The Modern "WUR Delver"* deck is an Aggro/Control deck that started to appear near the tail end of the Winter 2011-2012 PTQ season. It's roots come from the U/W/R Isochron Scepter deck, and the BoREMANDos deck (Boros + Remand), both of which were very aggressive decks that shared the same core. The Scepter deck was reasonably popular, but it was the addition of Steppe Lynx that vaulted the archetype into tournament success. The archetype firmly established itself in July 2012 at GP Columbus, when 3 copies of the build reached Top 8.
*(A quick aside about the deck's name: It's been called everything from U/W/R and W/U/R Aggro, Tempo, Delver, Scepter, Next Level Blue Zoo and even the inevitable "American/Patriot Aggro", despite the heavy involvement of the Russians in its discovery and development. However you want to classify the deck, the common thread is always going to be Delver, and "WUR" is easier to say than "UWR". In today's newspeak/acronym-for-everything internet age, simple is best.)
The Core
WUR Delver is an aggressive Tempo deck that is capable of ending games very quickly. While it lacks the typical Tempo components found in, say, Legacy Delver decks (Daze, Wasteland, Stifle, etc.), it still is capable of playing a tempo game with its removal spells and efficient threats. Backed by Snapcaster, Removal, and Counterspells, WUR Delver can keep an opponent off their enablers just long enough to close the game out.
WUR is similar to the RUG Delver lists, but has access to more burn and efficient removal, most notably Path to Exile. Path solves a lot of problems that RUG struggles with, allowing WUR to remove nearly any type of blocker regardless of their size. In place of the ground-clogging efficiency of Tarmogoyf is Geist of Saint Traft, worse on defense but far better on offense. In the fast-paced, proactive format that Modern has formed into, the more aggressive WUR Delver list has proved itself a viable contender, and even overshadowed it's slower RUG-flavored cousins.
The core of the deck is built off of the dynamic Delver of Secrets and Snapcaster Mage duo, and backed by the most efficient burn and removal spells in the format. Lightning Bolt, Lightning Helix, and Path to Exile are the staple removal spells in Modern, , and when coupled with the power and disruption of Blue, they provide a healthy suite of spells to support our Instant- and Sorcery-loving Wizards:
Serum Visions is the best legal cantrip available to us in Modern, and it actually does a decent job of setting up Delver regardless of its weaknesses. Mana Leak is the go-to spell for most multicolored Blue decks, but recently Remand has largely replaced Leak as the preferred option. (This is a cycle that will most likely flipflop frequently as the format evolves.) Remand allows you to play more tempo, while drawing into more business, and it's still a live spell into the late game. Whether you replace Remand with Mana Leak is a matter of preference, but aside from that, these are the cards that make up the functional core of the deck:
Monastery Swiftspear: The newest addition to our suite of 1-drops, Swiftspear has proven herself to be quite powerful in any deck full of cheap burn spells and cantrips. Goblin Guide was always an option for any aggressive deck in red, but the drawback of giving your opponents lands could only be ignored in the fastest of Aggro shells. For us, it's preferable to NOT give our opponents lands, and Swiftspear does a very similar amount of damage as Guide without the drawback. Occasionally she will even grow to Tarmogoyf proportions, and being able to pump her instantly is a big bonus for the instant-speed deck.
Steppe Lynx, as mentioned above, was a card that most people would only expect to see in a Boros-style deck, and it took some time before people realized its power in the U/W/R builds. In any case, Lynx allows to deck to actually commit to the aggressive plan, rather than relying solely on a flipped Delver to get the game going, which was a welcome innovation.
Goblin Guide: Still an option for those looking to go aggressive as fast as possible, but tends to get outclassed quickly and his drawback is a liability for this deck. Swiftspear has come into favor as the Guide we always wanted, but some red mages never forget their first 2/2 haste for one.
Grim Lavamancer functions similar to Isochron Scepter, but costs less and dies easier. Repeated removal on the cheap, or at the very least another source of reach, Lavamancer has been a staple for years. With 12+ fetchlands and a deck full of burn and cantrips, it's easy enough to keep him fueled up. He's a great option for metas where creatures are rampant, or against the random control deck, but definitely a bit lackluster when facing down a Storm count of 10. Also not great in multiples. Choose wisely.
Young Pyromancer, the newest tool available to us, has started to see moderate success recently in both WUR Delver and U/R Delver/Fae variations. He requires that you keep your creature count low (as usual), and promotes the use of more cantrips and cheap spells, specifically Gitaxian Probe. The most successful WUR Pyro lists are currently running as little as 18 lands alongside 4 Probe to get maximum value from the Wizard. He acts as a replacement for Steppe Lynx, a card that hasn't been nearly successful recently as it was in the past.
Isochron Scepter changes the build somewhat to a grindier, more controlling or midrange deck, but it still largely supports the Aggressive theme. Imprinting a Lightning Helix against almost any deck is a very good position to be in, and other great targets include Magma Jet, Lightning Bolt, Remand, and Path to Exile, to name a few. Those who run the playset of Scepters may opt for more countermagic to help set up and protect the Stick, while those opting for more early beats will want to minimize the counters and maximize burn spells. Many builds still opt for a playset of these, but other pilots prefer to just run 1-2 to keep their opponents guessing, and to avoid too much exposure to hate. Scepter is also less than ideal against some of the unfair decks that can set up a winning combination before life totals really matter.
Vendilion Clique is not quite as aggressive as Geist of Saint Traft, but provides utility and true evasion at a very efficient rate. Certainly a more relevant card against the control/combo types, but never a bad deal. A great sideboard option even if there is no room in the main.
Mantis Rider: Fails the bolt test quite badly, but still an option if you decide Geist or Clique aren't your cups of tea.
Brimaz, King of Oreskos: Much more resilient to the Bolt test, Brimaz represents a powerful ground presence for anyone looking to lock up the board. He tends to play to a more slow midrangey-style, but can be a good option if you're trying to win aggro wars on the ground.
Restoration Angel doesn't currently see play in WUR Delver, but it's a possible inclusion for decks trying to play a bigger midrange game than most. I don't think it's actually a great option right now, but it's worth mentioning.
Thundermaw Hellkite: Generally is a bit high on the mana curve for a ~20 land deck, but it's seen plenty of success in aggressive UWR strategies, especially the midrangey version. He's still a great curve-topper here, as sometimes you do get flooded and sometimes you want a bigger fatty to punch through board stalls. Look to him to defeat other midrangey decks that might otherwise be able to stabilize against a grounded board stall, and especially when Lingering Souls is popular.
Elspeth, Knight-Errant: In addition to a few other planeswalkers such as Chandra, Pyromaster and Ajani Vengeant, Elspeth is a viable 1-2 of in a more midrangey Delver shell. They all help you compete in the midgame, but push you closer to the midrange Delver-less version of this deck. Generally, 1 copy is best, and generally Elspeth is the preferred Mage, since she adds the most pressure on your opponent and leaves behind a small army if dealt with. People will forget how good she is until you jump your Geist for the final 9 points of damage on turn 4. BOOM![/spoiler]
Chandra, Pyromaster: While Chandra is a little slow and has some synergy issues with counterspells, she is still an undeniably powerful planeswalker in our colors. Best in grindy matchups or against any deck with a plethora of x/1's to shoot down.
The Spells
In addition to the core of Serum Visions, Lightning Bolt, Lightning Helix, Path to Exile, and Remand/Mana Leak, there are several other options to round out the list.
[spoiler=Spells]
Burst Lightning: A favorite early on as Lightning Bolts #5-6. Fast, efficient, and can double as a pricey finisher, but nothing too exciting. Good option in an open meta.
Magma Jet: A bit expensive for the Shock effect, but the Scry ability is very powerful in a deck that often needs to draw the correct sequence of cards to win. Delver or Lynx in play? Jet digs for the instant or land you need. Opponent at 5 Life? Jet can find another burn spell. Needing to hit that SB card? Jet can get you there. Magma Jet on Isochron Scepter is incidentally very good as well. Overall, a great card, but most players will opt for just a couple.
Pillar of Flame: Kitchen Finks is a card, and this is an answer. There are other relevant creatures that we'd prefer to exile, mostly out of the Pod decks, but Finks is the biggest reason to run this type of effect. Magma Spray also exists, but it doesn't kill your opponent, so most pilots will opt for the sorcery over the conditional instant.
Forked Bolt: So many options, so little time. Forked Bolt is great against Pod decks as well, but also fights other mana dork decks, Lingering Souls, Steppe Lynxes, Snapcasters, Dark Confidants, Vendilion Cliques, Grim Lavamancers, Plated Geopedes, Goblin Tokens, Goblins in general, Elves if they ever see play, etc. etc. Can be a great effect, but only if you actually expect to see a lot of X/1s every round. Being a mini-Searing Blaze isn't a bad effect either, but it's not stellar. Play it for the 2 for 1, or opt out.
Electrolyze: See Forked Bolt, only make it a 3 for 1 that costs more. If you want this effect, it's a very nice tempo play, but good luck Snapcastering it back for value later. Still, a great way to fight those X/1 dudes if they come a-swarmin'.
Searing Blaze: Not exactly great in this build due to our color requirements, but certainly always an option when you're running 13 fetchlands. [/spoiler]
[spoiler=Counterspells and Cantrips]
Serum Visions: As mentioned above, the best all around cantrip for those just looking to draw cards early, set up Delvers, and scry away lands or bad draws in the midgame.
Gitaxian Probe: A great cantrip when you're looking for filler, information, or to skimp on lands. Specifically good with Young Pyromancer, Probe has started to get a lot more love recently.
Spell Snare: A narrow, yet powerful counterspell, this conditional card is great when you want to get ahead of your opponent and keep them one step behind you. If you expect a lot of relevant 2-drops in your meta, this is your card. If you like a bit more flexibility, read on.
Spell Pierce: Another 1-mana counter, Spell Pierce has slowly emerged as one of the more relevant counterspells in recent printings. A staple in Legacy, but not quite as powerful in Modern Tempo decks given the lack of Wastelands, Spell Pierce is still capable of stopping a huge variety of plays in a timely and efficient manner. Perhaps best used as an early protection spell for your turn 1 beater, but also very valuable at stopping cards like Lingering Souls, Liliana of the Veil, Karn Liberated, Expedition Map, Seething Song, Empty the Warrens, Maelstrom Pulse, Wrath of God, Vedalken Shackles, Cryptic Command, Aether Vial, Birthing Pod, and whatever else you can think of. Sometimes it is just dead, it's true. But most games, it's a house.
Mana Leak: Discussed above, a perfectly viable swap with Remand. If you want stuff dead for good, run the Leaks. However, Remand is a better lategame card since at the very worst, it still cycles.
Izzet Charm: Newest counterspell toy in our colors, this card provides a lot of flexibility and is especially helpful if you are running Gifts Ungiven in the board. Not hitting your opponent's face is a downside, and it's slightly expensive for each effect, but it never hurts to have options.
Jeskai Charm: A good 1-2 of spell, this charm is a bit pricey for the effects but does have great flexibility. Answering a problematic creature for a turn and gaining some tempo is a nice effect when you're trying to close, as is the ability to Burn them for 4. The lifelink mode is best with a big board, but has obvious synergy with the likes of Young Pyromancer and Brimaz. Slightly more useful than Boros Charm, but you pay for what you get.
Dispel: Approaching Sideboard status here, but some people will run 1-2 in their maindeck if they expect enough instants. Great against the combo decks and for protecting your threats, but often not good enough to justify the maindeck slot.
Sleight of Hand: The only other real 1-drop cantrip that's playable, but not so great at setting up your Delvers. Also, it's sad when you want both cards...
Telling Time: An awesome cantrip, but a tad bit expensive . It's still a good effect, but it's a bit too pricey for what we are looking for in most cases. Perhaps decent as a 1-2 of, but most of us would rather just pay 1 for our scrying ability. Magma Jet is arguably just better.
Twisted Image: Hilariously good against 0/x creatures, and makes a decent combat trick sometimes, but not too useful beyond that. Still worth a SB slot sometimes, especially if you expect a decent amount of Pod or Spellskite decks, but a little risky for our style of deck in most cases. When it does function as removal+cantrip, Snapcastering it back is just dirty.
Vapor Snag: Basically a 1-mana removal spell for purposes of finishing a game, this is probably the best option to fight any type of fatty that you otherwise can't handle. It's a better tempo play than Path to Exile, and the damage can often mean the difference between winning and losing. Similar to Twisted Image, but probably a better choice in most cases, since it's nearly always relevant. Snapcaster + Snag is a great way to take down an opponent that would have otherwise stabilized behind a Goyf or similar wall.[/spoiler]
Thought Scour: Another 1-mana cantrip, Scour is generally best when you are trying to fuel your graveyard for some reason (See Dig Through Time and Treasure Cruise). Instant speed is nice, but aside from fueling Delve, Thought Scour is a little too low-impact for most lists.
Treasure Cruise: Very likely to be obsolete soon enough due to the B&R list, but for a short time anyway Wizards has allowed us to play with an Ancestral Recall proxy in non-Vintage formats. This card has massive upside for any Delver/Tempo strategy, with little drawback. Don't get it Remanded and you'll be in good shape. The non-synergy with Snapcaster is the only issue, but can easily be mitigated or ignored. The power level on Cruise is too high to matter.
Dig Through Time: Not quite as impressive as Cruise in a Delver shell, but still an option. I tend to think most lists opting for Dig should just be running a combo or control strategy instead, but some pilots might prefer the selection over quantity. Both cards are obviously very powerful, and if Cruise were to be banned, Dig will certainly fill in the gaps for many players.
The Lands
[spoiler=Lands]
In addition to the usual fetch + shock mana base, there are plenty of additional lands we have access to for some added spice. Most lists are tight on mana (running 19-22 lands) and don't have much space for utility-style lands, but many folks will opt for a 1-2 of just to gain some extra value. Here are the options:
Eiganjo Castle: And old favorite from the early days of Modern, Castle can protect your Clique or Giest from blockers or damage-based removal in certain cases. It's greatest value is the surprise factor, as many opponents won't remember or know what it does, but it has lost favor as Modern developed and people caught on. Still a great option if you like your legends to stick around a little longer.
Celestial Colonnade: The definitive manland in Azorius, the only downside is that it comes in tapped and costs essentially 6 mana to activate, a hefty sum for most Delver decks. Still a good option if you like grinding out the midgame and find yourself skewing more toward a Midrange build.
Slayer's Stronghold: While the haste and vigilance are not often relevant, the bonus in power is a great way to push through damage. When you do find yourself drawing 1-drops in the lategame, haste can help make them much more relevant. Colorless mana is a strike against this card, but otherwise it's a reasonable utility land with enough creatures to support it.
The Sideboard Options
In addition to some of the spells and permanents above that will appear in many sideboards, here are the usual suspects:
[spoiler=Sideboard] Negate: Continuing with the counterspells above, this is our go-to card for negating problematic spells and permanents. We have creature removal pretty well covered already. Usually a 2-of.
Combust: This card is always pretty solid, whether it's against the Mirror, Merfolk, Bant, U/W Control, or whatever. But this is really for the Splinter Twin and Pod decks sporting Restoration Angel. Combust stops the entire half of the combo that's not red. 2-3 is recommended if you expect all of the above.
Kor Firewalker: Trumps the mirror, lives through Pyroclasm, and singlehandedly beats most Red-based decks. Most importantly, makes the life of a Storm opponent just miserable. 2 is a good place to start.
Molten Rain: Tron is a deck, and it's not the easiest matchup either. 4 of these will rain on their parade, hopefully in time for you to kill them. Works great against a variety of other decks too though, namely Jund and Pod.
Sowing Salt: Another option for Tron and similar decks, but the extra mana and lack of damage makes it less appealing. Molten Rain is just quicker, especially on the draw, but Salt actually shuts them down more effectively, so it's your call. A split might be reasonable. You can also build your own Sowing Salt with Surgical Extraction if you really want.
Blood Moon: A rugged option for this deck, with our mana-hungry cards and fetchland-loving Lynxes. Still, if you really want to shut down Tron and don't mind a couple extra basics in the deck, this card does work.
Annul: A cheap way to stop a problem permanent, but make sure you don't tap out! Great on the play, and a good way to add variety to your hate.
Smash to Smithereens: Searing Blaze for artifacts, this card just furthers our game plan while still providing the disruption we need. Not as great as some options against Affinity, but a solid option everywhere else you want a Shatter effect.
Shattering Spree: This is a concession to the Affinity decks, but also isn't bad against decks where you want the Smashes. A 2/1 split of Smash/Spree is reasonable in an open field. But if you really want to crush Affinity, read on.
Shatterstorm: Not great against most problem artifacts, but it sure as heck stops Etched Champion and friends. Has seen some recent popularity online.
Surgical Extraction: Good for Pod, decent against some combo decks, and badass with Snapcaster, Surgical is always a good option when you need to target the 'yard. 2 is a good number to start with.
Relic of Progenitus: More variety for GY hate, only this one cantrips. Hurts Snapcaster and Grim Lavaman, so use wisely. You'll usually see 1-2 of these in lists that want them.
Grafdigger's Cage: If you really want to hate on Pod, this is your card. It's cheap and effective against some GY strategies, but sometimes lacks the proper disruption and value against other decks. 1-2 is the most I'd imagine running.
Torpor Orb: Perhaps the best permanent-based hate card for the Pod and Twin decks, Orb is a bit pricier than Grafdigger's Cage but still does a great job of holding off shenanegins for awhile. It does turn your Snapcaster Mage into a 2/1 Flash, which isn't ideal but also not terrible. Still, if you need to burn them out with your Graveyard, you might want to stick with the Cage. Both cards have their advantages. Like Cage and Relic, you probably only want a couple of these at most, and a mix never hurts.
Sword of War and Peace: For the Mirror, and really any red-based deck. This is the most aggressive of the Swords, but lacks consistency over some of the other models.
Ajani Vengeant: Not so popular now perhaps, but has seen play in various R/W decks since his printing. Johnny V. is quite powerful, and often if he sticks a turn or more, it means you're winning that game. Helix #5 doesn't hurt in some matchups either.
Timely Reinforcements: A card we are all familiar with by now thanks to our Standard U/W brethren, Timely can keep you alive against a variety of aggressive decks, and is especially helpful against Mono Red and the Mirror. Just make sure you cast it BEFORE attacking.
Engineered Explosives: Though it does have the potential to wipe our team as well, this card is one of the most versatile sweepers in the format and can take out opposing armies while still preserving some of our board. It also hits problematic permanents that we otherwise can't easily deal with. Particularly helpful against opposing Young Pyros and similar armies, but also useful against any token deck, Zoo, Affinity, Bogles, and other agro decks.
Wear//Tear: Super flexible answer to obvious problem permanents, this card is an easy 1-2 of in most sideboards these days.
Counterflux: Great card when you need a bulletproof answer to combo and control decks, but a little expensive. Best against Scapeshift, Twin decks, and Classic Draw-Go Control lists, but also has applications against Rock decks and elsewhere.
Deflecting Palm: When your opponent comes crashing in with a large fatty (particularly one with lifelink), tell them to Talk to the Hand. This card is pretty narrow, but can lead to some serious blowouts in the right spot.
Another option that has seen success out of many a WUR Delver sideboard is the Gifts Ungiven for Unburial Rites combo. If you haven't heard of this silliness yet, it's simple: Cast Gifts, go find Rites + A Fatty, and your opponent must send them both to the bin. Then, untap and Reanimate! If you think you can solve all your worst problems with a couple of huge Creatures, then go for it! It doesn't get much better than burning out your opponent game 1, only to stick an Iona and lock them out Game 2. Some people will say it's slow, and clunky, and that you can sometimes draw the wrong half of the combo naturally, which is awful, but when it works, it's hard to beat. If you go this route, a Watery Grave is advised maindeck, and you might consider a Faithless Looting or two somewhere as well to mitigate the awkardness. Maindeck Izzet Charms also help smooth your draws, and provide better flexibility[/spoiler]
Sideboard Guide
Big thanks to mtgsalvation member chags for contributing the Sideboard advice with Gifts Ungiven. He's been grinding a lot online recently, so keep an eye out for him if you also hang out on MODO.
Vs. Storm/Eggs/Other Combo
+2 Spell Pierce, +2 Disenchant
-4 Path to Exile
Vs. RUG Delver
You can opt to board into Gifts, but it's not necessary. Disenchant or Spell Pierce are also decent options.
Vs. WUR Delver
Again, you can opt to play Gifts or not to, and switch it up on the draw/play.
+4 Gifts, +1 Rites, +1 Elesh, +1 Iona, +2 Spell Pierce
-4 Lynx, -4 Delver, -1 Vendilion Clique
[/spoiler]
[spoiler=Without Gifts Ungiven]
I don't currently have a full list for Sideboarding here, but the biggest thing you need to identify is when you are the control deck, and what creatures you want or don't want to have access to. In general, the same sideboarding techniques listed above should apply, with the exception being that you usually don't have 4-8 cards to bring in, but closer to 3-6 cards. I usually cut Steppe Lynx when I'm trying to play control, and Counterspells when I'm trying to play aggro, as a general rule.
I believe WoTC's new policy is to make sure that every color can enjoy the exciting gameplay mechanic of making undercosted dudes and then turning them sideways. Clearly the future of magic.
Quote from "Kakaroto" »
Quote from "Disco Stu" »
Podríamos hacer un topic donde marquemos los peores horrores de ortografía.
Glad to see a primer nice work i have a suggestion tho not to nit pick but torpor orb should deff be included in sb options in negates snapcaster but hoses pod bad has deff won me a few games and also i just started testing new ajani as a 2 off can be pretty explosive
Thanks guys! I added Torpor Orb. I had considered it before, but I think Snapcaster is pretty important, even against Pod decks. Being able to reuse your burn is a large part of our endgame. Still, it's definitely worth mentioning!
I definitely plan to add matchup breakdowns and maybe a few rough sideboard guidelines. I'll gladly take other people's input on this, if you want to write a matchup breakdown, I'll post it in there and credit you. I'm still testing the deck in paper form, and waiting for the meta to truly shape up before I feel confident going into matchup details.
Private Mod Note
():
Rollback Post to RevisionRollBack
MODERN RGB Jund BGR WGB Junk/Abzan Company WGB
LEGACY RUGB Delver GURB
EDH UW Geist of Saint Traft Aggro-Control WU RUG Riku of Two Reflections Combo GUR BBB Skithiryx Control BB
Greath premier dude, and thxs for making it, theres no way i could write such a long thread, im way too lazy
I have a bit of experience on the match up section, so if you need help on that just pm me.
A Sb card im really liking right now is timely reinforcements, i find it really useful on mirrors, and almost any aggro match ups.
Really timely huh i would rather have more burn personally ive very rarely had life loss issues against other aggro with helix and snappy. Has anyone tested new ajani he can really help if the board gets stalled giving a creature evasion can be huge
I wouldn't call it necessary by any stretch. It's an option, but one that comes with a high risk cost. Since I haven't tested it at length yet, I can't say what matchups the Gifts Package really shines against, or where it sucks, but my limited experience with it made me skeptical as to it's worthiness. Drawing Elesh Norn or Iona is just awful, and beyond that, I'm not really sure that casting Gifts on Turn 4 and Unburial Rites on Turn 5 is going to be enough in some matchups. Still, when no one is expecting it, it's quite the trump. Actual mileage may vary per person.
Private Mod Note
():
Rollback Post to RevisionRollBack
MODERN RGB Jund BGR WGB Junk/Abzan Company WGB
LEGACY RUGB Delver GURB
EDH UW Geist of Saint Traft Aggro-Control WU RUG Riku of Two Reflections Combo GUR BBB Skithiryx Control BB
What do you guys think about the most recent version, which is running Tribal Flames and Goyfs instead of Geists?
Haven't seen this yet. Decklist please?
From my experience at the beginning of the format with 5 Color Zoo, I can tell you that while Snapcastering Tribal Flames for 5 is great, you will probably be losing more games to your awful mana base than the ones you will win based on a 5-damage Incinerate.
Private Mod Note
():
Rollback Post to RevisionRollBack
MODERN RGB Jund BGR WGB Junk/Abzan Company WGB
LEGACY RUGB Delver GURB
EDH UW Geist of Saint Traft Aggro-Control WU RUG Riku of Two Reflections Combo GUR BBB Skithiryx Control BB
Yeah, basically the same mana base as the CFB Zoo lists, but obviously more blue than Zoo, with Delver, Remand, and Serum Visions instead of Goblin Guides and Kird Apes. 21 lands in both lists too? I'd at least run the full 22 and try for a little more stability. I like the first Sideboard, but I can't fathom wanting that second one. Gifts/Rites is awkward enough without having a crazy mana base. Too many bad draws in that build post-board, and why Lingering Souls?
My basic problem with the Domain lists compared with the standard build is this: Tribal Flames only makes your deck a turn faster at best, and only in an ideal situation on a perfect hand. The non-domain lists' God Draws are going to beat most opponents without Tribal Flames anyway, but their crappy draws are much more likely to stabilize and give you a shot of winning. When you get mana-screwed on a 5-color Aggro deck, you REALLY get mana-screwed. If you can't cast your threat turn 1 and/or curve into the right removal/disruption in the first few turns of the game, you are behind. Serum Visions and Remand are supposed to smooth your draws, but if you can't cast them when you need to, you're not digging yourself out of that hole. Not to mention, Blood Moon is a card. AND, if I saw my opponent fetching Stomping Grounds and Blood Crypts in the Mirror, I'd most certainly side in my Molten Rains to punish them for it. When they fetch for a untapped Shockland, you basically just got a build-your-own Tribal Flames/Stone Rain combo card. Seems rough for them.
It's worth testing again, but I think Modern is too fast of a format to be able to justify stumbling on mana more often than necessary, just for a +2 burn spell (sometimes).
It's possible that a Red or U/R deck that runs all the R/x duals with a good Fetchland base can actually abuse Tribal Flames well enough. Maybe run Delvers, probably run Snapcasters, plus the usual RDW dudes. But an actual 3-color deck running all those Shocklands is just painful.
I have somewhat of a controvertial debate to bring to all WUR players:
Seems like lynx is a stapple here nowadays, but i want to ask, is it really ok to play it?
Its the best card we can play here?
I mean, the card is good and fits like a glove in our strategy to race other decks, but the real isue is that it seems to have negative synergy with our key player, delver.
Lynxs wants many lands, most of them fetches, which hurt a lot in the long run, while delver wants a lot of instants, that i yhink fit better into our game plan.
It is anti-synergycal to try to fit both high counts of lands and instants (most of them burn, most like) so what does the WUR community say to this?
I have been thinking about this a lot lately, but i didnt get to test it enough to reach a conclusion yet.
Is it really the best play to run both lynx and delver? Cant the deck benefit more from a more direct approach to one of them? Should one be dropped, to strenthen the other?
What lands you run isn't really going to effect your instant/sorcery ratio though. If you weren't running fetches you would still be running 21 or 22 lands so you can have the same spells regardless.
I guess the question that best answers yours is, 'what spell is a better turn 1 clock?' Honestly, I find that the worst hand this deck gets is one where you don't have a first turn creature.
I mean, the card is good and fits like a glove in our strategy to race other decks, but the real isue is that it seems to have negative synergy with our key player, delver.
I think some people think of the deck the wrong way. This isn't a deck built around delver. Maybe it was originally, but delver of secrets really isn't the backbone of this deck. This is a deck built around good sorceries, instants, and incredibly efficient creatures, and delver just so happens to be one of the creatures that made the cut because it only costs one blue. Delver of secrets is probably the worst card in the deck, "but being the worst card in [WUR delver] is like being the poorest millionaire".
Steppe Lynx still fits here because it's incredibly efficient. This deck runs tons of instants and sorceries to flip delver, but having more aggro is worth a lesser chance at flipping delver as delver is still efficient enough to the point where drawing a steppe lynx over a bolt is still good. That being said, this deck really is a more aggro than people make it out to be, it just has a lot of tempo elements.
I think some people think of the deck the wrong way. This isn't a deck built around delver. Maybe it was originally, but delver of secrets really isn't the backbone of this deck. This is a deck built around good sorceries, instants, and incredibly efficient creatures, and delver just so happens to be one of the creatures that made the cut because it only costs one blue. Delver of secrets is probably the worst card in the deck, "but being the worst card in [WUR delver] is like being the poorest millionaire".
Steppe Lynx still fits here because it's incredibly efficient. This deck runs tons of instants and sorceries to flip delver, but having more aggro is worth a lesser chance at flipping delver as delver is still efficient enough to the point where drawing a steppe lynx over a bolt is still good. That being said, this deck really is a more aggro than people make it out to be, it just has a lot of tempo elements.
We run lynx because it's a one mana 4/5, as you said. Frankly, I play this deck like it's a burn deck. Your creatures are basically just lava axes, so if they can deal between 4-6 damage before getting removed, you're probably going to win. Lynx threatens more damage out of the one-drop slot than delver does most of the time.
I think some people think of the deck the wrong way. This isn't a deck built around delver. Maybe it was originally, but delver of secrets really isn't the backbone of this deck. This is a deck built around good sorceries, instants, and incredibly efficient creatures, and delver just so happens to be one of the creatures that made the cut because it only costs one blue. Delver of secrets is probably the worst card in the deck, "but being the worst card in [WUR delver] is like being the poorest millionaire".
Steppe Lynx still fits here because it's incredibly efficient. This deck runs tons of instants and sorceries to flip delver, but having more aggro is worth a lesser chance at flipping delver as delver is still efficient enough to the point where drawing a steppe lynx over a bolt is still good. That being said, this deck really is a more aggro than people make it out to be, it just has a lot of tempo elements.
There was a pro player that said delver is the most powerful creature that can be printed. There is no other one drop in modern that has been printed that matches delver. Hes one of the only one drops that is a good top card, and always a threat in almost every situation. People just talk crap about him because hes a 50 cent common. If he was a 60$ mythic he would get the respect he deserves. If they banned delver tomarrow decks in all format would suffer, there is no replacment of delver. And he almost created tempo decks overnight.
Mastodon, I think I have to agree with Pablo here. While Delver can sometimes be less than stellar, he is probably the strongest creature in the deck. He's certainly very much a backbone of this deck. Without delver, we would just be boros or UR burn. Burn is a fine strategy, but it's not as powerful as WUR delver. Short of a possible midrange variant, it will be very rare to see a successful version of WUR (or U/B or RUG) tempo that doesn't run the man-fly.
Pablo, tempo was around long before delver ever existed, but his printing certainly boosted the archetype into Tier One in almost every format. Previously, tarmogoyf was the best blue aggro card. Now it's delver.
As for steppe lynx vs delver, I don't see why this is a problem. Yes they want different things from your top card, but that doesnt mean they don't synergize. It just gives you more options. If you have both in play (relatively rare situation), and are looking at serum visions, you can choose which threat to focus on depending on the board state. If you are just drawing blind, it doesn't matter since your chances to hit either land or spell remain the same. Fetchlands don't affect the number of spells we play, and having two threats that rely on different resources means that the deck can function on multiple types of draws. And yes, steppe lynx is often just a vexing devil or lava axe that is actually worth an opponents removal spell. And Then you play delver.
Private Mod Note
():
Rollback Post to RevisionRollBack
MODERN RGB Jund BGR WGB Junk/Abzan Company WGB
LEGACY RUGB Delver GURB
EDH UW Geist of Saint Traft Aggro-Control WU RUG Riku of Two Reflections Combo GUR BBB Skithiryx Control BB
Sidenote: i am proxying a 1x of proclamation of rebirth for consideration in the maindeck for active card advantage. The consideration of the card as a 1-of is as a recovery tactic against certain sweepers or massive quantities of spot removal
Private Mod Note
():
Rollback Post to RevisionRollBack
Decks I have in my bag of tricks- Needless to say, someone who wants to play will probably have a deck UB/x Faeries UR Storm XURWB Affinity G Elves UW control
To post a comment, please login or register a new account.
WUR
A Brief History
The Modern "WUR Delver"* deck is an Aggro/Control deck that started to appear near the tail end of the Winter 2011-2012 PTQ season. It's roots come from the U/W/R Isochron Scepter deck, and the BoREMANDos deck (Boros + Remand), both of which were very aggressive decks that shared the same core. The Scepter deck was reasonably popular, but it was the addition of Steppe Lynx that vaulted the archetype into tournament success. The archetype firmly established itself in July 2012 at GP Columbus, when 3 copies of the build reached Top 8.
*(A quick aside about the deck's name: It's been called everything from U/W/R and W/U/R Aggro, Tempo, Delver, Scepter, Next Level Blue Zoo and even the inevitable "American/Patriot Aggro", despite the heavy involvement of the Russians in its discovery and development. However you want to classify the deck, the common thread is always going to be Delver, and "WUR" is easier to say than "UWR". In today's newspeak/acronym-for-everything internet age, simple is best.)
The Core
WUR Delver is an aggressive Tempo deck that is capable of ending games very quickly. While it lacks the typical Tempo components found in, say, Legacy Delver decks (Daze, Wasteland, Stifle, etc.), it still is capable of playing a tempo game with its removal spells and efficient threats. Backed by Snapcaster, Removal, and Counterspells, WUR Delver can keep an opponent off their enablers just long enough to close the game out.
WUR is similar to the RUG Delver lists, but has access to more burn and efficient removal, most notably Path to Exile. Path solves a lot of problems that RUG struggles with, allowing WUR to remove nearly any type of blocker regardless of their size. In place of the ground-clogging efficiency of Tarmogoyf is Geist of Saint Traft, worse on defense but far better on offense. In the fast-paced, proactive format that Modern has formed into, the more aggressive WUR Delver list has proved itself a viable contender, and even overshadowed it's slower RUG-flavored cousins.
The core of the deck is built off of the dynamic Delver of Secrets and Snapcaster Mage duo, and backed by the most efficient burn and removal spells in the format. Lightning Bolt, Lightning Helix, and Path to Exile are the staple removal spells in Modern, , and when coupled with the power and disruption of Blue, they provide a healthy suite of spells to support our Instant- and Sorcery-loving Wizards:
Serum Visions is the best legal cantrip available to us in Modern, and it actually does a decent job of setting up Delver regardless of its weaknesses. Mana Leak is the go-to spell for most multicolored Blue decks, but recently Remand has largely replaced Leak as the preferred option. (This is a cycle that will most likely flipflop frequently as the format evolves.) Remand allows you to play more tempo, while drawing into more business, and it's still a live spell into the late game. Whether you replace Remand with Mana Leak is a matter of preference, but aside from that, these are the cards that make up the functional core of the deck:
4 Snapcaster Mage
3 Geist of Saint Traft
4 Remand
4 Lightning Bolt
4 Lightning Helix
4 Path to Exile
The Threats
[spoiler=The Threats]
Monastery Swiftspear: The newest addition to our suite of 1-drops, Swiftspear has proven herself to be quite powerful in any deck full of cheap burn spells and cantrips. Goblin Guide was always an option for any aggressive deck in red, but the drawback of giving your opponents lands could only be ignored in the fastest of Aggro shells. For us, it's preferable to NOT give our opponents lands, and Swiftspear does a very similar amount of damage as Guide without the drawback. Occasionally she will even grow to Tarmogoyf proportions, and being able to pump her instantly is a big bonus for the instant-speed deck.
Steppe Lynx, as mentioned above, was a card that most people would only expect to see in a Boros-style deck, and it took some time before people realized its power in the U/W/R builds. In any case, Lynx allows to deck to actually commit to the aggressive plan, rather than relying solely on a flipped Delver to get the game going, which was a welcome innovation.
Goblin Guide: Still an option for those looking to go aggressive as fast as possible, but tends to get outclassed quickly and his drawback is a liability for this deck. Swiftspear has come into favor as the Guide we always wanted, but some red mages never forget their first 2/2 haste for one.
Grim Lavamancer functions similar to Isochron Scepter, but costs less and dies easier. Repeated removal on the cheap, or at the very least another source of reach, Lavamancer has been a staple for years. With 12+ fetchlands and a deck full of burn and cantrips, it's easy enough to keep him fueled up. He's a great option for metas where creatures are rampant, or against the random control deck, but definitely a bit lackluster when facing down a Storm count of 10. Also not great in multiples. Choose wisely.
Young Pyromancer, the newest tool available to us, has started to see moderate success recently in both WUR Delver and U/R Delver/Fae variations. He requires that you keep your creature count low (as usual), and promotes the use of more cantrips and cheap spells, specifically Gitaxian Probe. The most successful WUR Pyro lists are currently running as little as 18 lands alongside 4 Probe to get maximum value from the Wizard. He acts as a replacement for Steppe Lynx, a card that hasn't been nearly successful recently as it was in the past.
Isochron Scepter changes the build somewhat to a grindier, more controlling or midrange deck, but it still largely supports the Aggressive theme. Imprinting a Lightning Helix against almost any deck is a very good position to be in, and other great targets include Magma Jet, Lightning Bolt, Remand, and Path to Exile, to name a few. Those who run the playset of Scepters may opt for more countermagic to help set up and protect the Stick, while those opting for more early beats will want to minimize the counters and maximize burn spells. Many builds still opt for a playset of these, but other pilots prefer to just run 1-2 to keep their opponents guessing, and to avoid too much exposure to hate. Scepter is also less than ideal against some of the unfair decks that can set up a winning combination before life totals really matter.
Vendilion Clique is not quite as aggressive as Geist of Saint Traft, but provides utility and true evasion at a very efficient rate. Certainly a more relevant card against the control/combo types, but never a bad deal. A great sideboard option even if there is no room in the main.
Mantis Rider: Fails the bolt test quite badly, but still an option if you decide Geist or Clique aren't your cups of tea.
Brimaz, King of Oreskos: Much more resilient to the Bolt test, Brimaz represents a powerful ground presence for anyone looking to lock up the board. He tends to play to a more slow midrangey-style, but can be a good option if you're trying to win aggro wars on the ground.
Restoration Angel doesn't currently see play in WUR Delver, but it's a possible inclusion for decks trying to play a bigger midrange game than most. I don't think it's actually a great option right now, but it's worth mentioning.
Thundermaw Hellkite: Generally is a bit high on the mana curve for a ~20 land deck, but it's seen plenty of success in aggressive UWR strategies, especially the midrangey version. He's still a great curve-topper here, as sometimes you do get flooded and sometimes you want a bigger fatty to punch through board stalls. Look to him to defeat other midrangey decks that might otherwise be able to stabilize against a grounded board stall, and especially when Lingering Souls is popular.
Elspeth, Knight-Errant: In addition to a few other planeswalkers such as Chandra, Pyromaster and Ajani Vengeant, Elspeth is a viable 1-2 of in a more midrangey Delver shell. They all help you compete in the midgame, but push you closer to the midrange Delver-less version of this deck. Generally, 1 copy is best, and generally Elspeth is the preferred Mage, since she adds the most pressure on your opponent and leaves behind a small army if dealt with. People will forget how good she is until you jump your Geist for the final 9 points of damage on turn 4. BOOM![/spoiler]
Chandra, Pyromaster: While Chandra is a little slow and has some synergy issues with counterspells, she is still an undeniably powerful planeswalker in our colors. Best in grindy matchups or against any deck with a plethora of x/1's to shoot down.
The Spells
In addition to the core of Serum Visions, Lightning Bolt, Lightning Helix, Path to Exile, and Remand/Mana Leak, there are several other options to round out the list.
[spoiler=Spells]
Burst Lightning: A favorite early on as Lightning Bolts #5-6. Fast, efficient, and can double as a pricey finisher, but nothing too exciting. Good option in an open meta.
Magma Jet: A bit expensive for the Shock effect, but the Scry ability is very powerful in a deck that often needs to draw the correct sequence of cards to win. Delver or Lynx in play? Jet digs for the instant or land you need. Opponent at 5 Life? Jet can find another burn spell. Needing to hit that SB card? Jet can get you there. Magma Jet on Isochron Scepter is incidentally very good as well. Overall, a great card, but most players will opt for just a couple.
Pillar of Flame: Kitchen Finks is a card, and this is an answer. There are other relevant creatures that we'd prefer to exile, mostly out of the Pod decks, but Finks is the biggest reason to run this type of effect. Magma Spray also exists, but it doesn't kill your opponent, so most pilots will opt for the sorcery over the conditional instant.
Forked Bolt: So many options, so little time. Forked Bolt is great against Pod decks as well, but also fights other mana dork decks, Lingering Souls, Steppe Lynxes, Snapcasters, Dark Confidants, Vendilion Cliques, Grim Lavamancers, Plated Geopedes, Goblin Tokens, Goblins in general, Elves if they ever see play, etc. etc. Can be a great effect, but only if you actually expect to see a lot of X/1s every round. Being a mini-Searing Blaze isn't a bad effect either, but it's not stellar. Play it for the 2 for 1, or opt out.
Electrolyze: See Forked Bolt, only make it a 3 for 1 that costs more. If you want this effect, it's a very nice tempo play, but good luck Snapcastering it back for value later. Still, a great way to fight those X/1 dudes if they come a-swarmin'.
Searing Blaze: Not exactly great in this build due to our color requirements, but certainly always an option when you're running 13 fetchlands. [/spoiler]
[spoiler=Counterspells and Cantrips]
Serum Visions: As mentioned above, the best all around cantrip for those just looking to draw cards early, set up Delvers, and scry away lands or bad draws in the midgame.
Gitaxian Probe: A great cantrip when you're looking for filler, information, or to skimp on lands. Specifically good with Young Pyromancer, Probe has started to get a lot more love recently.
Spell Snare: A narrow, yet powerful counterspell, this conditional card is great when you want to get ahead of your opponent and keep them one step behind you. If you expect a lot of relevant 2-drops in your meta, this is your card. If you like a bit more flexibility, read on.
Spell Pierce: Another 1-mana counter, Spell Pierce has slowly emerged as one of the more relevant counterspells in recent printings. A staple in Legacy, but not quite as powerful in Modern Tempo decks given the lack of Wastelands, Spell Pierce is still capable of stopping a huge variety of plays in a timely and efficient manner. Perhaps best used as an early protection spell for your turn 1 beater, but also very valuable at stopping cards like Lingering Souls, Liliana of the Veil, Karn Liberated, Expedition Map, Seething Song, Empty the Warrens, Maelstrom Pulse, Wrath of God, Vedalken Shackles, Cryptic Command, Aether Vial, Birthing Pod, and whatever else you can think of. Sometimes it is just dead, it's true. But most games, it's a house.
Mana Leak: Discussed above, a perfectly viable swap with Remand. If you want stuff dead for good, run the Leaks. However, Remand is a better lategame card since at the very worst, it still cycles.
Izzet Charm: Newest counterspell toy in our colors, this card provides a lot of flexibility and is especially helpful if you are running Gifts Ungiven in the board. Not hitting your opponent's face is a downside, and it's slightly expensive for each effect, but it never hurts to have options.
Jeskai Charm: A good 1-2 of spell, this charm is a bit pricey for the effects but does have great flexibility. Answering a problematic creature for a turn and gaining some tempo is a nice effect when you're trying to close, as is the ability to Burn them for 4. The lifelink mode is best with a big board, but has obvious synergy with the likes of Young Pyromancer and Brimaz. Slightly more useful than Boros Charm, but you pay for what you get.
Dispel: Approaching Sideboard status here, but some people will run 1-2 in their maindeck if they expect enough instants. Great against the combo decks and for protecting your threats, but often not good enough to justify the maindeck slot.
Sleight of Hand: The only other real 1-drop cantrip that's playable, but not so great at setting up your Delvers. Also, it's sad when you want both cards...
Telling Time: An awesome cantrip, but a tad bit expensive . It's still a good effect, but it's a bit too pricey for what we are looking for in most cases. Perhaps decent as a 1-2 of, but most of us would rather just pay 1 for our scrying ability. Magma Jet is arguably just better.
Twisted Image: Hilariously good against 0/x creatures, and makes a decent combat trick sometimes, but not too useful beyond that. Still worth a SB slot sometimes, especially if you expect a decent amount of Pod or Spellskite decks, but a little risky for our style of deck in most cases. When it does function as removal+cantrip, Snapcastering it back is just dirty.
Vapor Snag: Basically a 1-mana removal spell for purposes of finishing a game, this is probably the best option to fight any type of fatty that you otherwise can't handle. It's a better tempo play than Path to Exile, and the damage can often mean the difference between winning and losing. Similar to Twisted Image, but probably a better choice in most cases, since it's nearly always relevant. Snapcaster + Snag is a great way to take down an opponent that would have otherwise stabilized behind a Goyf or similar wall.[/spoiler]
Thought Scour: Another 1-mana cantrip, Scour is generally best when you are trying to fuel your graveyard for some reason (See Dig Through Time and Treasure Cruise). Instant speed is nice, but aside from fueling Delve, Thought Scour is a little too low-impact for most lists.
Treasure Cruise: Very likely to be obsolete soon enough due to the B&R list, but for a short time anyway Wizards has allowed us to play with an Ancestral Recall proxy in non-Vintage formats. This card has massive upside for any Delver/Tempo strategy, with little drawback. Don't get it Remanded and you'll be in good shape. The non-synergy with Snapcaster is the only issue, but can easily be mitigated or ignored. The power level on Cruise is too high to matter.
Dig Through Time: Not quite as impressive as Cruise in a Delver shell, but still an option. I tend to think most lists opting for Dig should just be running a combo or control strategy instead, but some pilots might prefer the selection over quantity. Both cards are obviously very powerful, and if Cruise were to be banned, Dig will certainly fill in the gaps for many players.
The Lands
[spoiler=Lands]
In addition to the usual fetch + shock mana base, there are plenty of additional lands we have access to for some added spice. Most lists are tight on mana (running 19-22 lands) and don't have much space for utility-style lands, but many folks will opt for a 1-2 of just to gain some extra value. Here are the options:
Eiganjo Castle: And old favorite from the early days of Modern, Castle can protect your Clique or Giest from blockers or damage-based removal in certain cases. It's greatest value is the surprise factor, as many opponents won't remember or know what it does, but it has lost favor as Modern developed and people caught on. Still a great option if you like your legends to stick around a little longer.
Celestial Colonnade: The definitive manland in Azorius, the only downside is that it comes in tapped and costs essentially 6 mana to activate, a hefty sum for most Delver decks. Still a good option if you like grinding out the midgame and find yourself skewing more toward a Midrange build.
Slayer's Stronghold: While the haste and vigilance are not often relevant, the bonus in power is a great way to push through damage. When you do find yourself drawing 1-drops in the lategame, haste can help make them much more relevant. Colorless mana is a strike against this card, but otherwise it's a reasonable utility land with enough creatures to support it.
The Sideboard Options
In addition to some of the spells and permanents above that will appear in many sideboards, here are the usual suspects:
[spoiler=Sideboard]
Negate: Continuing with the counterspells above, this is our go-to card for negating problematic spells and permanents. We have creature removal pretty well covered already. Usually a 2-of.
Combust: This card is always pretty solid, whether it's against the Mirror, Merfolk, Bant, U/W Control, or whatever. But this is really for the Splinter Twin and Pod decks sporting Restoration Angel. Combust stops the entire half of the combo that's not red. 2-3 is recommended if you expect all of the above.
Kor Firewalker: Trumps the mirror, lives through Pyroclasm, and singlehandedly beats most Red-based decks. Most importantly, makes the life of a Storm opponent just miserable. 2 is a good place to start.
Molten Rain: Tron is a deck, and it's not the easiest matchup either. 4 of these will rain on their parade, hopefully in time for you to kill them. Works great against a variety of other decks too though, namely Jund and Pod.
Sowing Salt: Another option for Tron and similar decks, but the extra mana and lack of damage makes it less appealing. Molten Rain is just quicker, especially on the draw, but Salt actually shuts them down more effectively, so it's your call. A split might be reasonable. You can also build your own Sowing Salt with Surgical Extraction if you really want.
Blood Moon: A rugged option for this deck, with our mana-hungry cards and fetchland-loving Lynxes. Still, if you really want to shut down Tron and don't mind a couple extra basics in the deck, this card does work.
Annul: A cheap way to stop a problem permanent, but make sure you don't tap out! Great on the play, and a good way to add variety to your hate.
Smash to Smithereens: Searing Blaze for artifacts, this card just furthers our game plan while still providing the disruption we need. Not as great as some options against Affinity, but a solid option everywhere else you want a Shatter effect.
Shattering Spree: This is a concession to the Affinity decks, but also isn't bad against decks where you want the Smashes. A 2/1 split of Smash/Spree is reasonable in an open field. But if you really want to crush Affinity, read on.
Shatterstorm: Not great against most problem artifacts, but it sure as heck stops Etched Champion and friends. Has seen some recent popularity online.
Surgical Extraction: Good for Pod, decent against some combo decks, and badass with Snapcaster, Surgical is always a good option when you need to target the 'yard. 2 is a good number to start with.
Relic of Progenitus: More variety for GY hate, only this one cantrips. Hurts Snapcaster and Grim Lavaman, so use wisely. You'll usually see 1-2 of these in lists that want them.
Grafdigger's Cage: If you really want to hate on Pod, this is your card. It's cheap and effective against some GY strategies, but sometimes lacks the proper disruption and value against other decks. 1-2 is the most I'd imagine running.
Torpor Orb: Perhaps the best permanent-based hate card for the Pod and Twin decks, Orb is a bit pricier than Grafdigger's Cage but still does a great job of holding off shenanegins for awhile. It does turn your Snapcaster Mage into a 2/1 Flash, which isn't ideal but also not terrible. Still, if you need to burn them out with your Graveyard, you might want to stick with the Cage. Both cards have their advantages. Like Cage and Relic, you probably only want a couple of these at most, and a mix never hurts.
Sword of War and Peace: For the Mirror, and really any red-based deck. This is the most aggressive of the Swords, but lacks consistency over some of the other models.
Ajani Vengeant: Not so popular now perhaps, but has seen play in various R/W decks since his printing. Johnny V. is quite powerful, and often if he sticks a turn or more, it means you're winning that game. Helix #5 doesn't hurt in some matchups either.
Timely Reinforcements: A card we are all familiar with by now thanks to our Standard U/W brethren, Timely can keep you alive against a variety of aggressive decks, and is especially helpful against Mono Red and the Mirror. Just make sure you cast it BEFORE attacking.
Engineered Explosives: Though it does have the potential to wipe our team as well, this card is one of the most versatile sweepers in the format and can take out opposing armies while still preserving some of our board. It also hits problematic permanents that we otherwise can't easily deal with. Particularly helpful against opposing Young Pyros and similar armies, but also useful against any token deck, Zoo, Affinity, Bogles, and other agro decks.
Wear//Tear: Super flexible answer to obvious problem permanents, this card is an easy 1-2 of in most sideboards these days.
Counterflux: Great card when you need a bulletproof answer to combo and control decks, but a little expensive. Best against Scapeshift, Twin decks, and Classic Draw-Go Control lists, but also has applications against Rock decks and elsewhere.
Deflecting Palm: When your opponent comes crashing in with a large fatty (particularly one with lifelink), tell them to Talk to the Hand. This card is pretty narrow, but can lead to some serious blowouts in the right spot.
The Gifts Package
1 Unburial Rites
1 Elesh Norn, Grand Cenobite
1 Iona, Shield of Emeria
1 Sphinx of the Steel Wind
1 Griselbrand
Another option that has seen success out of many a WUR Delver sideboard is the Gifts Ungiven for Unburial Rites combo. If you haven't heard of this silliness yet, it's simple: Cast Gifts, go find Rites + A Fatty, and your opponent must send them both to the bin. Then, untap and Reanimate! If you think you can solve all your worst problems with a couple of huge Creatures, then go for it! It doesn't get much better than burning out your opponent game 1, only to stick an Iona and lock them out Game 2. Some people will say it's slow, and clunky, and that you can sometimes draw the wrong half of the combo naturally, which is awful, but when it works, it's hard to beat. If you go this route, a Watery Grave is advised maindeck, and you might consider a Faithless Looting or two somewhere as well to mitigate the awkardness. Maindeck Izzet Charms also help smooth your draws, and provide better flexibility[/spoiler]
Sideboard Guide
Big thanks to mtgsalvation member chags for contributing the Sideboard advice with Gifts Ungiven. He's been grinding a lot online recently, so keep an eye out for him if you also hang out on MODO.
[spoiler=With the Gifts Ungiven board]
1 Eiganjo Castle
2 Hallowed Fountain
1 Island
2 Marsh Flats
2 Misty Rainforest
1 Mountain
1 Plains
1 Sacred Foundry
4 Scalding Tarn
2 Steam Vents
1 Watery Grave
22 lands
4 Geist of Saint Traft
4 Snapcaster Mage
4 Steppe Lynx
1 Vendilion Clique
17 creatures
2 Izzet Charm
4 Lightning Bolt
4 Lightning Helix
3 Mana Leak
4 Path to Exile
4 Serum Visions
2 Disenchant
1 Elesh Norn, Grand Cenobite
4 Gifts Ungiven
1 Iona, Shield of Emeria
2 Pyroclasm
2 Sowing Salt
2 Spell Pierce
1 Unburial Rites
Vs. Soul Sisters
+4 Gifts Ungiven, +1 Unburial Rites, +1 Elesh Norn, Grand Cenobite, +1 Iona, Shield of Emeria, +2 Pyroclasm
-4 Geist of St. Traft, -4 Steppe Lynx, -1 Vendilion Clique
Vs. Infect
+3 Gifts Ungiven, +1 Elesh, +1 Unburial Rites, +2 Pyroclasm
-4 Geist, -1 Clique, -2 Mana Leak
Vs. Jund
You can add Gifts in for Sphinx or Iona on Black, but otherwise there isn't much to sideboard.
Vs. Red Deck Wins
+4 Gifts, +1 Rites, +1 Iona
-4 Path, -3 Geist, -1 Clique
Vs. Tron
+2 Disenchant, +2 Sowing Salt, +2 Spell Pierce
-2 Geist, -2 Path, -2 Izzet Charm
Vs. Affinity
+2 Disenchant, +2 Pyroclasm
-2 Mana Leak, -1 Geist, -1 Clique
Vs. 4-Color Pod/Splinter Twin
+4 Gifts, +1 Rites, +1 Elesh, +1 Disenchant/Iona
Vs. Storm/Eggs/Other Combo
+2 Spell Pierce, +2 Disenchant
-4 Path to Exile
Vs. RUG Delver
You can opt to board into Gifts, but it's not necessary. Disenchant or Spell Pierce are also decent options.
Vs. WUR Delver
Again, you can opt to play Gifts or not to, and switch it up on the draw/play.
+4 Gifts, +1 Rites, +1 Elesh, +1 Iona, +2 Spell Pierce
-4 Lynx, -4 Delver, -1 Vendilion Clique
[/spoiler]
[spoiler=Without Gifts Ungiven]
I don't currently have a full list for Sideboarding here, but the biggest thing you need to identify is when you are the control deck, and what creatures you want or don't want to have access to. In general, the same sideboarding techniques listed above should apply, with the exception being that you usually don't have 4-8 cards to bring in, but closer to 3-6 cards. I usually cut Steppe Lynx when I'm trying to play control, and Counterspells when I'm trying to play aggro, as a general rule.
[/spoiler]
Sample Decklists
[spoiler=Decks]
3 Geist of Saint Traft
4 Snapcaster Mage
4 Young Pyromancer
4 Lightning Bolt
3 Lightning Helix
3 Path to Exile
2 Electrolyze
1 Izzet Charm
3 Remand
2 Spell Snare
4 Gitaxian Probe
4 Serum Visions
4 Scalding Tarn
3 Mountain
1 Island
1 Plains
1 Hallowed Fountain
1 Sacred Foundry
2 Steam Vents
1 Sulfur Falls
1 Seachrome Coast
1 Aven Mindcensor
2 Grim Lavamancer
1 Izzet Staticaster
1 Vendilion Clique
1 Spellskite
1 Magma Spray
1 Combust
1 Dispel
1 Counterflux
1 Negate
1 Relic of Progenitus
1 Wear//Tear
1 Shattering Spree
1 Stony Silence
4 Snapcaster Mage
4 Geist of Saint Traft
2 Vendilion Clique
1 Thundermaw Hellkite
4 Lightning Bolt
4 Lightning Helix
3 Path to Exile
2 Electrolyze
2 Vapor Snag
2 Spell Snare
2 Remand
4 Serum Visions
4 Scalding Tarn
3 Arid Mesa
1 Misty Rainforest
2 Hallowed Fountain
2 Steam Vents
1 Sacred Foundry
1 Clifftop Retreat
1 Glacial Fortress
1 Sulfur Falls
2 Island
1 Plains
1 Mountain
1 Slayers' Stronghold
1 Aven Mindcensor
1 Grim Lavamancer
1 Spellskite
1 Combust
1 Pyroclasm
2 Dispel
2 Swan Song
2 Spell Pierce
1 Smash to Smithereens
1 Wear//Tear
1 Timely Reinforcements
1 Relic of Progenitus
Modern MOCS #5831913 on 08/18/2013Magic OnlineOCTGN2ApprenticeBuy These Cards
3 Hallowed Fountain
2 Island
1 Mountain
1 Plains
1 Sacred Foundry
4 Scalding Tarn
3 Steam Vents
19 lands
4 Delver of Secrets
4 Geist of Saint Traft
3 Snapcaster Mage
4 Young Pyromancer
15 creatures
4 Lightning Bolt
4 Lightning Helix
3 Mana Leak
2 Path to Exile
3 Remand
4 Serum Visions
2 Spell Snare
26 other spells
2 Combust
1 Electrickery
2 Forked Bolt
2 Hibernation
3 Molten Rain
1 Path to Exile
2 Relic of Progenitus
2 Wear // Tear
2 Hallowed Fountain
1 Island
2 Marsh Flats
3 Misty Rainforest
1 Moorland Haunt
1 Mountain
1 Plains
1 Sacred Foundry
4 Scalding Tarn
2 Steam Vents
22 lands
3 Geist of Saint Traft
4 Snapcaster Mage
4 Steppe Lynx
15 creatures
4 Lightning Bolt
4 Lightning Helix
1 Mana Leak
4 Path to Exile
2 Pillar of Flame
4 Remand
4 Serum Visions
23 other spells
1 Annul
2 Kor Firewalker
4 Molten Rain
1 Negate
1 Relic of Progenitus
1 Smash to Smithereens
2 Spell Pierce
1 Surgical Extraction
1 Sword of War and Peace
1 Twisted Image
1 Eiganjo Castle
1 Hallowed Fountain
1 Island
1 Marsh Flats
3 Misty Rainforest
1 Mountain
1 Plains
1 Sacred Foundry
4 Scalding Tarn
2 Steam Vents
1 Watery Grave
21 lands
4 Geist of Saint Traft
4 Snapcaster Mage
4 Steppe Lynx
16 creatures
1 Faithless Looting
1 Gitaxian Probe
4 Lightning Bolt
4 Lightning Helix
4 Path to Exile
4 Remand
4 Serum Visions
1 Vapor Snag
23 other spells
1 Elesh Norn, Grand Cenobite
4 Gifts Ungiven
1 Isochron Scepter
4 Molten Rain
1 Smash to Smithereens
1 Sphinx of the Steel Wind
1 Unburial Rites
2 Vendilion Clique
2 Hallowed Fountain
1 Island
3 Marsh Flats
2 Misty Rainforest
1 Mountain
1 Plains
1 Sacred Foundry
4 Scalding Tarn
2 Steam Vents
1 Watery Grave
22 lands
3 Geist of Saint Traft
4 Snapcaster Mage
4 Steppe Lynx
15 creatures
3 Isochron Scepter
4 Lightning Bolt
4 Lightning Helix
4 Path to Exile
4 Remand
4 Serum Visions
23 other spells
1 Disenchant
1 Elesh Norn, Grand Cenobite
4 Gifts Ungiven
1 Iona, Shield of Emeria
4 Molten Rain
1 Shattering Spree
1 Spell Pierce
1 Twisted Image
1 Unburial Rites
RGB Jund BGR
WGB Junk/Abzan Company WGB
LEGACY
RUGB Delver GURB
EDH
UW Geist of Saint Traft Aggro-Control WU
RUG Riku of Two Reflections Combo GUR
BBB Skithiryx Control BB
I definitely plan to add matchup breakdowns and maybe a few rough sideboard guidelines. I'll gladly take other people's input on this, if you want to write a matchup breakdown, I'll post it in there and credit you. I'm still testing the deck in paper form, and waiting for the meta to truly shape up before I feel confident going into matchup details.
RGB Jund BGR
WGB Junk/Abzan Company WGB
LEGACY
RUGB Delver GURB
EDH
UW Geist of Saint Traft Aggro-Control WU
RUG Riku of Two Reflections Combo GUR
BBB Skithiryx Control BB
I have a bit of experience on the match up section, so if you need help on that just pm me.
A Sb card im really liking right now is timely reinforcements, i find it really useful on mirrors, and almost any aggro match ups.
RGB Jund BGR
WGB Junk/Abzan Company WGB
LEGACY
RUGB Delver GURB
EDH
UW Geist of Saint Traft Aggro-Control WU
RUG Riku of Two Reflections Combo GUR
BBB Skithiryx Control BB
Haven't seen this yet. Decklist please?
From my experience at the beginning of the format with 5 Color Zoo, I can tell you that while Snapcastering Tribal Flames for 5 is great, you will probably be losing more games to your awful mana base than the ones you will win based on a 5-damage Incinerate.
RGB Jund BGR
WGB Junk/Abzan Company WGB
LEGACY
RUGB Delver GURB
EDH
UW Geist of Saint Traft Aggro-Control WU
RUG Riku of Two Reflections Combo GUR
BBB Skithiryx Control BB
My basic problem with the Domain lists compared with the standard build is this: Tribal Flames only makes your deck a turn faster at best, and only in an ideal situation on a perfect hand. The non-domain lists' God Draws are going to beat most opponents without Tribal Flames anyway, but their crappy draws are much more likely to stabilize and give you a shot of winning. When you get mana-screwed on a 5-color Aggro deck, you REALLY get mana-screwed. If you can't cast your threat turn 1 and/or curve into the right removal/disruption in the first few turns of the game, you are behind. Serum Visions and Remand are supposed to smooth your draws, but if you can't cast them when you need to, you're not digging yourself out of that hole. Not to mention, Blood Moon is a card. AND, if I saw my opponent fetching Stomping Grounds and Blood Crypts in the Mirror, I'd most certainly side in my Molten Rains to punish them for it. When they fetch for a untapped Shockland, you basically just got a build-your-own Tribal Flames/Stone Rain combo card. Seems rough for them.
It's worth testing again, but I think Modern is too fast of a format to be able to justify stumbling on mana more often than necessary, just for a +2 burn spell (sometimes).
It's possible that a Red or U/R deck that runs all the R/x duals with a good Fetchland base can actually abuse Tribal Flames well enough. Maybe run Delvers, probably run Snapcasters, plus the usual RDW dudes. But an actual 3-color deck running all those Shocklands is just painful.
RGB Jund BGR
WGB Junk/Abzan Company WGB
LEGACY
RUGB Delver GURB
EDH
UW Geist of Saint Traft Aggro-Control WU
RUG Riku of Two Reflections Combo GUR
BBB Skithiryx Control BB
Seems like lynx is a stapple here nowadays, but i want to ask, is it really ok to play it?
Its the best card we can play here?
I mean, the card is good and fits like a glove in our strategy to race other decks, but the real isue is that it seems to have negative synergy with our key player, delver.
Lynxs wants many lands, most of them fetches, which hurt a lot in the long run, while delver wants a lot of instants, that i yhink fit better into our game plan.
It is anti-synergycal to try to fit both high counts of lands and instants (most of them burn, most like) so what does the WUR community say to this?
I have been thinking about this a lot lately, but i didnt get to test it enough to reach a conclusion yet.
Is it really the best play to run both lynx and delver? Cant the deck benefit more from a more direct approach to one of them? Should one be dropped, to strenthen the other?
I think some people think of the deck the wrong way. This isn't a deck built around delver. Maybe it was originally, but delver of secrets really isn't the backbone of this deck. This is a deck built around good sorceries, instants, and incredibly efficient creatures, and delver just so happens to be one of the creatures that made the cut because it only costs one blue. Delver of secrets is probably the worst card in the deck, "but being the worst card in [WUR delver] is like being the poorest millionaire".
Steppe Lynx still fits here because it's incredibly efficient. This deck runs tons of instants and sorceries to flip delver, but having more aggro is worth a lesser chance at flipping delver as delver is still efficient enough to the point where drawing a steppe lynx over a bolt is still good. That being said, this deck really is a more aggro than people make it out to be, it just has a lot of tempo elements.
Modern Junk Primer
Legacy ANT Primer
L1 Judge
We run lynx because it's a one mana 4/5, as you said. Frankly, I play this deck like it's a burn deck. Your creatures are basically just lava axes, so if they can deal between 4-6 damage before getting removed, you're probably going to win. Lynx threatens more damage out of the one-drop slot than delver does most of the time.
*DCI Rules Advisor*
There was a pro player that said delver is the most powerful creature that can be printed. There is no other one drop in modern that has been printed that matches delver. Hes one of the only one drops that is a good top card, and always a threat in almost every situation. People just talk crap about him because hes a 50 cent common. If he was a 60$ mythic he would get the respect he deserves. If they banned delver tomarrow decks in all format would suffer, there is no replacment of delver. And he almost created tempo decks overnight.
Pablo, tempo was around long before delver ever existed, but his printing certainly boosted the archetype into Tier One in almost every format. Previously, tarmogoyf was the best blue aggro card. Now it's delver.
As for steppe lynx vs delver, I don't see why this is a problem. Yes they want different things from your top card, but that doesnt mean they don't synergize. It just gives you more options. If you have both in play (relatively rare situation), and are looking at serum visions, you can choose which threat to focus on depending on the board state. If you are just drawing blind, it doesn't matter since your chances to hit either land or spell remain the same. Fetchlands don't affect the number of spells we play, and having two threats that rely on different resources means that the deck can function on multiple types of draws. And yes, steppe lynx is often just a vexing devil or lava axe that is actually worth an opponents removal spell. And Then you play delver.
RGB Jund BGR
WGB Junk/Abzan Company WGB
LEGACY
RUGB Delver GURB
EDH
UW Geist of Saint Traft Aggro-Control WU
RUG Riku of Two Reflections Combo GUR
BBB Skithiryx Control BB
UB/x Faeries
UR Storm
XURWB Affinity
G Elves
UW control