I just played the SCG list at our local legacy night, going undefeated into split.. Treasure cruise is just stupid unfair good. I felt like I was playing a lesser Vintage deck rather than Legacy.
Wow, Bobs deck is insane. Just won a very long game vs Punishing Jund. He had two goyfs in play, with plenty lands along with Grove and Punishing Fire. I feared that matchup, but Swiftspears ability to dodge Punishing Fire makes it very good.
The deck list is already very very tight as it is, and I don't think it's worth compromising the waste-proof manabase for black disruption. After playing the deck, the 7 burn spells are crucial, as is the ability to play something out with zero-mana disruption backing it up. Same with wasteland, the deck just doesn't really have the slots for it.
I believe you typically play 12 threats, 4 each of three creatures. I've been playing Rug Delver in my local meta for about two months now, but plan to try Bob's list this coming week. The only problem I can see is lack of counter magic in his deck. My meta is most various combo decks. I am thinking of cutting some of the burn for Spell Pierce, any thoughts?
I think Monastery Swiftspear beats out Goblin Guide in this deck because it doesn't give your opponent free cards. You may not be a Wasteland deck but that doesn't mean you want to help them hit their land drops.
I think going forward it's going to be 4 Delver, 4 Swiftspear, and either 4 Pyromancer or 4 Snapcaster. Treasure Cruise might be enough reason to run Pyromancer in this case. It worked for Bob Huang so that may be the standard going forward.
He plays 4 Daze to get full value out of Swiftspear and friends, but I am not sure if that is correct. It is a dead card a lot of the time. You could cut 1 Daze and 1 other card for 2 Pierce if you want.
If your meta is full of combo decks, you might want to consider playing a different deck. The Swiftspear/Cruise lists sacrifice combo matchups in favor of creature-based matchups.
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Limited enthusiast, Legacy miser, and begrudging Commander.
I saw the U/R Delver deck that ran 4 Treasure Cruises and 4 Monastery Swiftspears. It looks insanely fun, but I already have a Legacy Burn deck and Merfolk for aggro decks but I was wondering if it would be to much of a similar playstyle (haven't played any delver burn varients).
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Modern: U Merfolk | GR Tron | WUR Jeskai Control | WBG Abzan Company
Yes, it's a very different playstyle. Instead of praying you can burn them out quickly enough, you actually have answers to threats. Most of your damage will be coming from creatures, not spells, so you need to protect them with countermagic and blast away blockers.
The general idea of tempo is that you get way more out of your early turns than other decks. Everything costs 0 or 1 except for Pyromancer or an underdelved Cruise. In this deck your cantrips and free spells generate real power by buffing Swiftspear and Pyromancer, so you want to cycle through your deck as quickly as possible.
The tradeoff is that all of the creatures are extremely fragile, and a resolved combo, sweeper or continual 1 for 1 trades will usually be game over unless you get them in to burn range.
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Limited enthusiast, Legacy miser, and begrudging Commander.
I have recently decided to construct UR Delver for Legacy play. I am going to be building the deck over a period of time as I cannot currently afford cards like Volcanic Island, Force of Will, and Scalding Tarn. I realize these cards are irreplaceable and if I find myself playing Legacy more competitively than I do right now I will look into investing in these cards, but at the moment I don't play Legacy very often and the Legacy scene in my city is not very large.
At the moment I am trying to make due without those cards, but thanks to the reprint of Onslaught fetches I have acquired my first fetch lands that I use for some modern decks but I will be using in this deck as well. I currently have four Flooded Strand that I want to use in the deck and I don't mind acquiring another two fetch lands from Khans, I just wasn't sure which ones would be best. Here is the current deck list I have in mind:
I realize this deck is not ideal without the proper amount of fetch lands, Volcanic Island, and Force of Will, but as I mentioned before my LGS for Legacy is very casual and has a small player base, so the deck does not need to be super competitive.
Is there anything about my mana base that I should change apart from the Scalding Tarn and Volcanic Island additions? Also, I'm not sure about which cards to use in place of Force of Will, at the moment I'm using a 2/2 split between Spell Pierce and Spell Snare, but I was wondering if anyone has any other ideas to play in palce of those cards. If you have any other suggestions please feel free to let me know! Thanks!
I have recently decided to construct UR Delver for Legacy play. I am going to be building the deck over a period of time as I cannot currently afford cards like Volcanic Island, Force of Will, and Scalding Tarn. I realize these cards are irreplaceable and if I find myself playing Legacy more competitively than I do right now I will look into investing in these cards, but at the moment I don't play Legacy very often and the Legacy scene in my city is not very large.
At the moment I am trying to make due without those cards, but thanks to the reprint of Onslaught fetches I have acquired my first fetch lands that I use for some modern decks but I will be using in this deck as well. I currently have four Flooded Strand that I want to use in the deck and I don't mind acquiring another two fetch lands from Khans, I just wasn't sure which ones would be best. Here is the current deck list I have in mind:
I realize this deck is not ideal without the proper amount of fetch lands, Volcanic Island, and Force of Will, but as I mentioned before my LGS for Legacy is very casual and has a small player base, so the deck does not need to be super competitive.
Is there anything about my mana base that I should change apart from the Scalding Tarn and Volcanic Island additions? Also, I'm not sure about which cards to use in place of Force of Will, at the moment I'm using a 2/2 split between Spell Pierce and Spell Snare, but I was wondering if anyone has any other ideas to play in palce of those cards. If you have any other suggestions please feel free to let me know! Thanks!
I'm using a budget list too, using 4 Vapor Snags instead of Force of Wills and using Steam Vents. It is still extremely powerful and competitive without Volcanic Islands because most of the time your searching for basic lands. As for your land base, -2 islands, -2 Sulfur Falls, +4 fetches and your land base is pretty much set.
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Modern: U Merfolk | GR Tron | WUR Jeskai Control | WBG Abzan Company
What do you guys think of tossing in unstable mutation? throw it on a delver or swiftspear and you can hit 6 damage and a somewhat faster clock for late game desperation. Or is the 2 for 1 too risky?
What do you guys think of tossing in unstable mutation? throw it on a delver or swiftspear and you can hit 6 damage and a somewhat faster clock for late game desperation. Or is the 2 for 1 too risky?
It's... risky. Hitting for five to six damage sounds great in Delve(r)*, but the problem begins and ends with, "it's an aura." Aura's do not flip Delver of Secrets or generate tokens with Young Pyromancer. Furthermore, if an opponent kills the target creature at any point, then you lost two cards at the expense of one of their cards, which is something to avoid. But to be honest, with all the aggression built in with Burn and the creatures, if I wanted to add an aura, I'd likely add Curiosity, Dragon Mantle, or Epiphany Storm because they work towards card advantage, self-replacing and pumping, or hand sculpting. All of which I think Delve(r) handles without going into Auras.
*My new shorthand for URx Delver with Delve cards is Delve(r). That's why I write the archetype that way.
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Vive, vale. Siquid novisti rectius istis,
candidus inperti; si nil, his utere mecum.
~~~~~
Hey guys, I realize you are talking about the new version of the deck (which I will call UR Pyro), but I'm still more inclined to the previous versions of the deck (which I will call UR Burn), as it seems to me that UWr Delver is better than this version.
I'm trying a new build, with no FoW mainboard (mostly because of my meta, about 10-15% are combo, in the last tournament I took off FoW for G2 and G3 every round).
You guys are discussing about wether to use swiftspear or guide. I say lets play both! Swiftspear is better, I agree, but that being said, I can't see any creature besides Swiftspear and Delver that are better than Goblin Guide for the UR BURN!! version.
Price of progress is just unbelieveable most of the times. I took off one to the SB to not be too damaged in matches where its not so good (I once got 2 in hand against UR Delver running basics... obviously, that match was ugly for me).
Forked Bolt kills the same threats as Chain Lightning and Lightning Bolt. It's sorcery, but it may split damage between x/1 creature and player or even (and here is the real deal) kill 2 x/1 creatures. It's great against UR Pyro, D&T, Elves... Against decks that it's not great, well... instead of being a 3 damage burn, its a 2 damage burn. Still good, and the downside compensates the upside IMO
I thought of running no dazes, but it's upside in the first to third turns is absolutely amazing. Also, I thought of 4, but of the cards that are not core I think its the one that can be cut for other cards.
Treasure Cruise is absolutely amazing. I thought of running 4, but as I'm running no FoWs MB it's more risky as it won't have it's use as pitch for FoW. Also, fast decks will eat me alive if I depend too much on treasure cruise (which can only be cast on T4 in normal conditions)
I initially had taken off Thunderous Wrath, but in the last tournament I missed it and realized that it's upside may compensate the downside. It's personal preference and it has always been one of the cards of choise for this deck. You may not like it, but I LOVE it
Well, the manabase is pretty standard. The only cards that are not 1 cmc or free (daze) are 3 copies of price of progress and 3 underdelved Treasure Cruise. Still I'm leaving 17 instead of 16 because the sideboard is a little heavier.
The sideboard is kinda standard IMO, the only difference I see between other decklists is that I don't run artifact removal (Dont think I need, with pithing needle and vortex) and I run Ensnaring Bridge (it's amazing, may be boarded in against any deck that relies on creature for killing - except for Burn I guess)
Is anyone here still playing the UR Burn list? With the new additions to the format, I've replaced goblin guides for swiftspears and put treasure cruise. But I'm starting to feel that may still be room for snapcaster, even with TC. Points:
Snapcaster has always been the most expensive card of the deck, if you play TC you will have 3 extra draws which means usually 1 extra land
If you play snapcaster and flash back a spell, you will probably just have to wait 1 more turn to cast TC
If you are playing TC, you just have to leave 1 spell on the GY (usually lightning bolt, PoP and Brainstorm are the best options)
Treasure cruising into snapcaster seems bananas to me. 3 cards advantage, in a deck that is usually a 1 for 1 trader?
Snapcaster brings the extra body with him. I've really missed him this way, trapping goyfs with lightning bolt, or bolt to creature, next turn beat down, etc
Both of them are usually food for FoW on the beginning of the game, not much difference in that way
I will cut off daze in my next tournament, for several reasons:
It is easy to play around
Even if you don't play them, people will mostly assume you have daze and play around it anyway
It's a lame target for snapcaster
You don't wanna treasure cruise into it
It doesn't work well with swiftspear
I would try Spell Pierce as people usually can't afford to play around it (and if they do, it's a win anyways)
It works well with snapcaster
If you treasure cruise into it, you will be able to efficiently (most of the times) protect your other spells
But still I think this deck needs more proactive than reactive moves. I'm testing this list tomorrow with my friends, hope the snappy works well with the cruises:
I'm just not completely sold on forked bolt, as UR Burn list benefits more about hitting for player and creature (as straight burn is a common strategy here, and not so much in UR Pyro) than maybe killing 2 weak creatures. Still I play a 2/1 splash in the SB because having 3 searing blaze is just too greedy IMO
Well, guess what: it didn't work well. The deck loses too much of it's early game power, guess I will finally try the new UR Delver that's everywhere.
Have you guys ever tried the new UR Delver with Ensnaring Bridge in the SB? It's really good in the UR Burn list against any deck that relies on creature to win the game, I think it may be good here too, since you may have 1-3 cards in hand in your turn to attack, and then just use them to not let your enemy attack you.
Hey guys, what is UR Delver's worst matchups. I versed my mate yesterday and he has MUD Combo, so chalices and Trinispheres maindecked. I noticed I lost 3/5 games against it. Because of this, the UR Delver strategy kind of made me a bit upset because it does not seem that strong to me against this kind of matchup. This has kind of turned me down UR Delver a bit.
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Modern: U Merfolk | GR Tron | WUR Jeskai Control | WBG Abzan Company
Zero UR Delver in top 32 at the legacy SCG Premier IQ in Washington, the first "big" tournament after the banning of Treasure Cruise. How should we adapt to the new meta? Should we have some Dig through times in the deck to offset the loss of cruise?
I'm pretty sure temporal tresspass is not very good in this deck, but go ahead and playtest it. If you are planning on trying to take additional turns, I would strongly suggest running young pyromancers instead of snapcasters. After losing good 'ol treasure cruise, I've switched to 3 dig through time mainboard, and put fireblast back in main to try and push the clock a bit.
What are y'all doing against Burn? I have a huge problem beating it.
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Legacy: UR tempo UR Modern: U Tron U/ Commander: Prime Speaker ZeganaUG, Oros, the Avenger RBW
I'm still playing it locally, and there was a UR delver list in the top 8 of the most recent SCG regional. Losing treasure cruise was a big hit, but I think it's still viable- just not one of the top decks anymore. This is the list I'm running right now
It's pretty good vs elves, painter, reanimator, affinity.
Shardless agent decks can be hard to beat, but on the play you're just fast enough you can win through their disruption.
Miracles matchup is rough. vortex out of the sideboard helps, but its always an uphill battle.
Burn is extremely hard to beat, you basically just need to get lucky.
No one locally runs Death n Taxes, Show and Tell, or infect so I have no idea how those matchups are.
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Legacy: UR tempo UR Modern: U Tron U/ Commander: Prime Speaker ZeganaUG, Oros, the Avenger RBW
Thanks for your post, I am gonna inspire by your deck. I was considering Dig Through Time too instead cruise, but I wasn't running any Fire // Ice in the main deck.
In my local arcade there's none Miracles luckily, but some Show and Tell, Infect and a lot of Reanimator and Burn. I will test out and see - my aspiration isn't to be top, but at least decent and mainly to have fun.
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Active player in years 1999-2004.
Mono U Draw & Go fan
Decks:
Modern - Mono U Tron, UR Delver
Legacy - UR Delver
Pauper - BGRUW Tron, Mono U Delver, Mono B Control
One thing to remember vs show and tell and reanimator- it's totally possible to beat an on-board griselbrand or Iona (unless they sneak attack it in). with a lightning bolt in hand, you can swing with everything and bolt whatever they block to stop the life gain. there are youtube videos of bob huang beating a resolved griselbrand in an SCG tournament, and I've done it a few times myself.
I have no idea if monastery seige is actually good vs burn, since I haven't had a chance to play it yet since making the change.
I'm not sure if the singleton fire/ice is actually good, but it's a burn spell that can be pitched to force of will, and the tap effect has random applications. it might be better to just run a 17th land. Let me know how you do!
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Legacy: UR tempo UR Modern: U Tron U/ Commander: Prime Speaker ZeganaUG, Oros, the Avenger RBW
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Twitch channel
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Delver of Secrets is a given of course
Variable:
Goblin Guide
Monastery Swiftspear
Young Pyromancer
Snapcaster Mage
Fringe:
Keldon Marauders
Vexing Devil
how many of each do you prefer?
Legacy Helm
Legacy Belcher
Legacy Cheeri 0 s
Legacy Manaless Dredge
Cube Dragons
~
Always 4 Delver
Zero Keldon Marauders or Vexing Devil. These cards are borderline in mono-red Burn and even worse here.
I think Monastery Swiftspear beats out Goblin Guide in this deck because it doesn't give your opponent free cards. You may not be a Wasteland deck but that doesn't mean you want to help them hit their land drops.
Young Pyromancer and Snapcaster Mage are decent choices.
Grim Lavamancer is probably best for the sideboard.
I think going forward it's going to be 4 Delver, 4 Swiftspear, and either 4 Pyromancer or 4 Snapcaster. Treasure Cruise might be enough reason to run Pyromancer in this case. It worked for Bob Huang so that may be the standard going forward.
If your meta is full of combo decks, you might want to consider playing a different deck. The Swiftspear/Cruise lists sacrifice combo matchups in favor of creature-based matchups.
U Merfolk | GR Tron | WUR Jeskai Control | WBG Abzan Company
EDH:
G Ezuri, Renegade Leader, Fighting for Rivendell
WU Brago, King Eternal, Long Live the King
WUBRG Scion of the Ur-Dragon, Worship the Dragon
The general idea of tempo is that you get way more out of your early turns than other decks. Everything costs 0 or 1 except for Pyromancer or an underdelved Cruise. In this deck your cantrips and free spells generate real power by buffing Swiftspear and Pyromancer, so you want to cycle through your deck as quickly as possible.
The tradeoff is that all of the creatures are extremely fragile, and a resolved combo, sweeper or continual 1 for 1 trades will usually be game over unless you get them in to burn range.
At the moment I am trying to make due without those cards, but thanks to the reprint of Onslaught fetches I have acquired my first fetch lands that I use for some modern decks but I will be using in this deck as well. I currently have four Flooded Strand that I want to use in the deck and I don't mind acquiring another two fetch lands from Khans, I just wasn't sure which ones would be best. Here is the current deck list I have in mind:
4x Monastery Swiftspear
4x Young Pyromancer
4x Lightning Bolt
4x Gitaxian Probe
4x Brainstorm
4x Ponder
4x Daze
4x Treasure Cruise
2x Spell Pierce
2x Spell Snare
2x Forked Bolt
1x Chain Lightning
4x Steam Vents
2x Sulfur Falls
4x Island
1x Mountain
2x Wooded Foothills
I realize this deck is not ideal without the proper amount of fetch lands, Volcanic Island, and Force of Will, but as I mentioned before my LGS for Legacy is very casual and has a small player base, so the deck does not need to be super competitive.
Is there anything about my mana base that I should change apart from the Scalding Tarn and Volcanic Island additions? Also, I'm not sure about which cards to use in place of Force of Will, at the moment I'm using a 2/2 split between Spell Pierce and Spell Snare, but I was wondering if anyone has any other ideas to play in palce of those cards. If you have any other suggestions please feel free to let me know! Thanks!
Modern: Green Stompy
Commander: Omnath, Locus of Mana
Legacy: UR Delver
I'm using a budget list too, using 4 Vapor Snags instead of Force of Wills and using Steam Vents. It is still extremely powerful and competitive without Volcanic Islands because most of the time your searching for basic lands. As for your land base, -2 islands, -2 Sulfur Falls, +4 fetches and your land base is pretty much set.
U Merfolk | GR Tron | WUR Jeskai Control | WBG Abzan Company
EDH:
G Ezuri, Renegade Leader, Fighting for Rivendell
WU Brago, King Eternal, Long Live the King
WUBRG Scion of the Ur-Dragon, Worship the Dragon
Modern Tallowisp Spirits - A Modern Tallowisp Deck UW
Eldrazi Ninjas - Summoning Octopus Jutsu YYYYAAAHHHH!
STANDARD
Naban Wizards
*My new shorthand for URx Delver with Delve cards is Delve(r). That's why I write the archetype that way.
candidus inperti; si nil, his utere mecum.
~~~~~
I'm trying a new build, with no FoW mainboard (mostly because of my meta, about 10-15% are combo, in the last tournament I took off FoW for G2 and G3 every round).
4 Delver of Secrets
4 Goblin Guide
4 Monastery Swiftspear
COUNTER
3 Daze
CANTRIP
4 Brainstorm
4 Ponder
3 Treasure Cruise
BURN
2 Thunderous Wrath
3 Price of Progress
4 Lightning Bolt
4 Chain Lightning
4 Forked Bolt
4 Scalding Tarn
2 Island
2 Mountain
3 Bloodstained Mire
3 Polluted Delta
2 Flusterstorm
3 Ensnaring Bridge
3 Force of Will
2 Pyroblast
2 Sulfuric Vortex
2 Pithing Needle
1 Price of Progress
Some considerations:
You guys are discussing about wether to use swiftspear or guide. I say lets play both! Swiftspear is better, I agree, but that being said, I can't see any creature besides Swiftspear and Delver that are better than Goblin Guide for the UR BURN!! version.
Price of progress is just unbelieveable most of the times. I took off one to the SB to not be too damaged in matches where its not so good (I once got 2 in hand against UR Delver running basics... obviously, that match was ugly for me).
Forked Bolt kills the same threats as Chain Lightning and Lightning Bolt. It's sorcery, but it may split damage between x/1 creature and player or even (and here is the real deal) kill 2 x/1 creatures. It's great against UR Pyro, D&T, Elves... Against decks that it's not great, well... instead of being a 3 damage burn, its a 2 damage burn. Still good, and the downside compensates the upside IMO
I thought of running no dazes, but it's upside in the first to third turns is absolutely amazing. Also, I thought of 4, but of the cards that are not core I think its the one that can be cut for other cards.
Treasure Cruise is absolutely amazing. I thought of running 4, but as I'm running no FoWs MB it's more risky as it won't have it's use as pitch for FoW. Also, fast decks will eat me alive if I depend too much on treasure cruise (which can only be cast on T4 in normal conditions)
I initially had taken off Thunderous Wrath, but in the last tournament I missed it and realized that it's upside may compensate the downside. It's personal preference and it has always been one of the cards of choise for this deck. You may not like it, but I LOVE it
Well, the manabase is pretty standard. The only cards that are not 1 cmc or free (daze) are 3 copies of price of progress and 3 underdelved Treasure Cruise. Still I'm leaving 17 instead of 16 because the sideboard is a little heavier.
The sideboard is kinda standard IMO, the only difference I see between other decklists is that I don't run artifact removal (Dont think I need, with pithing needle and vortex) and I run Ensnaring Bridge (it's amazing, may be boarded in against any deck that relies on creature for killing - except for Burn I guess)
Snapcaster has always been the most expensive card of the deck, if you play TC you will have 3 extra draws which means usually 1 extra land
If you play snapcaster and flash back a spell, you will probably just have to wait 1 more turn to cast TC
If you are playing TC, you just have to leave 1 spell on the GY (usually lightning bolt, PoP and Brainstorm are the best options)
Treasure cruising into snapcaster seems bananas to me. 3 cards advantage, in a deck that is usually a 1 for 1 trader?
Snapcaster brings the extra body with him. I've really missed him this way, trapping goyfs with lightning bolt, or bolt to creature, next turn beat down, etc
Both of them are usually food for FoW on the beginning of the game, not much difference in that way
I will cut off daze in my next tournament, for several reasons:
It is easy to play around
Even if you don't play them, people will mostly assume you have daze and play around it anyway
It's a lame target for snapcaster
You don't wanna treasure cruise into it
It doesn't work well with swiftspear
I would try Spell Pierce as people usually can't afford to play around it (and if they do, it's a win anyways)
It works well with snapcaster
If you treasure cruise into it, you will be able to efficiently (most of the times) protect your other spells
But still I think this deck needs more proactive than reactive moves. I'm testing this list tomorrow with my friends, hope the snappy works well with the cruises:
4 Delver of Secrets
2 Goblin Guide
4 Monastery Swiftspear
2 Snapcaster Mage
4 Force of Will
CANTRIP
4 Brainstorm
4 Ponder
4 Treasure Cruise
2 Gitaxian Probe
3 Price of Progress
4 Lightning Bolt
4 Chain Lightning
2 Forked Bolt
3 Volcanic Island
4 Scalding Tarn
2 Island
2 Mountain
3 Bloodstained Mire
3 Polluted Delta
2 Flusterstorm
3 Ensnaring Bridge
2 Searing Blaze
2 Pyroblast
2 Sulfuric Vortex
2 Pithing Needle
1 Price of Progress
1 Forked Bolt
I'm just not completely sold on forked bolt, as UR Burn list benefits more about hitting for player and creature (as straight burn is a common strategy here, and not so much in UR Pyro) than maybe killing 2 weak creatures. Still I play a 2/1 splash in the SB because having 3 searing blaze is just too greedy IMO
Have you guys ever tried the new UR Delver with Ensnaring Bridge in the SB? It's really good in the UR Burn list against any deck that relies on creature to win the game, I think it may be good here too, since you may have 1-3 cards in hand in your turn to attack, and then just use them to not let your enemy attack you.
U Merfolk | GR Tron | WUR Jeskai Control | WBG Abzan Company
EDH:
G Ezuri, Renegade Leader, Fighting for Rivendell
WU Brago, King Eternal, Long Live the King
WUBRG Scion of the Ur-Dragon, Worship the Dragon
UWRUWR Delver/Lynx TempoUWR-------UWRUWR Midrange GeistUWR-------UWRUWR Nahiri ControlUWR-------UWRUWR SaheeliUWR
BGRJund / Jund ShadowBGR-------BGWAbzan / Abzan ShadowBGW
Commander (Leviathan/MTGO): UWGeist of Saint TraftUW
Was thinking about building this deck
4 delver of secrets
4 monastery swiftspear
4 snapcaster mage
1 grim lavamancer
Instants: 15
4 brainstorm
4 force of will
4 lightning bolt
2 spell pierce
1 spell snare
Sorcery: 15
4 chain lightning
4 ponder
3 price of progress
2 preordain
2 temporal trespass
4 scalding tarn
3 misty rainforest
3 bloodstained mire
3 volcanic island
2 island
2 mountain
2 pyroblast
3 sower of temptation
2 tormad's crypt
2 flusterstorm
2 chill
3 back to basics
1 price of progress
What are y'all doing against Burn? I have a huge problem beating it.
Modern: U Tron U/
Commander: Prime Speaker ZeganaUG, Oros, the Avenger RBW
Mono U Draw & Go fan
Decks:
Modern - Mono U Tron, UR Delver
Legacy - UR Delver
Pauper - BGRUW Tron, Mono U Delver, Mono B Control
4 delver of secrets
4 monastery swiftspear
4 young pyromancer
Instants:
4 lightning bolt
4 brainstorm
4 force of will
4 daze
3 dig through time
2 fireblast
1 fire // ice
4 ponder
4 gitaxian probe
2 chain lightning
Land:
4 flooded strand
4 scalding tarn
3 bloodstained mire
4 volcanic island
1 island
2 grim lavamancer
2 monastery siege
2 pyroblast
2 smash to smithereens
2 spell pierce
2 sulfuric vortex
3 surgical extraction
It's pretty good vs elves, painter, reanimator, affinity.
Shardless agent decks can be hard to beat, but on the play you're just fast enough you can win through their disruption.
Miracles matchup is rough. vortex out of the sideboard helps, but its always an uphill battle.
Burn is extremely hard to beat, you basically just need to get lucky.
No one locally runs Death n Taxes, Show and Tell, or infect so I have no idea how those matchups are.
Modern: U Tron U/
Commander: Prime Speaker ZeganaUG, Oros, the Avenger RBW
In my local arcade there's none Miracles luckily, but some Show and Tell, Infect and a lot of Reanimator and Burn. I will test out and see - my aspiration isn't to be top, but at least decent and mainly to have fun.
Mono U Draw & Go fan
Decks:
Modern - Mono U Tron, UR Delver
Legacy - UR Delver
Pauper - BGRUW Tron, Mono U Delver, Mono B Control
I have no idea if monastery seige is actually good vs burn, since I haven't had a chance to play it yet since making the change.
I'm not sure if the singleton fire/ice is actually good, but it's a burn spell that can be pitched to force of will, and the tap effect has random applications. it might be better to just run a 17th land. Let me know how you do!
Modern: U Tron U/
Commander: Prime Speaker ZeganaUG, Oros, the Avenger RBW