Oh dang! I do love casting Mystical Teachings! I actually just ordered the pieces for Draw-Go Esper Control. Can't wait to test it out. Might have to try some Teachings in it.
Me too! I've been playing Grixis for the past few weeks with teachings and loving it. I've sort of taken a break from jeskai for the time being. Just thought you'd enjoy though.
Me too! I've been playing Grixis for the past few weeks with teachings and loving it. I've sort of taken a break from jeskai for the time being. Just thought you'd enjoy though.
Definitely, I am a big fan of the other URx variants. I'll read that thread. Thanks for the link!
Hi, do you think 21 lands is enough in this list I'm running? If we don't count Snapcaster, it's six 3-drops and two 4-drops. What do you think about maindeck Blessed Alliance in Jeskai Delver now that Death's Shadow decks are popular? :
Hi, do you think 21 lands is enough in this list I'm running? If we don't count Snapcaster, it's six 3-drops and two 4-drops. What do you think about maindeck Blessed Alliance in Jeskai Delver now that Death's Shadow decks are popular? :
21 lands should be fine. It's always worked well in my list, especially with Remand. The list looks great, and Blessed Alliance is a solid Spell to replace one of the Helix. The only thing I'd consider is swapping the Moorland Haunt for an Eiganjo Castle, and one of the Spirebluff Canal for a Seachrome Coast. You'd be surprised how hungry the list can be for W Mana.
Hi, do you think 21 lands is enough in this list I'm running? If we don't count Snapcaster, it's six 3-drops and two 4-drops. What do you think about maindeck Blessed Alliance in Jeskai Delver now that Death's Shadow decks are popular? :
21 lands should be fine. It's always worked well in my list, especially with Remand. The list looks great, and Blessed Alliance is a solid Spell to replace one of the Helix. The only thing I'd consider is swapping the Moorland Haunt for an Eiganjo Castle, and one of the Spirebluff Canal for a Seachrome Coast. You'd be surprised how hungry the list can be for W Mana.
Thanks for the advice, I think you're right about swapping a Spirebluff for a Seachrome, I'll try that. The Moorland Haunt have been a gamechanger in many attrition matches I've tested, so I think I'll try to hang on to it for now. Eiganjo Castle can definitely be good too, though.
I'm thinking Condemn in the sideboard to potentially kill several Death's Shadow at once, or a combination of killing a Tarmogoyf and one or more Death's Shadows. A real blowout card in the matchup, especially with Snapcasters.
First round I got crushed game 1 by a dredge deck that had to mull to five. Not a good start for the deck! I made a lot of newbie mistakes, like forgetting a delver trigger, and he was firing on all cylinders despite the mull. Game 2 I had to decide whether it was worth risking a hand of one land and a Rest in Peace. Decided to mull, and was rewarded by a pretty ideal 6 card hand. I pathed a bloodghast and a Vengevine and managed to stick a RIP on turn four or so, and a second one a few turns later (I knew he had abrupt decay, but I did not see Maelstrom pulse). I ended up winning from that point rather easily. Game 3 I kept a good hand without any hate, but he was never able to stick a dredger in the yard in the early turns. I managed to remand a crucial faithless looting one turn, and I think that won me the game, despite never seeing a rest in peace.
Round 2 I was playing this interesting "Jund/Abzan" deck, except it was GBu. Game 1 he was able to resolve three Lilliana of the Veils, and I was not able to stick a threat so he won. I think I made a mistake in sideboarding. He started the game playing only UB lands, so I got psyched into thinking this was a weird control brew, and I sided in all my counters and removed some of my helixes, etc. Game 2 did not go well, although I did have an unasnwered Geist of Saint Traft for a few turns, and I got him to 3 life the turn before I died- a topdecked burn spell would have won me the game. I asked for advice and my opponent told me I should have sideboarded to be more aggressive rather than more controlling, which I think might have been right. At the very least, I should have brought Young Pyromancer in since his game plan was attrition.
Round 3 I was playing this weird RW planeswalker control brew that had Approach of the second sun as the primary win condition. He had Nahiri the harbinger and Chandra, Torch of Defiance as well as Runed Halo and Chalice of the Void on one as disruptive elements. Game 1 I crushed him pretty easily. The amount of burn and early creatures this list is packing means that planeswalkers aren't that much of a problem! Game 2 was even more lopsided, but there was a controversial ending. I countered his second Approach of the Second Sun, and he said that he still wins, because the card says "If Approach was cast from your hand...". I didn't think this was true, and for some reason our 40-person FNM did not even have a level 1 judge, and most of the spectators around the table agreed with my opponent. Luckily, I was able to pull up this post from the Magic Judges blog that resolved the issue in my favor. I felt bad for my opponent, he was a really nice guy who had clearly put a lot of thought into his brew, and it turned out that Approach wasn't as good as he thought.
Anyway, 2-1 for my first constructed event ever wasn't bad! I definitely felt that I have a lot to learn about the deck and the modern format. But what I like about delver is that it seems there is a lot of room to tinker with the list. Any comments and suggestions are welcome!
First round I got crushed game 1 by a dredge deck that had to mull to five. Not a good start for the deck! I made a lot of newbie mistakes, like forgetting a delver trigger, and he was firing on all cylinders despite the mull. Game 2 I had to decide whether it was worth risking a hand of one land and a Rest in Peace. Decided to mull, and was rewarded by a pretty ideal 6 card hand. I pathed a bloodghast and a Vengevine and managed to stick a RIP on turn four or so, and a second one a few turns later (I knew he had abrupt decay, but I did not see Maelstrom pulse). I ended up winning from that point rather easily. Game 3 I kept a good hand without any hate, but he was never able to stick a dredger in the yard in the early turns. I managed to remand a crucial faithless looting one turn, and I think that won me the game, despite never seeing a rest in peace.
Round 2 I was playing this interesting "Jund/Abzan" deck, except it was GBu. Game 1 he was able to resolve three Lilliana of the Veils, and I was not able to stick a threat so he won. I think I made a mistake in sideboarding. He started the game playing only UB lands, so I got psyched into thinking this was a weird control brew, and I sided in all my counters and removed some of my helixes, etc. Game 2 did not go well, although I did have an unasnwered Geist of Saint Traft for a few turns, and I got him to 3 life the turn before I died- a topdecked burn spell would have won me the game. I asked for advice and my opponent told me I should have sideboarded to be more aggressive rather than more controlling, which I think might have been right. At the very least, I should have brought Young Pyromancer in since his game plan was attrition.
Round 3 I was playing this weird RW planeswalker control brew that had Approach of the second sun as the primary win condition. He had Nahiri the harbinger and Chandra, Torch of Defiance as well as Runed Halo and Chalice of the Void on one as disruptive elements. Game 1 I crushed him pretty easily. The amount of burn and early creatures this list is packing means that planeswalkers aren't that much of a problem! Game 2 was even more lopsided, but there was a controversial ending. I countered his second Approach of the Second Sun, and he said that he still wins, because the card says "If Approach was cast from your hand...". I didn't think this was true, and for some reason our 40-person FNM did not even have a level 1 judge, and most of the spectators around the table agreed with my opponent. Luckily, I was able to pull up this post from the Magic Judges blog that resolved the issue in my favor. I felt bad for my opponent, he was a really nice guy who had clearly put a lot of thought into his brew, and it turned out that Approach wasn't as good as he thought.
Anyway, 2-1 for my first constructed event ever wasn't bad! I definitely felt that I have a lot to learn about the deck and the modern format. But what I like about delver is that it seems there is a lot of room to tinker with the list. Any comments and suggestions are welcome!
Great job on your first run with the deck! 2-1 is a great record, and I hope you stick with UWR Delver. Any changes you feel like making to the deck? Starting with someone else's list is a good jumping off point. Maybe keep playing his configuration for a few weeks to see what you like/dislike. Keep us posted as you play more though!
Sorry I've been M.I.A. the past few weeks. With the meta slowing down, I've been playing around with various Jeskai Flash/Control builds. Took down another win-a-box last Thursday with my flash list. Anyway, with the release of Amonkhet, I am back on the Delver grind. Here's the updated list I'll be running this week, not many changes though:
The biggest change is testing Cryptic Serpent. I'm hoping it will function similarly to how Tasigur/Gurmag Angler does in Grixis Delver/Control. It seems like a big threat that can be pretty cheap for our deck. I'll keep everyone posted on how it plays out. The sideboard is a bit of a mess. The meta has shifted pretty significantly and I may need to redesign the whole thing. I added Meddling Mage because it was very impressive when used in my Flash list from last Thursday. I'll see if it keeps up in the Delver list. Anyways, glad to see everyone is still flipping Delvers.
Great job on your first run with the deck! 2-1 is a great record, and I hope you stick with UWR Delver. Any changes you feel like making to the deck? Starting with someone else's list is a good jumping off point. Maybe keep playing his configuration for a few weeks to see what you like/dislike. Keep us posted as you play more though!
Thanks!
I might try some cryptic serpents next week. I am looking forward to hearing how your cryptic serpents do as well.
I did not feel I had much of a chance against the GB deck. Perhaps I was just unlucky or I played the matchup wrongly. If this continues to be a weakness, I might up the young pyromancers in the board- they seem good against Liliana of the veil.
Great job on your first run with the deck! 2-1 is a great record, and I hope you stick with UWR Delver. Any changes you feel like making to the deck? Starting with someone else's list is a good jumping off point. Maybe keep playing his configuration for a few weeks to see what you like/dislike. Keep us posted as you play more though!
Thanks!
I might try some cryptic serpents next week. I am looking forward to hearing how your cryptic serpents do as well.
I did not feel I had much of a chance against the GB deck. Perhaps I was just unlucky or I played the matchup wrongly. If this continues to be a weakness, I might up the young pyromancers in the board- they seem good against Liliana of the veil.
The GBx matchup is the toughest for UWR Delver. I've tried improving this with Gideon, Ally of Zendikar in my SB. He can steal the match on his own. The only other thing I've found effective is Spell Pierce at grabbing a Lili in the early turns. Our builds are pretty different, so we'd have to approach the GBx matchup in different ways. I find myself boarding out Delver for Gideon and more interaction. I become a control/tempo deck with a lower land count. But, this is completely different from how I approach the Death's Shadow matchups.
First round I got crushed game 1 by a dredge deck that had to mull to five. Not a good start for the deck! I made a lot of newbie mistakes, like forgetting a delver trigger, and he was firing on all cylinders despite the mull. Game 2 I had to decide whether it was worth risking a hand of one land and a Rest in Peace. Decided to mull, and was rewarded by a pretty ideal 6 card hand. I pathed a bloodghast and a Vengevine and managed to stick a RIP on turn four or so, and a second one a few turns later (I knew he had abrupt decay, but I did not see Maelstrom pulse). I ended up winning from that point rather easily. Game 3 I kept a good hand without any hate, but he was never able to stick a dredger in the yard in the early turns. I managed to remand a crucial faithless looting one turn, and I think that won me the game, despite never seeing a rest in peace.
Round 2 I was playing this interesting "Jund/Abzan" deck, except it was GBu. Game 1 he was able to resolve three Lilliana of the Veils, and I was not able to stick a threat so he won. I think I made a mistake in sideboarding. He started the game playing only UB lands, so I got psyched into thinking this was a weird control brew, and I sided in all my counters and removed some of my helixes, etc. Game 2 did not go well, although I did have an unasnwered Geist of Saint Traft for a few turns, and I got him to 3 life the turn before I died- a topdecked burn spell would have won me the game. I asked for advice and my opponent told me I should have sideboarded to be more aggressive rather than more controlling, which I think might have been right. At the very least, I should have brought Young Pyromancer in since his game plan was attrition.
Round 3 I was playing this weird RW planeswalker control brew that had Approach of the second sun as the primary win condition. He had Nahiri the harbinger and Chandra, Torch of Defiance as well as Runed Halo and Chalice of the Void on one as disruptive elements. Game 1 I crushed him pretty easily. The amount of burn and early creatures this list is packing means that planeswalkers aren't that much of a problem! Game 2 was even more lopsided, but there was a controversial ending. I countered his second Approach of the Second Sun, and he said that he still wins, because the card says "If Approach was cast from your hand...". I didn't think this was true, and for some reason our 40-person FNM did not even have a level 1 judge, and most of the spectators around the table agreed with my opponent. Luckily, I was able to pull up this post from the Magic Judges blog that resolved the issue in my favor. I felt bad for my opponent, he was a really nice guy who had clearly put a lot of thought into his brew, and it turned out that Approach wasn't as good as he thought.
Anyway, 2-1 for my first constructed event ever wasn't bad! I definitely felt that I have a lot to learn about the deck and the modern format. But what I like about delver is that it seems there is a lot of room to tinker with the list. Any comments and suggestions are welcome!
Great job to go 2-1 with a new deck. Especially a deck that is somewhat hard to master. If you're starting 2-1 on your first try with this deck you will be going 3-0 on a regular basis. Well Done.
I play a very similar list to your list with a a few key differences (I play bedlam reveler in place of spell queller) and I play boros charm, slip through space, and electorlyze in place of cryptic command, Mutagenic Growth, and a land. Other than that the lists are very similar. I can go a little more aggressive but can't side into a more controlling/midrange deck as easily as your list can.
I really love this list and have been playing it for awhile now. I do think it will make a comeback in modern with such a wide open/diverse meta. Tempo really shines in a diverse meta. I also think it's an excellent deck for players that want to play something a little different than all the tier 1 decks and play a deck that plays out differently than any other deck in modern. The deck offers a ton of lines of play which means no game is ever really the same.
I can't see anything I would really change about your list. I have corresponded with Caleb about the list and I really think he come up with a GREAT list that really showcases the strengths of a jeskai delver deck in modern.
Keep us posted on how you continue to do with the deck!
With probe out of the format, cryptic serpent looks mighty slow.
Cryptic Serpent could be too slow, and the main reason I'm only running one for testing. It could be a dud, but I won't know until I give it a try. I want to try a few different threats in the flex spot to see what works best.
It is rather funny to see a Top4 in a 4 player tournament.
This deck looks very messy to me:
Delver (low number of instants/sorceries and no Serum Visions), Snapcaster (MB Day's Undoing) and Mentor (no cheap spells and cantrips) aren't well supported, it plays bad cards like Day's Undoing, Glorious End and Jeskai Charm (it is not good at 3 mana). Harsh Mentor is also not particulary good and is probably a SB card at best outside of Burn (which may also not want it in the MB).
It also play a bunch of Burn spells rather than actual hard removal like PtE which is a must imho.
This list looks terrible imho (like most decks posted from "Magic League" which is just a cockatrice event) and probably only managed to win games on the back of individually good cards like the Gideons, Snapcaster and early (lucky) flipped Delver into a string of burn spells as the deck is really badly constructed.
Oh dang! I do love casting Mystical Teachings! I actually just ordered the pieces for Draw-Go Esper Control. Can't wait to test it out. Might have to try some Teachings in it.
Definitely, I am a big fan of the other URx variants. I'll read that thread. Thanks for the link!
This one looks pretty awesome. I'm not sure if it fits the main deck just yet, but it should be great against the GBx decks.
This will likely kick start jeskai delver/prowess in particular.
4 Delver of Secrets
4 Snapcaster Mage
2 Young Pyromancer
3 Geist of Saint Traft
1 Vendilion Clique
Spells: (25)
4 Serum Visions
4 Lightning Bolt
2 Lightning Helix
4 Path to Exile
1 Blessed Alliance
2 Spell Snare
2 Remand
2 Logic Knot
2 Electrolyze
2 Cryptic Command
3 Scalding Tarn
4 Flooded Strand
1 Arid Mesa
2 Steam Vents
2 Hallowed Fountain
1 Sacred Foundry
3 Spirebluff Canal
2 Island
1 Plains
1 Mountain
1 Moorland Haunt
2 Rest in Peace
1 Dispel
2 Negate
2 Stony Silence
3 Molten Rain
1 Engineered Explosives
1 Celestial Purge
1 Vendilion Clique
1 Grim Lavamancer
1 Wear / Tear
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
21 lands should be fine. It's always worked well in my list, especially with Remand. The list looks great, and Blessed Alliance is a solid Spell to replace one of the Helix. The only thing I'd consider is swapping the Moorland Haunt for an Eiganjo Castle, and one of the Spirebluff Canal for a Seachrome Coast. You'd be surprised how hungry the list can be for W Mana.
Thanks for the advice, I think you're right about swapping a Spirebluff for a Seachrome, I'll try that. The Moorland Haunt have been a gamechanger in many attrition matches I've tested, so I think I'll try to hang on to it for now. Eiganjo Castle can definitely be good too, though.
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
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
I just copied Caleb Durward's whole 75 from this article
2 Spirebluff Canal
4 Flooded Strand
4 Scalding Tarn
1 Arid Mesa
2 Steam Vents
1 Hallowed Fountain
1 Sacred Foundry
2 Island
1 Mountain
1 Plains
Creatures
4 Delver of Secrets
3 Geist of Saint Traft
4 Snapcaster Mage
3 Monastery Swiftspear
1 Spell Queller
4 Lightning Bolt
4 Lightning Helix
1 Mutagenic Growth
4 Remand
4 Serum Visions
4 Path to Exile
2 Cryptic Command
1 Negate
2 Sleight of Hand
1 Young Pyromancer
3 Stony Silence
2 Rest in Peace
1 Engineered Explosives
1 Counterflux
1 Spell Pierce
1 Twisted Image
2 Molten Rain
1 Wear // Tear
2 Dispel
Went 2-1 in a three-round 8 player FNM.
First round I got crushed game 1 by a dredge deck that had to mull to five. Not a good start for the deck! I made a lot of newbie mistakes, like forgetting a delver trigger, and he was firing on all cylinders despite the mull. Game 2 I had to decide whether it was worth risking a hand of one land and a Rest in Peace. Decided to mull, and was rewarded by a pretty ideal 6 card hand. I pathed a bloodghast and a Vengevine and managed to stick a RIP on turn four or so, and a second one a few turns later (I knew he had abrupt decay, but I did not see Maelstrom pulse). I ended up winning from that point rather easily. Game 3 I kept a good hand without any hate, but he was never able to stick a dredger in the yard in the early turns. I managed to remand a crucial faithless looting one turn, and I think that won me the game, despite never seeing a rest in peace.
Round 2 I was playing this interesting "Jund/Abzan" deck, except it was GBu. Game 1 he was able to resolve three Lilliana of the Veils, and I was not able to stick a threat so he won. I think I made a mistake in sideboarding. He started the game playing only UB lands, so I got psyched into thinking this was a weird control brew, and I sided in all my counters and removed some of my helixes, etc. Game 2 did not go well, although I did have an unasnwered Geist of Saint Traft for a few turns, and I got him to 3 life the turn before I died- a topdecked burn spell would have won me the game. I asked for advice and my opponent told me I should have sideboarded to be more aggressive rather than more controlling, which I think might have been right. At the very least, I should have brought Young Pyromancer in since his game plan was attrition.
Round 3 I was playing this weird RW planeswalker control brew that had Approach of the second sun as the primary win condition. He had Nahiri the harbinger and Chandra, Torch of Defiance as well as Runed Halo and Chalice of the Void on one as disruptive elements. Game 1 I crushed him pretty easily. The amount of burn and early creatures this list is packing means that planeswalkers aren't that much of a problem! Game 2 was even more lopsided, but there was a controversial ending. I countered his second Approach of the Second Sun, and he said that he still wins, because the card says "If Approach was cast from your hand...". I didn't think this was true, and for some reason our 40-person FNM did not even have a level 1 judge, and most of the spectators around the table agreed with my opponent. Luckily, I was able to pull up this post from the Magic Judges blog that resolved the issue in my favor. I felt bad for my opponent, he was a really nice guy who had clearly put a lot of thought into his brew, and it turned out that Approach wasn't as good as he thought.
Anyway, 2-1 for my first constructed event ever wasn't bad! I definitely felt that I have a lot to learn about the deck and the modern format. But what I like about delver is that it seems there is a lot of room to tinker with the list. Any comments and suggestions are welcome!
Great job on your first run with the deck! 2-1 is a great record, and I hope you stick with UWR Delver. Any changes you feel like making to the deck? Starting with someone else's list is a good jumping off point. Maybe keep playing his configuration for a few weeks to see what you like/dislike. Keep us posted as you play more though!
4 Snapcaster Mage
4 Spell Queller
1 Cryptic Serpent
1 Cryptic Command
4 Serum Visions
4 Lightning Bolt
3 Lightning Helix
4 Path to Exile
1 Remand
3 Mana Leak
4 Spell Snare
2 Electrolyze
4 Flooded Strand
2 Steam Vents
2 Hallowed Fountain
1 Sacred Foundry
2 Spirebluff Canal
2 Seachrome Coast
2 Island
1 Plains
1 Mountain
2 Gideon, Ally of Zendikar
1 Meddling Mage
2 Dispel
2 Negate
1 Spell Pierce
1 Blessed Alliance
2 Wear // Tear
2 Rest In Peace
2 Engineered Explosives
The biggest change is testing Cryptic Serpent. I'm hoping it will function similarly to how Tasigur/Gurmag Angler does in Grixis Delver/Control. It seems like a big threat that can be pretty cheap for our deck. I'll keep everyone posted on how it plays out. The sideboard is a bit of a mess. The meta has shifted pretty significantly and I may need to redesign the whole thing. I added Meddling Mage because it was very impressive when used in my Flash list from last Thursday. I'll see if it keeps up in the Delver list. Anyways, glad to see everyone is still flipping Delvers.
Thanks!
I might try some cryptic serpents next week. I am looking forward to hearing how your cryptic serpents do as well.
I did not feel I had much of a chance against the GB deck. Perhaps I was just unlucky or I played the matchup wrongly. If this continues to be a weakness, I might up the young pyromancers in the board- they seem good against Liliana of the veil.
The GBx matchup is the toughest for UWR Delver. I've tried improving this with Gideon, Ally of Zendikar in my SB. He can steal the match on his own. The only other thing I've found effective is Spell Pierce at grabbing a Lili in the early turns. Our builds are pretty different, so we'd have to approach the GBx matchup in different ways. I find myself boarding out Delver for Gideon and more interaction. I become a control/tempo deck with a lower land count. But, this is completely different from how I approach the Death's Shadow matchups.
Great job to go 2-1 with a new deck. Especially a deck that is somewhat hard to master. If you're starting 2-1 on your first try with this deck you will be going 3-0 on a regular basis. Well Done.
I play a very similar list to your list with a a few key differences (I play bedlam reveler in place of spell queller) and I play boros charm, slip through space, and electorlyze in place of cryptic command, Mutagenic Growth, and a land. Other than that the lists are very similar. I can go a little more aggressive but can't side into a more controlling/midrange deck as easily as your list can.
I really love this list and have been playing it for awhile now. I do think it will make a comeback in modern with such a wide open/diverse meta. Tempo really shines in a diverse meta. I also think it's an excellent deck for players that want to play something a little different than all the tier 1 decks and play a deck that plays out differently than any other deck in modern. The deck offers a ton of lines of play which means no game is ever really the same.
I can't see anything I would really change about your list. I have corresponded with Caleb about the list and I really think he come up with a GREAT list that really showcases the strengths of a jeskai delver deck in modern.
Keep us posted on how you continue to do with the deck!
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
Cryptic Serpent could be too slow, and the main reason I'm only running one for testing. It could be a dud, but I won't know until I give it a try. I want to try a few different threats in the flex spot to see what works best.
Jeskai Delver. Builder: Damnation13. — MTG Deck
Top4 in Magic-League AKH modern [4 Players] — 24-Apr-2017
Maindeck (60)
4 Delver of Secrets
4 Harsh Mentor
2 Monastery Mentor
4 Snapcaster Mage
Instant [19]
3 Boros Charm
4 Glorious End
4 Jeskai Charm
4 Lightning Bolt
4 Lightning Helix
Sorcery [3]
3 Day's Undoing
3 Gideon of the Trials
1 Gideon, Ally of Zendikar
Land [20]
4 Arid Mesa
4 Flooded Strand
1 Hallowed Fountain
1 Island
1 Mountain
1 Plains
2 Sacred Foundry
4 Scalding Tarn
2 Steam Vents
1 Azorius Charm
3 Deflecting Palm
1 Electrolyze
1 Gideon, Ally of Zendikar
3 Path to Exile
1 Sphinx's Revelation
2 Supreme Verdict
3 Wear/Tear
This deck looks very messy to me:
Delver (low number of instants/sorceries and no Serum Visions), Snapcaster (MB Day's Undoing) and Mentor (no cheap spells and cantrips) aren't well supported, it plays bad cards like Day's Undoing, Glorious End and Jeskai Charm (it is not good at 3 mana).
Harsh Mentor is also not particulary good and is probably a SB card at best outside of Burn (which may also not want it in the MB).
It also play a bunch of Burn spells rather than actual hard removal like PtE which is a must imho.
This list looks terrible imho (like most decks posted from "Magic League" which is just a cockatrice event) and probably only managed to win games on the back of individually good cards like the Gideons, Snapcaster and early (lucky) flipped Delver into a string of burn spells as the deck is really badly constructed.