Why don't you play Anger of the gods sideboard? its great against dredge. Also Izzet Staticaster does a good job controlling dredge and destroys other decks.
Private Mod Note
():
Rollback Post to RevisionRollBack
"The sparkmage shrieked, calling on the rage of the storms of his youth. To his surprise, the sky responded with a fierce energy he'd never thought to see again."
Why don't you play Anger of the gods sideboard? its great against dredge.
It would kill our own creatures, though.
Yes, but the way I see it this deck should turn into control-oriented post sideboard depending the matchup.
Private Mod Note
():
Rollback Post to RevisionRollBack
"The sparkmage shrieked, calling on the rage of the storms of his youth. To his surprise, the sky responded with a fierce energy he'd never thought to see again."
I feel really consistent with some issues on specific scenarios, that when the sideboard goes into action. Love this deck, really fun.
Private Mod Note
():
Rollback Post to RevisionRollBack
When playing with a new strange list, try the following:
On any turn, a few times in a round after untap your cards, said to your oponent ¨... im at my upkeep step¨
Then look at your hand, check up the board, check your life points notes, if required check both graveyards and/or point your finger like you were counting damage.
Wait a few seconds and look as you were thinking a play... all of this in your upkeep step...
Then say.... hmmm nop nop... Ill draw...
REd Modern Goblins GREEn Modern Stompy BlaCkPauper Mid-Range REdBlUEWHitEModern Jeskai Delver REd EDH Krenko
Jeskai delver with 4 Thraben Inspector 5-0'd a league now: https://www.mtggoldfish.com/deck/744508#paper
Well I guess the card is strong on the card-advantage side, although it's a slow clock and a weak blocker. If I was to play a card like that, I think I'd be tempted to play some equipment or enchantment to boost it's combat effectiveness. A pity Stoneforge Mystic didn't get unbanned this time around either.
I agree that inspector seems weak here.
Card is pretty sweet with smuggler's copter, or the like, but I don't this deck really wants copters.
17 creatures definitely seems to be on the high side.
22 lands also seems a bit high for that list as well, given that serum, inspector, and remand all cantrip, and you're curving out at 4 (snaping a 2cmc spell). There aren't even manlands/utility lands to use as mana sinks.
the saturation of counter-magic in that deck would probably mean early disruption/denial and path to exile only in the most necessary cases.
with lightning helix, bolt and boros charm, that would mean a mid game burn finisher or early game disruption especially for early creatures like dark confidant etc.
the standard play would be:
t1 delver
t2 delver flip / 2nd land / hold up for counter magic
t3 young pyromancer / spell pierce hold / 3rd land
i don't think any creatures can appear the first 3 turns and survive a lightning bolt / lightning helix bar fringe cases like Courser of Kulphix or Eldrazi
I played at good ol' monday modern last night with this deck.
R1 Beat Ad Nauseam
R2 Beat RG Titanshift
R3 Beat RG Ponza
R4 Paired down and lost to RG Titanshift
I thought Opt was spectacular. It plays really well with the delver trigger. For example, you can keep a one lander, T1 delver, T2 reveal Cryptic to flip delver and opt it away in your upkeep to help you hit your land drops. It feels great to opt end of turn and it is easy to cast it and still keep shields up.
Disrupting shoal is my secret sauce to help protect a T1 delver against bolt, path, and push. So far I like it, but you have to be more judicious about when to use it and what to pitch than you do with force of will. Don't 2-for-1 yourself if you are not ahead on board. In the late game, shoal can be hard cast.
I chose Stormchaser over young pyro for a few reasons. First, I think pyro gets a lot worse without probe. Second, stormchaser will very rarely die to bolt in this deck. Third, it pitches to shoal. It is also much better on defense and matches up well vs. lingering souls or similar. I am not entirely convinced it is worthwhile, but after playing with it yesterday I feel better about it.
I do not like any number of spell pierce, mana leak, etc. in this deck. I plan to move the cryptic to the SB (maybe maindeck elspeth or another cheaper hard counter (counterflux?)) and add more hate for titanshift. Considering crumble to dust or spreading seas.
This is likely correct in most builds. I currently play 6 cantrips.
I wouldn't necessarily say serum visions is "better" than opt, they are just different. Serum visions has a more powerful affect, but is a sorcery. If someone is just talking about setting up delver flips then Serum Visions is in fact the better card for setting up a delver flip since opt doesn't help in that manner at all. However, Opt plays more smoothly after the first couple of turns in the game and offers a lot of flexibility. The biggest upside I have found is being able to proactively snapcasters-opt and draw a card at the end of turn. Opt also really helps our counter magic play more smoothly. I love having the option to Spell Pierce or Opt with one mana open. I just played against Eldrazitron and was able to land a turn 1 delver on a one lander. I didn't draw a second land, but had opt, serum visions, and spell pierce in hand So I had plenty of cards to dig for a land, but I decided to hold up spell pierce and opt instead of digging deeper so I could counter Chalice of the Void or Expedition Map. My opponent attempted the chalice and it as countered. I would have definitely lost that game without opt because I likely would have cast serum visions looking for the second land. This is just an example of where opt has strengths over visions.
Hey guys! Yesterday I came in 3rd/4th at a 67 person PPTQ at Pandemonium Books and Games in Cambridge, MA with Jeskai Delver. I went 5-0-2 in Swiss, taking an intentional draw in the last round to secure the #1 seed. My game record was 14-7-1 including the top 8 rounds.
I chose this deck because I wanted to play with Opt and I thought this would be the best shell for it. I am happy with how the card performed - it is nice to be able to hold up counter magic and then cast opt in the end step.
Disrupting shoal was great. I played it with the intention of being able to protect a T1 delver against push, path, and bolt. That situation never ended up happening but it was still an all-star and won me the game multiple times. It is nice to be able to tap out and still have some interaction available, plus it is still active in the face of blood moon. I cast it with mana about 50% of the time. You really have to be judicious about using this card because if you make a mistake you are probably going to lose.
I played Stormchaser Mage mainly because I was playing disrupting shoal and wanted to keep the blue card count as high as possible. Without Gitaxian Probe, I was not terribly interested in playing Young Pyromancer in this slot. I considered Monastery Swiftspear, but Stormchaser matches up better against bolt (especially since I'm playing Opt) and is better on defense.
Match Results:
It was all a bit of a blur, so apologies if these are light on details.
R1 vs RG Valakut
Win 2-1
G1 I play a T3 Geist and am tapped out. He is having trouble fixing for his second green, so he pacts for Sakura Tribe-Elder. I shoal the elder and he loses to the trigger! Got 'em!
G2 Through the breach - Prime Time smashes my face.
G3 A well-timed Molten Rain takes away his double green and he dies to delver & burn with a whole bunch of fatties in hand.
I think this is a tough matchup. You need early pressure - the longer the game goes the worse it is for you. If you get into topdeck mode you are almost certainly going to lose.
R2 vs Affinity
Win 2-1
G1 I flip delver revealing electrolyze and shoot down both his signal pest, firmly swinging the game in my direction. Counters/removal for all his follow up plays and I ride the insect to victory.
G2 He vomits his hand onto the battlefield. I play T1 delver T2 stony silence, but he manages to get 3 arcbound ravager counters on a blinkmoth nexus which eventually kills me.
G3 Early pressure with Delver and Stormchaser. He lands a ghirapur aether grid which I should have killed, but didn't. I have enough burn to cross the finish line.
The affinity matchup feels favorable, especially post-board.
R3 vs UR Storm
Win 2-1
G1 I keep a fast hand and play aggressively with flipped delver, stormchaser, and burn spells
G2 I stupidly tapped out for Geist on the draw and just died
G3 I play the control game and eventually cast Geist with counterspells to support it
You have to play tight vs storm, but I think it is a favorable matchup. Sided out 4x path and 1x electrolyze, sided in dispel, negate, counterflux, clique, and relic against all storm matchups today.
R4 vs. Grixis Death's Shadow
Unintentional Draw 1-1-1
G1 Very grindy, he wins
G2 Play a T1 relic. Very grindy, but I win
G3 The first two games took a long time, we are almost out of time in the round. My opponent mulligans to 4 and takes a long time shuffling after each mulligan. We basically start the game in turns and there isn't enough time for me to win, but I almost certainly would have.
This matchup feels very close. Path to exile is the best card in your deck here. They will do lots of damage to themselves in order to get DS online, but that leaves them open to dying to burn. Side out Geist on the draw.
R5 vs Jeskai Midrange
Win 2-1
G1 I play a T1 delver on the play. He main phase paths it. I play a T2 Geist and he realizes the mistake he has made.
G2 He spell quellers a key spell and I die to that + colonnade
G3 Relic of progenitus works wonders vs. logic knot. Eventually he taps low and in his end step I crack relic to draw a clique I previously scryed to the top. Clique him to see the coast is clear, and then untap and a clique attack + burn ends the match.
Again a very close matchup. My opponent made some mistakes and I was able to capitalize.
R6 vs UR Storm
Win 2-0
G1 I out tempo him and have answers to all his action.
G2 he gets mana screwed so I remand everything he tries to do and win quickly
We were at the top table, but I couldn't draw because X-0-3 is the same as X-2, which is not guaranteed to top 8.
R7 - Intentional Draw
Think my opponent was on the abzan toolbox combo deck, which I presume is a favorable matchup. We draw into the top 8, and I secure the #1 seed. Woo hoo!
Top 8
T8 vs Skred Red
Win 2-0
G1 I am on the play due to my seed, and play a geist on curve. He has no answer for it and quickly dies.
G2 I immediately fetch an island to play around blood moon and play delver. T2 I play delver #2 and serum visions, he plays anger of the gods. I play Geist, he plays blood moon. He takes one hit from Geist, then tries to play ensnaring bridge. Disrupting shoal (pitch Geist #2) to the rescue! I get a second Geist hit in, but he plays an anger. I have enough permission to counter everything he plays that matters, and it is only a matter of time until I draw a plains to turn on bolt-bolt-helix for the win.
T4 vs UR Storm (Same opponent as in round 6)
Loss 1 to 2
G1 is very, very close. I get him down to 4 and I'm at 14. I counter his baral, and he responds with a mini-grapeshot to kill flipped delver. I have a few draw steps to draw some action, but don't get there. Eventually he gets to grapeshot for 7 followed by grapeshot #2 for 8 and I lose with a couple lands in hand. That's how magic goes sometimes.
G2 I put some early pressure on and choose the right time to disrupt his combo with counter magic.
G3 I play a delver but it doesnt flip. He combos early and makes 10 goblins off empty the warrens. I snapcaster serum visions looking for an answer, but don't have any outs in my deck to that many goblins. GG WP!
Overall, I was very pleased with the deck. It is fun and interactive. Permission gives you a chance in lots of matchups. If I had to make any changes, I would gear my sideboard more towards storm but hindsight is 20/20. I think I was lucky to dodge Eldrazi. Hope this helps!
I thought Opt was spectacular. It plays really well with the delver trigger. For example, you can keep a one lander, T1 delver, T2 reveal Cryptic to flip delver and opt it away in your upkeep to help you hit your land drops. It feels great to opt end of turn and it is easy to cast it and still keep shields up.
uh how do you cast opt with only 1 land (and tapped to cast delver) during the upkeep of turn 2?
I thought Opt was spectacular. It plays really well with the delver trigger. For example, you can keep a one lander, T1 delver, T2 reveal Cryptic to flip delver and opt it away in your upkeep to help you hit your land drops. It feels great to opt end of turn and it is easy to cast it and still keep shields up.
uh how do you cast opt with only 1 land (and tapped to cast delver) during the upkeep of turn 2?
Opt costs U, it's an instant so you can cast it during your Upkeep, and the Untap step comes before the Upkeep step.
the saturation of counter-magic in that deck would probably mean early disruption/denial and path to exile only in the most necessary cases.
with lightning helix, bolt and boros charm, that would mean a mid game burn finisher or early game disruption especially for early creatures like dark confidant etc.
the standard play would be:
t1 delver
t2 delver flip / 2nd land / hold up for counter magic
t3 young pyromancer / spell pierce hold / 3rd land
i don't think any creatures can appear the first 3 turns and survive a lightning bolt / lightning helix bar fringe cases like Courser of Kulphix or Eldrazi
Eldrazi -- the winningest Modern tournament deck over the last 30 days -- is "fringe?"
There's a reason we run Path is that too many problems aren't solved by a few points of damage. Whether your strategy is to come in under the opponent or somehow control them, Path and Mana Leak-type-cards don't work well together. Ignoring bad synergies and simply "planning" (i.e. hoping) to avoid them is bad deckbuilding.
Mana Leak and Spell Pierce are good cards in the abstract, but they don't work well with what we're trying to do.
I thought Opt was spectacular. It plays really well with the delver trigger. For example, you can keep a one lander, T1 delver, T2 reveal Cryptic to flip delver and opt it away in your upkeep to help you hit your land drops. It feels great to opt end of turn and it is easy to cast it and still keep shields up.
uh how do you cast opt with only 1 land (and tapped to cast delver) during the upkeep of turn 2?
Opt costs U, it's an instant so you can cast it during your Upkeep, and the Untap step comes before the Upkeep step.
Yes exactly.
Go to your turn
Untap
Upkeep
Delver of Secrets trigger goes on the stack
Resolve the trigger
You have priority after the trigger resolves because you are active player
Cast Opt, scry to the bottom, and draw.
Go to your draw step and draw for the turn.
This is very similar to the "delver scry" sequence in which you crack a fetchland to shuffle away whatever you see with the delver trigger if you do not want it. Also if you have two delvers out and miss the first flip, crack a fetch in between the triggers to try again for the second. This is one of the few modern decks where it is not always correct to fetch end of turn.
I thought Opt was spectacular. It plays really well with the delver trigger. For example, you can keep a one lander, T1 delver, T2 reveal Cryptic to flip delver and opt it away in your upkeep to help you hit your land drops. It feels great to opt end of turn and it is easy to cast it and still keep shields up.
uh how do you cast opt with only 1 land (and tapped to cast delver) during the upkeep of turn 2?
Opt costs U, it's an instant so you can cast it during your Upkeep, and the Untap step comes before the Upkeep step.
ahhh yes... the Brainstorm play. i understand it now.
too used to serum visions as i do not play legecy.
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
Yes, but the way I see it this deck should turn into control-oriented post sideboard depending the matchup.
4x Delver of secrets
4x Stormchaser Mage
2x Kari Zev, Skyship Raider
3x Mantis Rider
Sorcery/Instant 30
4x Serum Visions
4x Burst Lightning
4x Lightning Helix
4x Lightning Bolt
4x Thought Scour
4x Forked Bolt
4x Path To exile
2x Pillar of Flame
3x Scalding Tarn
3x Arid Mesa
1x Flooded Strand
1x Hallowed Fountain
2x Island
2x Mountain
1x Plains
2x Sacred Foundry
2x Steam Vents
2x Smash to Smithereens
3x Pyroclasm
2x Mana Leak
1x Izzet Staticaster
2x Grafdigger's Cage
1x Spellskite
2x Deflecting Palm
2x Dragon's Claw
I feel really consistent with some issues on specific scenarios, that when the sideboard goes into action. Love this deck, really fun.
On any turn, a few times in a round after untap your cards, said to your oponent ¨... im at my upkeep step¨
Then look at your hand, check up the board, check your life points notes, if required check both graveyards and/or point your finger like you were counting damage.
Wait a few seconds and look as you were thinking a play... all of this in your upkeep step...
Then say.... hmmm nop nop... Ill draw...
REd Modern Goblins
GREEn Modern Stompy
BlaCkPauper Mid-Range
REd BlUE WHitEModern Jeskai Delver
REd EDH Krenko
Well I guess the card is strong on the card-advantage side, although it's a slow clock and a weak blocker. If I was to play a card like that, I think I'd be tempted to play some equipment or enchantment to boost it's combat effectiveness. A pity Stoneforge Mystic didn't get unbanned this time around either.
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
Card is pretty sweet with smuggler's copter, or the like, but I don't this deck really wants copters.
17 creatures definitely seems to be on the high side.
22 lands also seems a bit high for that list as well, given that serum, inspector, and remand all cantrip, and you're curving out at 4 (snaping a 2cmc spell). There aren't even manlands/utility lands to use as mana sinks.
Decklist here:
4x Delver of secrets
4x Snapcaster Mage
3x Young Pyromancer
2x Geist of Saint Traft
Sorcery/Instant 30
4x Serum Visions
4x Spell Pierce
4x Lightning Helix
4x Lightning Bolt
4x Remand
4x Path to exile
3x Mana Leak
3x Boros Charm
4x Scalding Tarn
1x Arid Mesa
4x Flooded Strand
2x Hallowed Fountain
1x Island
1x Mountain
1x Plains
1x Sacred Foundry
2x Steam Vents
4x Blessed Alliance
3x Anger of the Gods
1x Grim Lavamancer
1x Izzet Staticaster
1x Aven Mindcensor
2x Counterflux
3x Leyline of Sanctity
When I saw the Pyromancers, I thought he'd play Opt, but he didn't. Anyone been trying out some lists with Opt?
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
the saturation of counter-magic in that deck would probably mean early disruption/denial and path to exile only in the most necessary cases.
with lightning helix, bolt and boros charm, that would mean a mid game burn finisher or early game disruption especially for early creatures like dark confidant etc.
the standard play would be:
t1 delver
t2 delver flip / 2nd land / hold up for counter magic
t3 young pyromancer / spell pierce hold / 3rd land
i don't think any creatures can appear the first 3 turns and survive a lightning bolt / lightning helix bar fringe cases like Courser of Kulphix or Eldrazi
Active thread contributor of Jeskai Prowess Tempo
R1 Beat Ad Nauseam
R2 Beat RG Titanshift
R3 Beat RG Ponza
R4 Paired down and lost to RG Titanshift
I thought Opt was spectacular. It plays really well with the delver trigger. For example, you can keep a one lander, T1 delver, T2 reveal Cryptic to flip delver and opt it away in your upkeep to help you hit your land drops. It feels great to opt end of turn and it is easy to cast it and still keep shields up.
Disrupting shoal is my secret sauce to help protect a T1 delver against bolt, path, and push. So far I like it, but you have to be more judicious about when to use it and what to pitch than you do with force of will. Don't 2-for-1 yourself if you are not ahead on board. In the late game, shoal can be hard cast.
I chose Stormchaser over young pyro for a few reasons. First, I think pyro gets a lot worse without probe. Second, stormchaser will very rarely die to bolt in this deck. Third, it pitches to shoal. It is also much better on defense and matches up well vs. lingering souls or similar. I am not entirely convinced it is worthwhile, but after playing with it yesterday I feel better about it.
I do not like any number of spell pierce, mana leak, etc. in this deck. I plan to move the cryptic to the SB (maybe maindeck elspeth or another cheaper hard counter (counterflux?)) and add more hate for titanshift. Considering crumble to dust or spreading seas.
1x Cryptic Command
4x Delver of Secrets
2x Disrupting Shoal
1x Electrolyze
4x Flooded Strand
3x Geist of Saint Traft
1x Hallowed Fountain
2x Island
4x Lightning Bolt
4x Lightning Helix
1x Mountain
4x Opt
4x Path to Exile
1x Plains
3x Remand
1x Sacred Foundry
4x Scalding Tarn
4x Serum Visions
4x Snapcaster Mage
1x Spell Snare
1x Spirebluff Canal
2x Steam Vents
2x Stormchaser Mage
1x Chandra, Torch of Defiance
1x Detention Sphere
1x Dispel
1x Elspeth, Knight-Errant
1x Engineered Explosives
1x Izzet Staticaster
1x Jace, Architect of Thought
1x Meddling Mage
1x Molten Rain
1x Negate
2x Stony Silence
1x Vendilion Clique
2x Wear
Link to deck @ TappedOut.net
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
This is likely correct in most builds. I currently play 6 cantrips.
I wouldn't necessarily say serum visions is "better" than opt, they are just different. Serum visions has a more powerful affect, but is a sorcery. If someone is just talking about setting up delver flips then Serum Visions is in fact the better card for setting up a delver flip since opt doesn't help in that manner at all. However, Opt plays more smoothly after the first couple of turns in the game and offers a lot of flexibility. The biggest upside I have found is being able to proactively snapcasters-opt and draw a card at the end of turn. Opt also really helps our counter magic play more smoothly. I love having the option to Spell Pierce or Opt with one mana open. I just played against Eldrazitron and was able to land a turn 1 delver on a one lander. I didn't draw a second land, but had opt, serum visions, and spell pierce in hand So I had plenty of cards to dig for a land, but I decided to hold up spell pierce and opt instead of digging deeper so I could counter Chalice of the Void or Expedition Map. My opponent attempted the chalice and it as countered. I would have definitely lost that game without opt because I likely would have cast serum visions looking for the second land. This is just an example of where opt has strengths over visions.
4x Delver of Secrets
4x Snapcaster Mage
3x Geist of Saint Traft
2x Stormchaser Mage
Sorcery
4x Serum Visions
Instant
4x Opt
4x Lightning Bolt
4x Lightning Helix
4x Path to Exile
3x Remand
2x Disrupting Shoal
1x Deprive
1x Spell Snare
1x Electrolyze
4x Scalding Tarn
4x Flooded Strand
2x Arid Mesa
2x Steam Vents
1x Hallowed Fountain
1x Sacred Foundry
1x Spirebluff Canal
2x Island
1x Mountain
1x Plains
2x Wear//Tear
2x Stony Silence
2x Molten Rain
1x Dispel
1x Negate
1x Ceremonious Rejection
1x Jace, Architect of Thought
1x Elspeth, Knight-Errant
1x Relic of Progenitus
1x Engineered Explosives
1x Counterflux
1x Vendilion Clique
I chose this deck because I wanted to play with Opt and I thought this would be the best shell for it. I am happy with how the card performed - it is nice to be able to hold up counter magic and then cast opt in the end step.
Disrupting shoal was great. I played it with the intention of being able to protect a T1 delver against push, path, and bolt. That situation never ended up happening but it was still an all-star and won me the game multiple times. It is nice to be able to tap out and still have some interaction available, plus it is still active in the face of blood moon. I cast it with mana about 50% of the time. You really have to be judicious about using this card because if you make a mistake you are probably going to lose.
I played Stormchaser Mage mainly because I was playing disrupting shoal and wanted to keep the blue card count as high as possible. Without Gitaxian Probe, I was not terribly interested in playing Young Pyromancer in this slot. I considered Monastery Swiftspear, but Stormchaser matches up better against bolt (especially since I'm playing Opt) and is better on defense.
Match Results:
It was all a bit of a blur, so apologies if these are light on details.
R1 vs RG Valakut
Win 2-1
G1 I play a T3 Geist and am tapped out. He is having trouble fixing for his second green, so he pacts for Sakura Tribe-Elder. I shoal the elder and he loses to the trigger! Got 'em!
G2 Through the breach - Prime Time smashes my face.
G3 A well-timed Molten Rain takes away his double green and he dies to delver & burn with a whole bunch of fatties in hand.
I think this is a tough matchup. You need early pressure - the longer the game goes the worse it is for you. If you get into topdeck mode you are almost certainly going to lose.
R2 vs Affinity
Win 2-1
G1 I flip delver revealing electrolyze and shoot down both his signal pest, firmly swinging the game in my direction. Counters/removal for all his follow up plays and I ride the insect to victory.
G2 He vomits his hand onto the battlefield. I play T1 delver T2 stony silence, but he manages to get 3 arcbound ravager counters on a blinkmoth nexus which eventually kills me.
G3 Early pressure with Delver and Stormchaser. He lands a ghirapur aether grid which I should have killed, but didn't. I have enough burn to cross the finish line.
The affinity matchup feels favorable, especially post-board.
R3 vs UR Storm
Win 2-1
G1 I keep a fast hand and play aggressively with flipped delver, stormchaser, and burn spells
G2 I stupidly tapped out for Geist on the draw and just died
G3 I play the control game and eventually cast Geist with counterspells to support it
You have to play tight vs storm, but I think it is a favorable matchup. Sided out 4x path and 1x electrolyze, sided in dispel, negate, counterflux, clique, and relic against all storm matchups today.
R4 vs. Grixis Death's Shadow
Unintentional Draw 1-1-1
G1 Very grindy, he wins
G2 Play a T1 relic. Very grindy, but I win
G3 The first two games took a long time, we are almost out of time in the round. My opponent mulligans to 4 and takes a long time shuffling after each mulligan. We basically start the game in turns and there isn't enough time for me to win, but I almost certainly would have.
This matchup feels very close. Path to exile is the best card in your deck here. They will do lots of damage to themselves in order to get DS online, but that leaves them open to dying to burn. Side out Geist on the draw.
R5 vs Jeskai Midrange
Win 2-1
G1 I play a T1 delver on the play. He main phase paths it. I play a T2 Geist and he realizes the mistake he has made.
G2 He spell quellers a key spell and I die to that + colonnade
G3 Relic of progenitus works wonders vs. logic knot. Eventually he taps low and in his end step I crack relic to draw a clique I previously scryed to the top. Clique him to see the coast is clear, and then untap and a clique attack + burn ends the match.
Again a very close matchup. My opponent made some mistakes and I was able to capitalize.
R6 vs UR Storm
Win 2-0
G1 I out tempo him and have answers to all his action.
G2 he gets mana screwed so I remand everything he tries to do and win quickly
We were at the top table, but I couldn't draw because X-0-3 is the same as X-2, which is not guaranteed to top 8.
R7 - Intentional Draw
Think my opponent was on the abzan toolbox combo deck, which I presume is a favorable matchup. We draw into the top 8, and I secure the #1 seed. Woo hoo!
Top 8
T8 vs Skred Red
Win 2-0
G1 I am on the play due to my seed, and play a geist on curve. He has no answer for it and quickly dies.
G2 I immediately fetch an island to play around blood moon and play delver. T2 I play delver #2 and serum visions, he plays anger of the gods. I play Geist, he plays blood moon. He takes one hit from Geist, then tries to play ensnaring bridge. Disrupting shoal (pitch Geist #2) to the rescue! I get a second Geist hit in, but he plays an anger. I have enough permission to counter everything he plays that matters, and it is only a matter of time until I draw a plains to turn on bolt-bolt-helix for the win.
T4 vs UR Storm (Same opponent as in round 6)
Loss 1 to 2
G1 is very, very close. I get him down to 4 and I'm at 14. I counter his baral, and he responds with a mini-grapeshot to kill flipped delver. I have a few draw steps to draw some action, but don't get there. Eventually he gets to grapeshot for 7 followed by grapeshot #2 for 8 and I lose with a couple lands in hand. That's how magic goes sometimes.
G2 I put some early pressure on and choose the right time to disrupt his combo with counter magic.
G3 I play a delver but it doesnt flip. He combos early and makes 10 goblins off empty the warrens. I snapcaster serum visions looking for an answer, but don't have any outs in my deck to that many goblins. GG WP!
Overall, I was very pleased with the deck. It is fun and interactive. Permission gives you a chance in lots of matchups. If I had to make any changes, I would gear my sideboard more towards storm but hindsight is 20/20. I think I was lucky to dodge Eldrazi. Hope this helps!
uh how do you cast opt with only 1 land (and tapped to cast delver) during the upkeep of turn 2?
Active thread contributor of Jeskai Prowess Tempo
Opt costs U, it's an instant so you can cast it during your Upkeep, and the Untap step comes before the Upkeep step.
Here are some other "fringe" creatures that can hit T3 and survive a bolt:
Master of Etherium
Etched Champion
Arcbound Ravager
Tarmogoyf
Siege Rhino
Gurmag Angler
Tasigur, the Golden Fang
Death's Shadow (Granted, they're in burnout range, now, if we hold the cards)
Kor Firewalker
There's a reason we run Path is that too many problems aren't solved by a few points of damage. Whether your strategy is to come in under the opponent or somehow control them, Path and Mana Leak-type-cards don't work well together. Ignoring bad synergies and simply "planning" (i.e. hoping) to avoid them is bad deckbuilding.
Mana Leak and Spell Pierce are good cards in the abstract, but they don't work well with what we're trying to do.
Yes exactly.
Go to your turn
Untap
Upkeep
Delver of Secrets trigger goes on the stack
Resolve the trigger
You have priority after the trigger resolves because you are active player
Cast Opt, scry to the bottom, and draw.
Go to your draw step and draw for the turn.
This is very similar to the "delver scry" sequence in which you crack a fetchland to shuffle away whatever you see with the delver trigger if you do not want it. Also if you have two delvers out and miss the first flip, crack a fetch in between the triggers to try again for the second. This is one of the few modern decks where it is not always correct to fetch end of turn.
ahhh yes... the Brainstorm play. i understand it now.
too used to serum visions as i do not play legecy.
Active thread contributor of Jeskai Prowess Tempo