Now you're pushing it. Gear is not better than Lynx, and as much as I liked it in standard boros, it's just a bit too janky in modern WUR. And seriously, if your running Adventuring Gear, just run bloody Steppe Lynx. The Gear is a do-nothing even more often than lynx is, and it doesn't attack. Gear wants more creatures (think Boros), Delver doesn't. As a 1-of, I'd rather have a sword or scepter.
Mybinterest in gear is purely to make moorland haunt tokens better and the card is a 1-of in place of a 22nd land
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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
That's a huge stretch though, finding two 1-ofs and a land when you're in the lategame? You've usually burned all your fetches by then. You're asking for a 3 card Combo that costs you 4-5 mana to set up for, at best, a 5/5 flyer. But thats a very small window for "best".
Adventuring gear wants to be played early, and it wants you to have 20+ creatures that cost two or less. It's not even played in most modern boros decks, even though they are perfectly designed to abuse it. 16 creatures and a moorland still doesn't make Gear do enough, it would be your worst card by far. I get the theoretical appeal, but test it out and I think you'll find it's true.
I think you are strictly better off running more burn, counters, or powerful 1-ofs in that slot. Cards like clique, scepter, sword, ajani vengeant, izzet charm, mana leak, spell pierce/snare, electrolyze, forked bolt, and pillar of flame are going to be a LOT better for you, and way more often.
^ mmm now that you mention it, i see your point, you are probably right that just stright lynx is better.
How about the shroud boots? i cant remember the name, swiftfoot boots or something like that, i think a lynx with that, or even better, a flipped delver would be a fast, efficient and hard to remove clock.
No i wouldn't suggest even testing that because impact is the effect i was going for with adventuring gear and that card doesnt add much to the equipped creature.
How do you all feel about sideboarding hero of bladehold? In my general preference it seems like a viable answer me now card, built as a stable powerhouse, but there are some matchups where i dont want to tap for it
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
On another topic, there are QUITE a few spells in RtR that could have a significant effect on the modern meta. We certainly get some new tools if we want them, but I also have a hunch that real actual control decks might get a shot at success in modern. I don't expect our list to change too much, but I'll be keeping a close eye on how the format changes this fall.
Also, I intend to write up a side boarding guide and changing the deck tag to [Primer] soon, I just haven't had a chance to yet. If anyone has been grinding with WUR Delver on MODO, and had decent success, feel free to PM me with any side boarding tips you have vs the Tier 1 field.
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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
I have been shuffling up my version of The basics quite a bit, here is what I have had my hands on for some time, with some tweaks to the sideboard, with the addition of Sleight of Hand steppe lynx has started to pull its weight as an impressive creature more often, even with the drop to 21 lands
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
Out the top of my head, i think that at least izzet and rakdos charms will se modern play, abrupt decay will be an obious inclusion in jund, and bant may want to try the Selesnya Thrun-wannabe.
Supreme Command may or may not replace *** as a sideboard card, and tokens gains quite a few toys to play with, but it seems to me GW may be better now than BW.
Storm gets goblin maybe, and im sure someone will try to play with epic experiment too, though i dunno if that will really work.
Then there´s the one drops like judge´s familiar, and dryad militant.
The only cards that may get into WUR lists will be izzet charm imo, but there have been so many spoilers that i may be forgetting something.
I am not seeing much that impresses me outside of azorius charm for this deck
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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
If that common which detains and draws was an Instant perhaps, but what are people's thought's about the possible inclusion, either main or side board, of Cyclonic Rift? That on a Scepter is rather potent, while late game it's a one sided Devastation Tide.
Your never going to Overload that card, and even when you do it's not winning you the game. I'd rather have straight burn or removal on a stick over a Bounce effect.
I think Izzet Charm is good enough for us (specifically with Gifts), Azorius is close but not quite there in my opinion. Elecktrickery is another good SB option for sweeping the little guys, and though we probably won't need this effect too badly, it is flexible and 1-sided. Detention Sphere is another great option if we need to Pulse something, or just want a RFG effect on any permanent, but it's of course expensive. Outside of those cards, I don't think there is much else.
StoryTeller, I think you want the 4th Arid Mesa. I also would recommend the 3rd Misty, but that's your call. I'd probably cut the Moorland Haunt for the 12th fetch.
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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
I dont think elecktrickery is needed here, if you want to spread 1 damage, electrolyze or forked bolt work a lot better.
And if you need to blow up the field, supreme veredic is better, and even then, there is a reason why WUR delver doesnt run wipes, even on the SB. They are too slow for us.
Yes, I agree Forked Bolt (and maybe Electrolyze) are much better effects, specifically because they can also target the opponent. As I said, Electrickery is not needed, but it's on the border of being potentially playable in Modern, if not in WUR Delver.
We do occasionally run sweepers though, most notably Volcanic Fallout. Fallout also get the win for the being direct damage in addition to uncounterable and more potent.
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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
i have a hard time ignoring this card Electrickery. when i read it at first i thought it was a sorcery. the fact that it can be played at EoT with remand mana is just nutty. however, i doubt it will ever see mb slots. i can hope though
new players as they show up maybe twice with some budget deck they've spent the week designing and testing only to be beaten into oblivion by expensive decks they cannot hope to obtain and I think this is a tragedy.
I prefer to pay one more and draw a card, or one less and avoid spell snare.
This is modern, electrickery is a cute toy for standart, but it doesnt cut it here.
Frozen first off i would put sphinx of the steel wind in your sb its just brutal against jund there only out is liliana. Also i found spell pierce to help in the matchup i personally dont like going the land destruction route again jund maybe im wrong
It really depends on how you want to fight them. It also depends on whether you're on the play or not.
If you're siding into Gifts, than you are basically opting to play control. In that case, you have time to flip Delvers and trade with his threats (theoretically). Lynx isn't going to be as important as resolving Unburial Rites, but having a flyer is good.
On the other hand, if you just want to get aggressive, you could keep Lynxes, side out Remands/Looting/Twisted Image, and side into Molten Rains and V-Cliques. Sometimes curving out against them is your best route to victory, and being on the play with a Lynx/Helix/Molten Rain hand isn't a bad plan. You'd probably want more than 2 Molten Rains to actually draw one on time, but hitting their 2nd land on your 3rd turn is absolutely a viable plan. It keeps them off Liliana/Jund Charm/Finks/Pulse mana for at least a turn, and certainly postpones Bloodbraid Elf at least that long. Also, being able to knock down Treetop Villages is pretty damn good, since it's a good blocker and beater for them, and you want to connect with Snaps and Lynxes as much as possible. Snapcaster on Molten Rain is also brutal, assuming you're good at living the dream and drawing like a champ. I wouldn't always try and fight their mana, but if you think your opponent will risk a low-mana hand, or if you just want to stick to your Plan A, than run them over with some LD and Lynxes.
I don't think there is a matchup where I would side out Geists, especially if you're only running 3.
A single spellpierce will HARDLY help you out, considering their worse threats are tarmo, elf and bob.
In this MU, i like to side out geist, he is too slow, and too easy to kill by blockers.
NEVER get rid of helix.
Threads is an obious inclusion, and dispel is quite useful to protect delvers.
This may be a slightly noobish question, but why are we side boarding out 4 Remands against Jund? Surely the slowing down of dropping their threats as well as the card draw is quite good in this match-up?
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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
Adventuring gear wants to be played early, and it wants you to have 20+ creatures that cost two or less. It's not even played in most modern boros decks, even though they are perfectly designed to abuse it. 16 creatures and a moorland still doesn't make Gear do enough, it would be your worst card by far. I get the theoretical appeal, but test it out and I think you'll find it's true.
I think you are strictly better off running more burn, counters, or powerful 1-ofs in that slot. Cards like clique, scepter, sword, ajani vengeant, izzet charm, mana leak, spell pierce/snare, electrolyze, forked bolt, and pillar of flame are going to be a LOT better for you, and way more often.
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
How about the shroud boots? i cant remember the name, swiftfoot boots or something like that, i think a lynx with that, or even better, a flipped delver would be a fast, efficient and hard to remove clock.
How do you all feel about sideboarding hero of bladehold? In my general preference it seems like a viable answer me now card, built as a stable powerhouse, but there are some matchups where i dont want to tap for it
UB/x Faeries
UR Storm
XURWB Affinity
G Elves
UW control
Also, I intend to write up a side boarding guide and changing the deck tag to [Primer] soon, I just haven't had a chance to yet. If anyone has been grinding with WUR Delver on MODO, and had decent success, feel free to PM me with any side boarding tips you have vs the Tier 1 field.
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
Creatures---16
4 Geist of Saint Traft
4 Snapcaster Mage
4 Delver of Secrets
4 Steppe Lynx
4 Serum Visions
3 Sleight of Hand
4 Lightning Helix
4 Remand
4 Lightning Bolt
4 Path to Exile
3 Arid Mesa
2 Misty Rainforest
2 Marsh Flats
2 Hallowed Fountain
1 Sacred Foundry
2 Steam Vents
1 Moorland Haunt
1 Eiganjo Castle
1 Island
1 Mountain
1 Plains
3 Kor Firewalker
2 Isochron Scepter
4 Molten Rain
2 Timely Reinforcements
2 Negate
2 Surgical Extraction
UB/x Faeries
UR Storm
XURWB Affinity
G Elves
UW control
Supreme Command may or may not replace *** as a sideboard card, and tokens gains quite a few toys to play with, but it seems to me GW may be better now than BW.
Storm gets goblin maybe, and im sure someone will try to play with epic experiment too, though i dunno if that will really work.
Then there´s the one drops like judge´s familiar, and dryad militant.
The only cards that may get into WUR lists will be izzet charm imo, but there have been so many spoilers that i may be forgetting something.
UB/x Faeries
UR Storm
XURWB Affinity
G Elves
UW control
I think Izzet Charm is good enough for us (specifically with Gifts), Azorius is close but not quite there in my opinion. Elecktrickery is another good SB option for sweeping the little guys, and though we probably won't need this effect too badly, it is flexible and 1-sided. Detention Sphere is another great option if we need to Pulse something, or just want a RFG effect on any permanent, but it's of course expensive. Outside of those cards, I don't think there is much else.
StoryTeller, I think you want the 4th Arid Mesa. I also would recommend the 3rd Misty, but that's your call. I'd probably cut the Moorland Haunt for the 12th fetch.
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
And if you need to blow up the field, supreme veredic is better, and even then, there is a reason why WUR delver doesnt run wipes, even on the SB. They are too slow for us.
We do occasionally run sweepers though, most notably Volcanic Fallout. Fallout also get the win for the being direct damage in addition to uncounterable and more potent.
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
:symu::symw: Control
:symr::symb: Aggro
Life Gain
This is modern, electrickery is a cute toy for standart, but it doesnt cut it here.
If you're siding into Gifts, than you are basically opting to play control. In that case, you have time to flip Delvers and trade with his threats (theoretically). Lynx isn't going to be as important as resolving Unburial Rites, but having a flyer is good.
On the other hand, if you just want to get aggressive, you could keep Lynxes, side out Remands/Looting/Twisted Image, and side into Molten Rains and V-Cliques. Sometimes curving out against them is your best route to victory, and being on the play with a Lynx/Helix/Molten Rain hand isn't a bad plan. You'd probably want more than 2 Molten Rains to actually draw one on time, but hitting their 2nd land on your 3rd turn is absolutely a viable plan. It keeps them off Liliana/Jund Charm/Finks/Pulse mana for at least a turn, and certainly postpones Bloodbraid Elf at least that long. Also, being able to knock down Treetop Villages is pretty damn good, since it's a good blocker and beater for them, and you want to connect with Snaps and Lynxes as much as possible. Snapcaster on Molten Rain is also brutal, assuming you're good at living the dream and drawing like a champ. I wouldn't always try and fight their mana, but if you think your opponent will risk a low-mana hand, or if you just want to stick to your Plan A, than run them over with some LD and Lynxes.
I don't think there is a matchup where I would side out Geists, especially if you're only running 3.
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
In this MU, i like to side out geist, he is too slow, and too easy to kill by blockers.
NEVER get rid of helix.
Threads is an obious inclusion, and dispel is quite useful to protect delvers.
I would do something like:
-3 GoST
-1 Twisted image
-4 remand
+2 threads
+3 Gifts
+1 Iona
+1 dispel (maybe)
+1 vendilion clique