At least that's how I play it (which isn't necessarily the best way of course lol).
If you post your deck list, we can probably give you recommendations for things to cut in it's place.
Ya you need the FOW in the main board right now. It does suck feeling that you can do nothing against combo. It is better to 2 for 1 yourself than to stright loose. FOW a LED or a dread return doesnt feel to bad when you know there is an Ionia comming your way or your going to get TES for 20.
Keep in mind that I'm looking to make a lot of changes here to try and improve my matchup with Maverick as well. I'm thinking I could probably go down some on the Price of Progress, but not sure what else I would move around to make room for Force of Will and any cards I might want for Maverick. What do you think? I'm liking the idea of fire/ice for this deck.
Keep in mind that I'm looking to make a lot of changes here to try and improve my matchup with Maverick as well. I'm thinking I could probably go down some on the Price of Progress, but not sure what else I would move around to make room for Force of Will and any cards I might want for Maverick. What do you think? I'm liking the idea of fire/ice for this deck.
Id say drop the daze count and maybe 1 pop, you could always drop a snapcaster mage as well. FOW is nice in the main right now. UR delver looses to combo so for helps. POP is nuts against most decks. It is the Ultimate card against 3 color decks.
I do enjoy fire blast but have not been running it latly. Instead im going with the fire//ice route.
Id say drop the daze count and maybe 1 pop, you could always drop a snapcaster mage as well. FOW is nice in the main right now. UR delver looses to combo so for helps. POP is nuts against most decks. It is the Ultimate card against 3 color decks.
I do enjoy fire blast but have not been running it latly. Instead im going with the fire//ice route.
I'd agree - all those are good suggestions.
Definitely drop the Daze count, I don't think I'd run more than 2 in this deck (Ive tried both 3 and 4 and prefer the 2 count overall). One isn't even bad, depending how many Spell Pierce you're running.
PoP is pretty insane - wins games on it's own. Though, I hate drawing it when someone isn't playing with much non-basic, feels like a dead card and something that should be boarded. Thankfully, you can usually brainstorm or ponder around them and shuffle them away when they're not as useful.
I'm also trying to find the right number of counters. I'm fairly certain 3 FoW is the right call for the deck, but the rest Im still fussy on. Currently going 2 Spell Pierce/2 Daze but I've had anywhere from 1-4 of each at any given time. I may add a 3rd spell pierce but there's a lot of aggro decks around and they're not half as useful in that situation. What do you guys think of Spell Snare? I noticed it's ran a lot in RUG Delver but not often in U/R Delver.
On another note, I still absolutely love Vexing Devil. He's usually 4 damage for 1 mana and the times he does get down he causes nothing but trouble. Most my friends now don't even want to see him on the board and just take the damage (unless they really have the upper hand, or can't afford the loss of life, in which case he wouldn't matter as much one way or the other). Great card, I definitely approve and like him better than the lavamancers. I considered swapping out the Goblin Guides but I think they're just way too good despite their sometimes annoying drawback.
Has anyone ever tried Vendilion Clique in this deck? I figure the 3 mana will be a bit much but I can see it certainly having its uses.
New to legacy, trying to play U/R delver as it seems to be the most user friendly deck for me. Is there a page that shows good sideboard options, or moreso gameplans vs certain decks?
Such as:
Sneak and Show (My plan so far is obviously FoW's combined with Daze and Spell Pierce, however a friend got me on an Ensnaring Bridge and Gilded Drake Plan vs them too so I might try a 2 of SB as losing to combo is prolly the least fun ever)
Dredge (I have no idea what is best for them and im running snapcaster so i figured I would run surgical instead of crypt or relic, however lack the knowledge of what is most crucial for them -- If they turn 1 discard a dredge, would it be wise to just surgical it so as to slow them down or just wait till i see something important?)Do I take out counters against them? If so, how many etc etc
High Tide (no idea)
Counter-Top (same as above)
Reanimator (I figure with the right counters at the right time, plus surgical this should be easy, once again I would bring in ensnaring bridge/gilded grake just to hinder them from attacking I suppose) As a griselbrand wont do them much good if they are at a life total low enough to not be able to draw or attack so they can)
RUG Delver (Kill them before gofy/mongoose get big?)
Stoneblade (no idea....)
Elves (what is the spells i need to counter/kill)
Goblins (Burn the creatures every chance I get?)
Maverick (dont let jitte/knight/mother or runes hit play?)
How much of my logic is completely flawed/correct etc... any comments would be nice.
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5th TCG Qualifier - Soul Sisters
2nd GPT Qualifier - Sealed
3rd Star City Games Super IQ - UB Control
4th Star City Games Super IQ - Solar Flare
1st Star City Games IQ - Esper Heartless
3rd GPT Qualifier - Modern - Bant
2nd Star City Games IQ - Reanimator
2nd GPT Qualifier - Legacy - Goblins
Currently Playing: STANDARD UWBCONTROLUWB EDH UGEDRIC, SPYMASTER OF TRESTUG MODERN WBGRASSAULT LOAMWBGR
New to legacy, trying to play U/R delver as it seems to be the most user friendly deck for me. Is there a page that shows good sideboard options, or moreso gameplans vs certain decks?
Such as:
Sneak and Show (My plan so far is obviously FoW's combined with Daze and Spell Pierce, however a friend got me on an Ensnaring Bridge and Gilded Drake Plan vs them too so I might try a 2 of SB as losing to combo is prolly the least fun ever)
Dredge (I have no idea what is best for them and im running snapcaster so i figured I would run surgical instead of crypt or relic, however lack the knowledge of what is most crucial for them -- If they turn 1 discard a dredge, would it be wise to just surgical it so as to slow them down or just wait till i see something important?)Do I take out counters against them? If so, how many etc etc
High Tide (no idea)
Counter-Top (same as above)
Reanimator (I figure with the right counters at the right time, plus surgical this should be easy, once again I would bring in ensnaring bridge/gilded grake just to hinder them from attacking I suppose) As a griselbrand wont do them much good if they are at a life total low enough to not be able to draw or attack so they can)
RUG Delver (Kill them before gofy/mongoose get big?)
Stoneblade (no idea....)
Elves (what is the spells i need to counter/kill)
Goblins (Burn the creatures every chance I get?)
Maverick (dont let jitte/knight/mother or runes hit play?)
How much of my logic is completely flawed/correct etc... any comments would be nice.
Good questions. Here's a sideboarding plan from a very good U/R player (not me!):
I dont understand why he would say to take out forces vs maverick... if they land choke its prolly GG
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3rd Star City Games Super IQ - UB Control
4th Star City Games Super IQ - Solar Flare
1st Star City Games IQ - Esper Heartless
3rd GPT Qualifier - Modern - Bant
2nd Star City Games IQ - Reanimator
2nd GPT Qualifier - Legacy - Goblins
Currently Playing: STANDARD UWBCONTROLUWB EDH UGEDRIC, SPYMASTER OF TRESTUG MODERN WBGRASSAULT LOAMWBGR
It would probably be decent to try as a 2-of. I don't own any so I cannot test them.
I was thinking of going with 2-of as well, since it's legendary it's tough to add more.
But, it' has a fantastic ability, flash, can be pitched to FoW and is a 3-1 beater in the air.... I think it could have a nice place in this deck (though, not 100% sure what I'd cut).
I think I'll pick up a few and give them a play-test. I just figured I'd ask first to see if others have ever given them a try.
personally i don't like it a lot for UR Delver, usually you will have 3 lands and having to keep it to play a single spell i think it's not a good option. But maybe its good, just test it.
I like the idea of another blue creature to kill the oponent, we already have Snapcaster an Delver, maybe you can have Vendilion.
Any other ideas for blue beaters?
Well - you do need 3 mana to make good use of snapcasters as well, but I do see your point as it's a lot to give up for him.
I may even go 3 snapcasters/1 clique to try at first. I wasn't that big on snappy but my friends convinced me to give him another try and the results were much better... though I need even more slots because I have to add in extra lands to compensate.
I'm going to try Vendilion Clique and see how he does... 2/2 is another option as well, but Ill have to playtest and see if he's even worth it at all.
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Specifically the reason for the desire to change it up is because I got my butt whipped by Maverick as well as my own B/W Stoneblade deck in a few matches. I place the vast majority of the blame on myself making bad plays in the games and being unfamiliar with playing the matchup (against Maverick), but I still think my list can be tightened up a little.
I hate to interrupt some good discussion on the deck with my list, I'll try my best to not babble on too much.
4 Snapcaster Mage
4 Delver of Secrets
4 Lightning Bolt
4 Brainstorm
3 Ponder
4 Chain Lightning
4 Price of Progress
3 Spell Pierce
4 Daze
2 Fireblast
4 Scalding Tarn
4 Misty Rainforest
4 Volcanic Island
3 Mountain
1 Island
I think firstly I might be playing too many lands at 20. I did this to support the 2 Fireblasts. I don't plan on cutting Fireblasts though as they have proven to be very effective in my games. Is 20 too high for lands?
Also I think I could potentially be playing too many Price of Progress, although they can just completely dominate games against some decks. What's a good number here 2? 3? Or is it safe to stick with 4?
Ponder is another card I'm kind of on the fence about. On the one hand, it has never been bad for me and it helps me flip some delvers. However it also isn't a huge impact card. I dunno, I might be wasting some text here as I think at the end of the day its probably best to stick at 3.
There's also the matter of Daze. I definitely want/need to have some main deck, but I find their value tends to drop dramatically, very quickly in a lot of games and they often become dead draws. Perhaps its time to pop Force of Wills back into this deck?
Thoughts on stuff like forked bolt and fire/ice?
Finally, my biggest problem is I don't have a sideboard! I don't really have a good grasp on my local legacy metagame right now, so I'd like to put something together that kind of touches on the important stuff (I know for sure I want to hose Maverick!), and then adjust as I get a better idea of what people play. I'm thinking some submerges, maybe some pyroblasts/red elemental blasts, shattering spree, sulfur elemental and maybe sulfuric vortex. What is the best graveyard hate to use in a deck like this? leylines? cages? crypts? Any other card suggestions?
Thanks in advance for any and all help!!
I see you are running snapcasters then Surgical Extraction is the best graveyard hate IMO.
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Playing:
Modern:
BGR JUND RGB
Legacy:
URU/R Delver RU
During my play I've seem enjoy Grim Lavamancer. And I've notice a few builds also use the guy too.
I do like Goblin Guide but I feel the creature is too aggressive for a semi-control build. I can see a turn two 5 damage swing (delver and GG) is really nice. But I'm not sure if it often happens with a snap deck. Would something like Cursecatcher or Spiketail Hatchling make a better card?
I do like Thunderous Wrath and kind of felt this would be the deck for that card, but I'm not sure how Thunderous Wrath and Force of Will plays well with Snap... I would think Grim Lavamacer would have more use to those cards. The other concern is Grim Lavamancer and Snap in general they both seem to work against each other.
Thanks, I'm looking for some insight on the deck...
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That's not completely true. You can play a burn deck with Brainstorm and Snappy to give you a little more reach, like this deck that top8ed around Christmas:
http://www.mtgtop8.com/event?e=2402&d=215847
All burn + RDW creatures and some helpers (brainstorms)
Legacy: Shardless BUG, Death and Taxes, Infect
Modern: Infect, TarmoTwin
I currently runs 2 grims lavamancers atm. They need to be answered by most decks or you will controll their creature base.
:symr::symw::symu:Patriot Blade:symu::symw::symr:
:symb::symg:Cherri:0mana:s:symg::symb:
I was surprised how well the two work together actually
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Hermit Druid Combo:
Completely agree, they really don't hurt each other as much as it looks like on the surface. Though, Im currently not playing either of them I've tried em both and never really had a problem. Lavamancer can eat FoWs and Fetch lands and snappy will eat up your bolts/brainstorms, etc.... they actually work fairly well together.
So - slightly off topic but I did more testing last night with my group and the deck list posted above performed fairly decently. It's still not where I want it to be and my playtesting group convinced me to use Snappy again but as a 3 of instead of 4. I don't know where I saw it posted but someone mentioned a quote "if you don't ever want to see 3 of X card in your starting hand, don't run 4 of that card" and I think that's really sound advice. I don't ever want 3 snapcasters in my starting hand but one or even 2 would be fine in most matchups. LOTS of people are a huge fan of this guy, perhaps I didn't give him enough playtesting overall so I'm up for another go-round Gonna work him in tonight and do more playtesting tomorrow - small tourney Sunday and another at the end of June which will be MUCH bigger. Figure Ill play Sunday against a very unknown field and see how I fare, then tweak as needed. Hopefully that will give me some idea's on what to expect and how I can better my deck against the current meta.
More importantly eating creatures stops Scavenging Ooze, this is my reasoning for running Relic Of Progenitus over Tormod's Crypt, as the Ooze's life gain is a big problem, and Relic does cripple Goyf
I agree with you, I run Snapcaster as a 4 of, but that is mainly for the control aspect of the guy, I am thinking of pitching my Magma Jets for Chain Lightnings (if I can find them) as I finally finished my build today and found it to be aggressive although I think I need to pitch the Jets for some more effective burn spell (maybe main board 2 PoP?)
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Hermit Druid Combo:
I would definitely recommend Chain Lightning over Magma Jet, especially in this deck where most run 6+ Brainstorm/Ponder which will give you much more than Magma Jet offers.... The 2 damage for 2 mana is just very sub-optimal and though the scry is certainly useful it's much better to have that extra damage and extra resource free for other spells.
How do you guys feel about Fire / Ice? Main deck option? I love cantrips and think the ability to neutralize a creature AND get a card seems pretty solid. It can also work nicely against */1 creatures which this format seems to have a lot of....
Thoughts?
:symr::symw::symu:Patriot Blade:symu::symw::symr:
:symb::symg:Cherri:0mana:s:symg::symb:
That was my other choice for replacing Jets with as the tap effect can help a lot against SnT where they just got a Griselbrand in play and you have lethal on board
I think this is good enough argument for me to include it
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Hermit Druid Combo:
I'd almost always run FoW in blue decks because I get rather cranky when losing to combo game 1 without any sort of chance
I personally think the right number is 3 - and 1 more in the SB. At least that's how I play it (which isn't necessarily the best way of course lol).
If you post your deck list, we can probably give you recommendations for things to cut in it's place.
:symr::symw::symu:Patriot Blade:symu::symw::symr:
:symb::symg:Cherri:0mana:s:symg::symb:
I posted the list about a page ago, but here it is for reference
4 Snapcaster Mage
4 Delver of Secrets
4 Lightning Bolt
4 Brainstorm
3 Ponder
4 Chain Lightning
4 Price of Progress
3 Spell Pierce
4 Daze
2 Fireblast
4 Scalding Tarn
4 Misty Rainforest
4 Volcanic Island
3 Mountain
1 Island
Keep in mind that I'm looking to make a lot of changes here to try and improve my matchup with Maverick as well. I'm thinking I could probably go down some on the Price of Progress, but not sure what else I would move around to make room for Force of Will and any cards I might want for Maverick. What do you think? I'm liking the idea of fire/ice for this deck.
Id say drop the daze count and maybe 1 pop, you could always drop a snapcaster mage as well. FOW is nice in the main right now. UR delver looses to combo so for helps. POP is nuts against most decks. It is the Ultimate card against 3 color decks.
I do enjoy fire blast but have not been running it latly. Instead im going with the fire//ice route.
:symr::symw::symu:Patriot Blade:symu::symw::symr:
:symb::symg:Cherri:0mana:s:symg::symb:
I'd agree - all those are good suggestions.
Definitely drop the Daze count, I don't think I'd run more than 2 in this deck (Ive tried both 3 and 4 and prefer the 2 count overall). One isn't even bad, depending how many Spell Pierce you're running.
PoP is pretty insane - wins games on it's own. Though, I hate drawing it when someone isn't playing with much non-basic, feels like a dead card and something that should be boarded. Thankfully, you can usually brainstorm or ponder around them and shuffle them away when they're not as useful.
I'm also trying to find the right number of counters. I'm fairly certain 3 FoW is the right call for the deck, but the rest Im still fussy on. Currently going 2 Spell Pierce/2 Daze but I've had anywhere from 1-4 of each at any given time. I may add a 3rd spell pierce but there's a lot of aggro decks around and they're not half as useful in that situation. What do you guys think of Spell Snare? I noticed it's ran a lot in RUG Delver but not often in U/R Delver.
On another note, I still absolutely love Vexing Devil. He's usually 4 damage for 1 mana and the times he does get down he causes nothing but trouble. Most my friends now don't even want to see him on the board and just take the damage (unless they really have the upper hand, or can't afford the loss of life, in which case he wouldn't matter as much one way or the other). Great card, I definitely approve and like him better than the lavamancers. I considered swapping out the Goblin Guides but I think they're just way too good despite their sometimes annoying drawback.
Has anyone ever tried Vendilion Clique in this deck? I figure the 3 mana will be a bit much but I can see it certainly having its uses.
Such as:
Sneak and Show (My plan so far is obviously FoW's combined with Daze and Spell Pierce, however a friend got me on an Ensnaring Bridge and Gilded Drake Plan vs them too so I might try a 2 of SB as losing to combo is prolly the least fun ever)
Dredge (I have no idea what is best for them and im running snapcaster so i figured I would run surgical instead of crypt or relic, however lack the knowledge of what is most crucial for them -- If they turn 1 discard a dredge, would it be wise to just surgical it so as to slow them down or just wait till i see something important?)Do I take out counters against them? If so, how many etc etc
High Tide (no idea)
Counter-Top (same as above)
Reanimator (I figure with the right counters at the right time, plus surgical this should be easy, once again I would bring in ensnaring bridge/gilded grake just to hinder them from attacking I suppose) As a griselbrand wont do them much good if they are at a life total low enough to not be able to draw or attack so they can)
RUG Delver (Kill them before gofy/mongoose get big?)
Stoneblade (no idea....)
Elves (what is the spells i need to counter/kill)
Goblins (Burn the creatures every chance I get?)
Maverick (dont let jitte/knight/mother or runes hit play?)
How much of my logic is completely flawed/correct etc... any comments would be nice.
5th TCG Qualifier - Soul Sisters
2nd GPT Qualifier - Sealed
3rd Star City Games Super IQ - UB Control
4th Star City Games Super IQ - Solar Flare
1st Star City Games IQ - Esper Heartless
3rd GPT Qualifier - Modern - Bant
2nd Star City Games IQ - Reanimator
2nd GPT Qualifier - Legacy - Goblins
Currently Playing:
STANDARD
UWBCONTROLUWB
EDH
UGEDRIC, SPYMASTER OF TRESTUG
MODERN
WBGRASSAULT LOAMWBGR
Good questions. Here's a sideboarding plan from a very good U/R player (not me!):
http://roxiecards.com/magic/sideboarding-in-legacy-with-ur-delver/
Legacy: Shardless BUG, Death and Taxes, Infect
Modern: Infect, TarmoTwin
5th TCG Qualifier - Soul Sisters
2nd GPT Qualifier - Sealed
3rd Star City Games Super IQ - UB Control
4th Star City Games Super IQ - Solar Flare
1st Star City Games IQ - Esper Heartless
3rd GPT Qualifier - Modern - Bant
2nd Star City Games IQ - Reanimator
2nd GPT Qualifier - Legacy - Goblins
Currently Playing:
STANDARD
UWBCONTROLUWB
EDH
UGEDRIC, SPYMASTER OF TRESTUG
MODERN
WBGRASSAULT LOAMWBGR
It would probably be decent to try as a 2-of. I don't own any so I cannot test them.
Standard: UWR
Modern: RDW, Twin
Legacy: I am 3 Candelabra of Tawnos from being able to build almost any tier 1 or 1.5 deck. Here are the ones I care about right now:
-Aggro: UWR/RUB/WUB/RUG/UR Delver; Affinity; Burn
-Control: Stoneblade; UWr Miracles; UB Tezzeret
-Combo: Hive Mind; Combo Elves; Omni Tell; T.E.S.
Vintage: Grixis Painter
EDH: Rith, the Awakener
I was thinking of going with 2-of as well, since it's legendary it's tough to add more.
But, it' has a fantastic ability, flash, can be pitched to FoW and is a 3-1 beater in the air.... I think it could have a nice place in this deck (though, not 100% sure what I'd cut).
I think I'll pick up a few and give them a play-test. I just figured I'd ask first to see if others have ever given them a try.
Well - you do need 3 mana to make good use of snapcasters as well, but I do see your point as it's a lot to give up for him.
I may even go 3 snapcasters/1 clique to try at first. I wasn't that big on snappy but my friends convinced me to give him another try and the results were much better... though I need even more slots because I have to add in extra lands to compensate.
I'm going to try Vendilion Clique and see how he does... 2/2 is another option as well, but Ill have to playtest and see if he's even worth it at all.