Delver of Secrets pressures the opponent to produce removal spells that would better be used to break your combo, and he lowers their life total so you can combo off with less.
By all accounts the deck is still plenty good, it's just tricky to play. You really have to learn when to hold back and when to line up a shot. What is the opponent likely to do? What are they likely to be holding back to stop me?
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Oh, you think the losers' bracket is your ally, but you merely adopted the scrub tier. I was born in it, molded by it. I didn’t 4-0 an FNM until I was already a man; by then, it was nothing to me but an extra pack to sell for store credit!
I regularly crush Pauper night at FNM with a pretty stock Gush/Battle Rage list and Delver is a huge part of that, IMO. Against inexperienced opponents he eats removal and provides aerial pressure and against experienced ones he whittles away their life total while they hold removal for the Fiend and Cyclops. I'd consider it a pretty core part of the deck. It certainly has plenty of legs.
How do you guys deal with the mirror? I tend to bring in Flame Slash out of the board, drop two Delvers, and hope for a good seven but I feel like there must be some other strategy to employ.
I regularly crush Pauper night at FNM with a pretty stock Gush/Battle Rage list and Delver is a huge part of that, IMO. Against inexperienced opponents he eats removal and provides aerial pressure and against experienced ones he whittles away their life total while they hold removal for the Fiend and Cyclops. I'd consider it a pretty core part of the deck. It certainly has plenty of legs.
How do you guys deal with the mirror? I tend to bring in Flame Slash out of the board, drop two Delvers, and hope for a good seven but I feel like there must be some other strategy to employ.
Seems to me that you would either want to go the full-on control route (boarding in all the removal you have access to and boarding down on combo pieces so you can grind them out with Stormbound Geists) or the full-on combo route where you bring extra ways to protect your Fiend/Cyclops. I'm not sure which strategy would be better (and it will probably depend if you are on the play/draw as well). Hydroblast is probably the most valuable sideboard card since it can kill either Fiend or Cyclops for 1 mana while also defending against opposing Bolts/Flame Slashes, and Pyroblast is of course pretty good too (hitting Delver instead of Fiend and being able to interact with Dispel).
MBC is bad news for this entire strategy - if you need to play against them a lot, the usual board against them is Stormbound Geist, or possibly Mogg War Marshal.
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Oh, you think the losers' bracket is your ally, but you merely adopted the scrub tier. I was born in it, molded by it. I didn’t 4-0 an FNM until I was already a man; by then, it was nothing to me but an extra pack to sell for store credit!
Oh, you think the losers' bracket is your ally, but you merely adopted the scrub tier. I was born in it, molded by it. I didn’t 4-0 an FNM until I was already a man; by then, it was nothing to me but an extra pack to sell for store credit!
If pressed, I can only fall back on what the metagame has been, which is that the printing of Temur Battle Rage caused the surucucu version of the deck, with Gush and Evolving Wilds and so forth, to appear. They seem to be correlated.
If I was inclined to guess, I'd say that the pre-TBR version of the deck played a bit slower, since you needed to dig for two cards instead of just one. If you untap with a creature and a TBR, all you need to do is cast two or three more spells (plus or minus counterspell mana) and the game will be over.
EDIT: Gitaxian Probe is powerful, and its main effect is relevant for hand-checking before ignition, but could be replaced with other cantrip digs. Maybe Brainstorm?
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Oh, you think the losers' bracket is your ally, but you merely adopted the scrub tier. I was born in it, molded by it. I didn’t 4-0 an FNM until I was already a man; by then, it was nothing to me but an extra pack to sell for store credit!
Well, the only other card that does the same exact thing as Gitaxian Probe is Peek, which also happens to be an instant. It is also way cheaper. I am going to try it.
Another card that does even more, but is not a cantrip is Spy Network. Instead, it lets you rearrange the top four cards of your library.
Peek is probably good enough. I would avoid Spy Network - rearranging your topdecks without drawing a card is pretty weak.
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Oh, you think the losers' bracket is your ally, but you merely adopted the scrub tier. I was born in it, molded by it. I didn’t 4-0 an FNM until I was already a man; by then, it was nothing to me but an extra pack to sell for store credit!
I've been playing this deck on and off in addition to Kuldotha Jeskai/Boros. It's a lot of fun, and the games can be pretty hit or miss but they're always exciting.
Having played with both Temur Battle Rage and Assault Strobe, I definitely prefer the Battle Rage. Packing two effects into one is very worth the extra mana. A single battle rage off the top can close out a tight game. It does mean you want to play more free spells to enable three 3 spells for 3 mana, though. Right now I'm running 2 gush, 4 gitaxian probe, and 2 mutagenic growth. Gut shot is also an option I sometimes toy with in place of mutagenic growth.
Gitaxian probe is the MVP of the free spells. Not only does it cycle at the piddly expense of your life total, but it gives you a clear indication of the best way to proceed with your combat step. Peek is probably a passable budget option, but the inability to play it on top of other spells is going to keep the core creatures off lethal.
Gush feels like overkill sometimes; floating 2 blue, a free gush into two spells ... I'll often end up playing 5 or 6 spells that turn and hitting for 40+. It's also dead until you get that second island out. But late game, nothing in the deck does more to turn an empty hand around.
Without gush or probe, the Assault Strobe & Shadow Rift route may still be preferable.
Mono Black Control is a nightmare. I've found the recent rise of goblins to be frustrating too, since a lot of them run enough burn to deal with my creatures.
What is the strategy on MBC? I've really only had that be the crippling part of the deck, other matchups feel pretty fair as there's little we can't just race. It's even harder that Mono Blue Control, as Dispel is almost useless against it.
Stormbound geist is good for sac removal, but against targeted removal it doesn't accomplish much. Do we just take the loss?
STATISTICS.
All of these "Let's eliminate bad cards" crusades are simply ignorant. And when they start to devolve into "WotC is conspiring to give us crappy cards," they just become embarrassing. MATH is conspiring to give you crappy cards.
MBC is just a naturally terrible matchup for this deck, and Chainer's Edict only made it worse. Stormbound Geist (or Mogg War Marshal) can help, but they're slow and late to the party, and you still need something to hold off the targeted removal. Victory is unlikely, and they will own any long game.
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Oh, you think the losers' bracket is your ally, but you merely adopted the scrub tier. I was born in it, molded by it. I didn’t 4-0 an FNM until I was already a man; by then, it was nothing to me but an extra pack to sell for store credit!
The best way I've found so far is sideboard mizzium skin, it replaces itself and beats targeted removal. Stormbound Geist beats the edicts, but we can't run too many. I still haven't had much luck, was just checking if anyone had any luck.
STATISTICS.
All of these "Let's eliminate bad cards" crusades are simply ignorant. And when they start to devolve into "WotC is conspiring to give us crappy cards," they just become embarrassing. MATH is conspiring to give you crappy cards.
The best way I've found so far is sideboard mizzium skin, it replaces itself and beats targeted removal. Stormbound Geist beats the edicts, but we can't run too many. I still haven't had much luck, was just checking if anyone had any luck.
Mizzium Skin doesn't draw you a card. Are you sure you're talking about the right card?
I've tried Reckless Charge to sneak in a hasty finish, but then they could just rip your hand apart. So I consider the MBC matchup an automatic loss.
No, that was the card I meant, I was just flat wrong about it. Don't know why I thought it was a cantrip
STATISTICS.
All of these "Let's eliminate bad cards" crusades are simply ignorant. And when they start to devolve into "WotC is conspiring to give us crappy cards," they just become embarrassing. MATH is conspiring to give you crappy cards.
Alright, I rediscovered pauper recently after getting a bit tired of the limited formats currently available. After looking through some decklists this seemed to be the most fun and I decided to just learning by doing, jumping into pauper leagues and have now played my first 50 games with the deck.
While I can't claim to be happy with a 58% win-rate (29-21) considering the circumstances that has to be considered good enough and this deck is certainly viable in the format right now.
This is what I've been working with, and main deck has stayed more or less the same but sideboarded has evolved a bit trying more and more to improve the black matchup, but more on that later.
As a general comment I think what's important to realise is that you're playing a combo-deck, and knowing where to 'go for it' or even knowing when to play and when to hold your creatures is one of the most important thing and of course heavily dependent on the match-up.
Now take the statistics for the different matchups for what it is, some of the games I've been drunk, some of the games my opponents has played really bad and even not accounting for this 50 games isn't that many if you want to do any sorts of statistics on it. However these are all league games and should give you a good sample of what the 'average' and not only the 'top' metagame looks like.
I'll do the matchup in frequency order.
Most played, and also by far the worst matchup is:
Dimir Control (2-7)
This matchup is so bad, they have so much removal and combines it with card advantage and can even disrupt the little protection you have. Game one I think the best strategy is to just glass-cannon, try to be as fast as you can and just hold your thumbs that they have a terrible draw. With this sideboard it improves a bit after sideboard but honestly not that much, strategy is to not wait for a big turn but getting in as much damage as possible every turn and try to fly in for the victory.
Things gets better though because then we get to the second most played matchup and that is a walk:
Mono Green Aggro (7-0)
Yes, I've still to loose to this deck. We are faster than they are, and on top of that we have disruption for them but they don't have any for us (ok Vines of Vastwood actually has a suprising interaction but well it's not much). Just play your creatures out, wait until you have a way to get through, Temur, Apostle's or Shadow rift all works fine usually even if Temur is of course the easiest way to kill someone. But honestly if you're loosing this matchup you're doing something wrong.
SB: +2 Electrickery, +2 Flame slash, -4 Delver
Affinity/Metalcraft (3-4)
This should probably be several different decks, but I wasn't too familiar with the meta when starting to play and can't remember which variants I played. It's however a very fun match-up with lot's of different interactions. Basic truth I think is that the more controllish they are the worse it is for us, I much rather see a tog then a chainers edict so to speak.
Mono Blue Aggro (4-2)
I think this is also a good matchup, and that is even without any pyroblast in the sideboard (that is a very good sideboard card against them). Gtaxian probe really shines in this game because it can be very hard to know if you're aggro or control. The singleton gutshot can shine if it kills a counter fairy with trigger on stack. This game is also a bit different then many others since they don't really have much removal Snap/Vapor snag can set you back but it's not removal in that sense. So in this matchup the most important thing is to get a creature down as soon as possible, then find a spot to go for it, usually when you have a lot of interactions. Watch out for getting ninjaed though, that can run away with the game. Again I don't think Delver gives us much since they have too many flyers to block it anyway and I rather go for a combo kill.
Monoblack (3-3)
This matchup is also not good, but I think I've managed to get it under control with this heavy sideboarding. The upside compared to UB control is that they don't have so much card advantage, so you can actually go long and grind them out with your edictproof sideboard creatures and some removal. The combo again is more of a threath than something you often gets to go for, but getting the damage in when you can and have more creatures on the board then they do is the way to go. Depending on what you see it might be worth to keep the dispels in.
Burn (3-1)
Another really good matchup, if they don't kill our creatures we are faster than they are and when they start throwing burn at our creatures we are likely to win anyway, especially with a well-timed blessing or so. Nivix is so much better than Kiln here so try to get him into play if at all possible.
RDW/Goblins (3-0)
Very similar to the mono green matchup in that we have a good matchup on the grounds of being faster. This time depending on their build they might have some burning disruption but again Nivix is so good against that and the red decks as well as the green and the blue decks is a reason to play our deck.
Other decks (4-4)
Hasn't played any other matchup more than twice so hasn't really too much to say about them, noteworthy is that I only played the mirror once so it doesn't seem like this is a very popular deck right now.
Anyway, hope you enjoyed reading and please tell me if you think I'm playing or sideboarding wrong, I always like to learn.
With Daze poised to plummet in price, does this deck benefit from running it? The extra protection could be big game, but I honestly don't know enough about the deck to determine whether it's not currently being used because it's too expensive or because it actually isn't what the deck wants.
With Daze poised to plummet in price, does this deck benefit from running it? The extra protection could be big game, but I honestly don't know enough about the deck to determine whether it's not currently being used because it's too expensive or because it actually isn't what the deck wants.
We're a quick combo deck, I can't see losing a land drop to daze being that beneficial to the deck.
STATISTICS.
All of these "Let's eliminate bad cards" crusades are simply ignorant. And when they start to devolve into "WotC is conspiring to give us crappy cards," they just become embarrassing. MATH is conspiring to give you crappy cards.
Gush works because it's a valuable contribution to your combo turn. Daze looks like a Force of Will you can defend your win with, but in play, Daze is much more about slowing down an opponent's fast draw when you know you don't need another land drop for a while. It's an easy thing to misunderstand.
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Oh, you think the losers' bracket is your ally, but you merely adopted the scrub tier. I was born in it, molded by it. I didn’t 4-0 an FNM until I was already a man; by then, it was nothing to me but an extra pack to sell for store credit!
Gush works because it's a valuable contribution to your combo turn. Daze looks like a Force of Will you can defend your win with, but in play, Daze is much more about slowing down an opponent's fast draw when you know you don't need another land drop for a while. It's an easy thing to misunderstand.
I play a gush build, and it's wonderful to be played on the combo turn, because the future parts of the game don't particularly matter. Daze is for decks with incredibly low mana-curves which don't need a land drop past their third. It's great in Delver, in blitz I doubt it'll be that great. I wouldn't really want to play it on the combo turn, and honestly I'd play force spike over it on the prior turns, as I'm rarely tapped out.
T1 Delver+Daze support is rad, doesn't really set a tempo deck back. We're a combo deck, I'm almost always tapped out on my last turn, losing a land drop for a force spike doesn't seem exceptional.
STATISTICS.
All of these "Let's eliminate bad cards" crusades are simply ignorant. And when they start to devolve into "WotC is conspiring to give us crappy cards," they just become embarrassing. MATH is conspiring to give you crappy cards.
Daze looks like a Force of Will you can defend your win with, but in play, Daze is much more about slowing down an opponent's fast draw when you know you don't need another land drop for a while. This deck is never in that position.
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Oh, you think the losers' bracket is your ally, but you merely adopted the scrub tier. I was born in it, molded by it. I didn’t 4-0 an FNM until I was already a man; by then, it was nothing to me but an extra pack to sell for store credit!
STATISTICS.
All of these "Let's eliminate bad cards" crusades are simply ignorant. And when they start to devolve into "WotC is conspiring to give us crappy cards," they just become embarrassing. MATH is conspiring to give you crappy cards.
Can I ask why no Lava Dart in any of these builds? That's 2 spells and 2 damage for R at instant speed.
2 spells for 1 mana are really gourgeous, but..
It eats you mountains, and only mountains, and it kills almost nothing. My main problem is removing big creatures that could kill me fast (I think about Affinity and Gurmag Angler).
I find it more suitable for a mono red build, or very aggro lists like goblins, where every single damage can make the difference and it has to cost 1 or less.
Thanks. Would the stuff that you're having trouble with all be answered by Lightning Bolt or is there a need for something like Vapor Snag?
It's definitely different to play as a non combo deck, but right now I think there is just too few answers to alchemist (other than creature removal). You can still run free stuff like mutagenic growth and gitaxian probe like the combo list. Growth protects from most burn.
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Out of the blackness and stench of the engulfing swamp emerged a shimmering figure. Only the splattered armor and ichor-stained sword hinted at the unfathomable evil the knight had just laid waste.
Hey, I'm new to this forum, but I've played nivix blitz in the past, and want to get back to playing it. Is there a reason you are drifting away from the more combo temur battle rage/kiln fiend version? And do you think daze might be a good fit in the deck?
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By all accounts the deck is still plenty good, it's just tricky to play. You really have to learn when to hold back and when to line up a shot. What is the opponent likely to do? What are they likely to be holding back to stop me?
How do you guys deal with the mirror? I tend to bring in Flame Slash out of the board, drop two Delvers, and hope for a good seven but I feel like there must be some other strategy to employ.
| Omnath | Zada | Alesha | Scion |
| Mazirek | Animar |
Modern
UR Storm RU
UBRG Dredge GRBU
Standard
UR Thermo-Thing RU
Seems to me that you would either want to go the full-on control route (boarding in all the removal you have access to and boarding down on combo pieces so you can grind them out with Stormbound Geists) or the full-on combo route where you bring extra ways to protect your Fiend/Cyclops. I'm not sure which strategy would be better (and it will probably depend if you are on the play/draw as well). Hydroblast is probably the most valuable sideboard card since it can kill either Fiend or Cyclops for 1 mana while also defending against opposing Bolts/Flame Slashes, and Pyroblast is of course pretty good too (hitting Delver instead of Fiend and being able to interact with Dispel).
Preordain is efficient and powerful. Can you get Sleight of Hand?
MBC is bad news for this entire strategy - if you need to play against them a lot, the usual board against them is Stormbound Geist, or possibly Mogg War Marshal.
Temur Battle Rage doesn't really work without Gush, is more accurate. If you're not running Gush, you want to retreat to the old UUR build - Artful Dodge and Assault Strobe.
Compulsive Research is a powerful card, but very slow.
If I was inclined to guess, I'd say that the pre-TBR version of the deck played a bit slower, since you needed to dig for two cards instead of just one. If you untap with a creature and a TBR, all you need to do is cast two or three more spells (plus or minus counterspell mana) and the game will be over.
EDIT: Gitaxian Probe is powerful, and its main effect is relevant for hand-checking before ignition, but could be replaced with other cantrip digs. Maybe Brainstorm?
You would need to be heavily into Evolving Wilds and Terramorphic Expanse to make that work, yeah.
Well, the only other card that does the same exact thing as Gitaxian Probe is Peek, which also happens to be an instant. It is also way cheaper. I am going to try it.
Peek is probably good enough. I would avoid Spy Network - rearranging your topdecks without drawing a card is pretty weak.
Having played with both Temur Battle Rage and Assault Strobe, I definitely prefer the Battle Rage. Packing two effects into one is very worth the extra mana. A single battle rage off the top can close out a tight game. It does mean you want to play more free spells to enable three 3 spells for 3 mana, though. Right now I'm running 2 gush, 4 gitaxian probe, and 2 mutagenic growth. Gut shot is also an option I sometimes toy with in place of mutagenic growth.
Gitaxian probe is the MVP of the free spells. Not only does it cycle at the piddly expense of your life total, but it gives you a clear indication of the best way to proceed with your combat step. Peek is probably a passable budget option, but the inability to play it on top of other spells is going to keep the core creatures off lethal.
Gush feels like overkill sometimes; floating 2 blue, a free gush into two spells ... I'll often end up playing 5 or 6 spells that turn and hitting for 40+. It's also dead until you get that second island out. But late game, nothing in the deck does more to turn an empty hand around.
Without gush or probe, the Assault Strobe & Shadow Rift route may still be preferable.
Mono Black Control is a nightmare. I've found the recent rise of goblins to be frustrating too, since a lot of them run enough burn to deal with my creatures.
Modern ||| WUR Jeskai | WGB Junk | WG Bogles | U Turns
Pauper ||| WR Kuldotha | UG Tron | WG Bogles
Decklists: http://deckstats.net/decks/58050
Stormbound geist is good for sac removal, but against targeted removal it doesn't accomplish much. Do we just take the loss?
And what do you people think of Mizzium Skin
No, that was the card I meant, I was just flat wrong about it. Don't know why I thought it was a cantrip
MBC is just purely awful
While I can't claim to be happy with a 58% win-rate (29-21) considering the circumstances that has to be considered good enough and this deck is certainly viable in the format right now.
This is what I've been working with, and main deck has stayed more or less the same but sideboarded has evolved a bit trying more and more to improve the black matchup, but more on that later.
5 Mountain
9 Island
4 Delver of Secrets
4 Kiln Fiend
4 Nivix Cyclops
1 Gut Shot
1 Mutagenic Growth
2 Dispel
2 Shadow Rift
3 Apostle's Blessing
3 Gush
3 Temur Battle Rage
4 Lightning Bolt
4 Gitaxian Probe
4 Ponder
4 Preordain
2 Electrickery
2 Flame Slash
2 Spell Pierce
3 Mogg War Marshal
2 Stormbound Geist
1 Hydroblast
1 Burst of Speed
As a general comment I think what's important to realise is that you're playing a combo-deck, and knowing where to 'go for it' or even knowing when to play and when to hold your creatures is one of the most important thing and of course heavily dependent on the match-up.
Now take the statistics for the different matchups for what it is, some of the games I've been drunk, some of the games my opponents has played really bad and even not accounting for this 50 games isn't that many if you want to do any sorts of statistics on it. However these are all league games and should give you a good sample of what the 'average' and not only the 'top' metagame looks like.
I'll do the matchup in frequency order.
Most played, and also by far the worst matchup is:
Dimir Control (2-7)
This matchup is so bad, they have so much removal and combines it with card advantage and can even disrupt the little protection you have. Game one I think the best strategy is to just glass-cannon, try to be as fast as you can and just hold your thumbs that they have a terrible draw. With this sideboard it improves a bit after sideboard but honestly not that much, strategy is to not wait for a big turn but getting in as much damage as possible every turn and try to fly in for the victory.
SB: +2 Dispel, + 2 Spell Pierce, + 3 Mogg War Marshal, + 2 Stormbound Geist, + 1 Burst of Speed
-4 Bolt, - 1 Gut shot, -4 ponder, -1 Gush
Things gets better though because then we get to the second most played matchup and that is a walk:
Mono Green Aggro (7-0)
Yes, I've still to loose to this deck. We are faster than they are, and on top of that we have disruption for them but they don't have any for us (ok Vines of Vastwood actually has a suprising interaction but well it's not much). Just play your creatures out, wait until you have a way to get through, Temur, Apostle's or Shadow rift all works fine usually even if Temur is of course the easiest way to kill someone. But honestly if you're loosing this matchup you're doing something wrong.
SB: +2 Electrickery, +2 Flame slash, -4 Delver
Affinity/Metalcraft (3-4)
This should probably be several different decks, but I wasn't too familiar with the meta when starting to play and can't remember which variants I played. It's however a very fun match-up with lot's of different interactions. Basic truth I think is that the more controllish they are the worse it is for us, I much rather see a tog then a chainers edict so to speak.
Mono Blue Aggro (4-2)
I think this is also a good matchup, and that is even without any pyroblast in the sideboard (that is a very good sideboard card against them). Gtaxian probe really shines in this game because it can be very hard to know if you're aggro or control. The singleton gutshot can shine if it kills a counter fairy with trigger on stack. This game is also a bit different then many others since they don't really have much removal Snap/Vapor snag can set you back but it's not removal in that sense. So in this matchup the most important thing is to get a creature down as soon as possible, then find a spot to go for it, usually when you have a lot of interactions. Watch out for getting ninjaed though, that can run away with the game. Again I don't think Delver gives us much since they have too many flyers to block it anyway and I rather go for a combo kill.
SB: +2 Dispel, +2 Elecktrickery +2 Flame Slash, +2 Spell pierce, -4 Delver, -1 Mutagenic growth, - 2 Ponder, -1 Gush
Monoblack (3-3)
This matchup is also not good, but I think I've managed to get it under control with this heavy sideboarding. The upside compared to UB control is that they don't have so much card advantage, so you can actually go long and grind them out with your edictproof sideboard creatures and some removal. The combo again is more of a threath than something you often gets to go for, but getting the damage in when you can and have more creatures on the board then they do is the way to go. Depending on what you see it might be worth to keep the dispels in.
SB: +2 Flame Slash , + 2 Spell Pierce, + 3 Mogg War Marshal, + 2 Stormbound Geist, - 1 Gut shot, -2 Dispel, -4 ponder, -1 Gush, -1 bolt
Burn (3-1)
Another really good matchup, if they don't kill our creatures we are faster than they are and when they start throwing burn at our creatures we are likely to win anyway, especially with a well-timed blessing or so. Nivix is so much better than Kiln here so try to get him into play if at all possible.
SB: +2 Dispel, +2 Spell pierce, +1 Hydroblast, -1 Gut shot, -4 Lightning bolt
RDW/Goblins (3-0)
Very similar to the mono green matchup in that we have a good matchup on the grounds of being faster. This time depending on their build they might have some burning disruption but again Nivix is so good against that and the red decks as well as the green and the blue decks is a reason to play our deck.
SB: +2 Electrickery, +2 Flame Slash, +1 Hydroblast, -4 Delver, -1 Ponder
Other decks (4-4)
Hasn't played any other matchup more than twice so hasn't really too much to say about them, noteworthy is that I only played the mirror once so it doesn't seem like this is a very popular deck right now.
Anyway, hope you enjoyed reading and please tell me if you think I'm playing or sideboarding wrong, I always like to learn.
We're a quick combo deck, I can't see losing a land drop to daze being that beneficial to the deck.
I play a gush build, and it's wonderful to be played on the combo turn, because the future parts of the game don't particularly matter. Daze is for decks with incredibly low mana-curves which don't need a land drop past their third. It's great in Delver, in blitz I doubt it'll be that great. I wouldn't really want to play it on the combo turn, and honestly I'd play force spike over it on the prior turns, as I'm rarely tapped out.
T1 Delver+Daze support is rad, doesn't really set a tempo deck back. We're a combo deck, I'm almost always tapped out on my last turn, losing a land drop for a force spike doesn't seem exceptional.
I have dazes and I don't run them in this.
We mainboard Apostle's Blessing and Dispel? Targeted removal is only a problem when there's multiple copies.
mizzium skin Anything that we use to prevent targeted removal
Thanks. Would the stuff that you're having trouble with all be answered by Lightning Bolt or is there a need for something like Vapor Snag?