Threads is sweet against Merfolk. Anything that removes their threats is great. Stealing Islandwalk is just a bonus.
Depends - if you steal Lord of Atlantis - you have achieved about nothing - everything retains Islandwalk..The best card you have against Merfolk is Huntmaster or Grim Lavamancer if you play that..
Pulse is really fighting for the same slot that Feed the Clan is, if you run that. Feed the clan is rather weak against non Burn aggro decks because when youre way behind on the board 10 life can give you an additional turn or two of not losing but that's it. Pulse can come in against any non infect aggro matchup and probably be pretty damn good, especially against things like Zoo. For 4 mana you can gain six and cast the monkey you just got back, so I suppose it can compare to huntmaster that way.
With that said, the raw power Feed the Clan is hard to beat if youre trying to squish Burn, and other aggro decks really arnt what we are losing to so including it over something like Huntmaster seems like poor allocation of sideboard slots because Pulse is nowhere near as good as just running another threat against midrange decks (but still pretty decent there).
Unlike chaining Snapcaster + K command, Pulse + Snapcaster has very little versatility and never really generates any sort of card advantage. Additionally, in the matchup you want it for, Burn, flashing back a Feed the Clan for a total of 20 life gained is brutal beyond reason.
Todd Anderson posted an article about his win with Delver and while saying he did enjoy playing it for the most part, it's probably not good going forward and that Delver is just too boom bust.
Todd Anderson posted an article about his win with Delver and while saying he did enjoy playing it for the most part, it's probably not good going forward and that Delver is just too boom bust.
the card itself really isn't worth the card board its printed on...does it serve a purpose? Sure its a blue 1 drop that might not be a 1/1. I would not put it in a list and expect to win a PTQ or GP though.
Hey everyone,I think that rug delver has been run stable creature list past a few months,then I want to more 2drop creature for this deck.
I find 2 candidates: Young pryomancer and Skyrider Elf.
YP has high performance with correct list (disrupting shoal version) and is a must answer card against consume deck.
Skyrider Elf is a nobody ,she has two modes:[UG] with 2/2 flyer,[RUG] with 3/3 flyer.the both of option looks weak and can’t fit in RUG DELVER,but elf certainly fit curve ,and she can pitch with shaol .flying is big deal against robot and infect too.
Ive been testing with this list (older iteration of Ashton's build) and Im happy with it for the most part. Except the sideboard has become quite difficult to decide on.
I like curiosity though I find its only in when facing decks which are creature light. With some testing, Ive noticed a ton of bounce spells coming in, especially in non-delver blue decks. Ive also noticed that Pyroclasm is so pivotal against decks that go wide, fast, like elves.
Ive been testing with this list (older iteration of Ashton's build) and Im happy with it for the most part. Except the sideboard has become quite difficult to decide on.
I like curiosity though I find its only in when facing decks which are creature light. With some testing, Ive noticed a ton of bounce spells coming in, especially in non-delver blue decks. Ive also noticed that Pyroclasm is so pivotal against decks that go wide, fast, like elves.
Is it only 16 lands or are you missing one? How is that working out? Seems like Huntmaster/Blood Moon/Clique would all be hard to cast.
How are you guys dealing with Eldrazi? Seems impossible to move their creatures once they resolve. Its either we blood moon them turn 3, or have all the counterspells in hand.
I havn't been playing a ton since school started but Spreading Seas surprised me in a really good way, sometimes its just as effective as Blood Moon while replacing itself immediately and the difference between 2 and 3 mana is tremendous in this deck. Additionally, Seas can be boarded in to great effect against decks other than their intended targets (Tron, Eldrazi, Gb). Merfolk, Affinity, and infect all run manlands which tax our removal. Spreading Seas to turn those off without wasting a card is big game and moon is far too slow/ineffective there. Seas is even reasonable against Burn if you have the slots after boarding because they pretty much use only red mana. Griselbrand is going to bring in Boseiju generally and moon is not good there.
Against Eldrazi it's been way, way better than Blood Moon. On the play its generally the best thing you can do to follow up a turn one threat. Even when youre not stopping early temple/eye of ugin shenanigans, hitting a timely Urborg can can really halt their gameplan and disruption. I started with 3 seas and 2 moon but after facing the deck several times I've decided to run 4 seas. Bringing them in against a deck like Eldrazi, post board my list then has 17 cantrips plus snapcaster and that feels really powerful. For the most part the true advantage of Seas over Moon is the ability to consistently cast it before their mana engine can get going. Blood Moon is good here of course but at three mana left blood moon subject to being removed with discard on a more frequent basis and sometimes just came down too late, although the split of blood moon and seas could most certainly be correct. In my opinion Spreading Seas is much better in multiples as opposed to just drawing one so I find 4 seas to be more appealing when running any at all and 5 sideboard slots dedicated to that sort of disruption seems like a lot to ive opted out of the singleton moon. Either way, if you can hit their manabase in a meaningful way while presenting a decent clock, by the time they start casting their 4, 5, and 6 drops cards like Vapor Snag, Simic Charm, and Roast to clear the way or reach via burn spells can easily seal the deal. Vendilion Clique is a 2 of in my board right now, proving a delver-like clock and stripping cards we struggle to answer. Flash is very important in this matchup because tapping out for a threat could spell death if they resolve a reality smasher or another 'early' threat of theirs, so Clique allows you to wait and see if the coast is clear and if you don't have counterspells in hand you can just play it at their draw step and hope they only have one threat you cant answer.
The graveyard hate they run can very easily ruin our best hands so I bring in both ancient grudge and natural state. Even though they will usually pop it in response to the removal, forcing a relic or spellbomb off the board can give you windows to cast mandrills or beat with goyf. It's not uncommon to catch them with their pants down and not leave mana up for relic to leave it vulnerable to removal, or to not draw a card off spellbomb. Natural State also hits Vampiric Link, which is popping up in a lot of sideboards.
Unfortunately, if they ever cast an Ulamog, if youre not very far ahead youve probably lost. Simic charm hexproof to counter the exile trigger has won be a few games but generally isnt enough on its own.
So if I were to bring in 8 cards from SB against Eldrazi/tron/bgx, what exactly am I taking out?
For eldrazi and tron, I can assume the 4 bolts have to go. Maybe shoal is less effective against these decks? So that frees up the slots.
The toughest time I have is knowing when huntmaster is needed. Obviously against burn, but not sure where else.
Im thinking maybe cutting to 2 vapor snag in the mb, and having 1 curisoty in mb, 1 sb. Not sure. Curiosity is great when youre drawing an extra card every turn.
Depends - if you steal Lord of Atlantis - you have achieved about nothing - everything retains Islandwalk..The best card you have against Merfolk is Huntmaster or Grim Lavamancer if you play that..
Bant Eldrazi
UW Control
U Merfolk
Legacy
Merfolk
UR Delver
With that said, the raw power Feed the Clan is hard to beat if youre trying to squish Burn, and other aggro decks really arnt what we are losing to so including it over something like Huntmaster seems like poor allocation of sideboard slots because Pulse is nowhere near as good as just running another threat against midrange decks (but still pretty decent there).
Unlike chaining Snapcaster + K command, Pulse + Snapcaster has very little versatility and never really generates any sort of card advantage. Additionally, in the matchup you want it for, Burn, flashing back a Feed the Clan for a total of 20 life gained is brutal beyond reason.
You have a link to this? I'd like to read more.
4 Delver of Secrets
4 Hooting Mandrills
4 Tarmogoyf
Sorcery (8)
4 Gitaxian Probe
4 Serum Visions
Instant (24)
2 Spell Snare
2 Vapor Snag
4 Stubborn Denial
4 Thought Scour
4 Lightning Bolt
4 Mana Leak
4 Disrupting Shoal
4 Scalding Tarn
4 Misty Rainforest
1 Wooded Foothills
2 Breeding Pool
1 Steam Vents
1 Stomping Ground
2 Island
1 Mountain
2 Ancient Grudge
1 Dismember
2 Dispel
3 Forked Bolt
1 Gut Shot
2 Negate
2 Spell Pierce
2 Spellskite
It's an SCG pay-to-read 'premium' article: http://www.starcitygames.com/article/32299_No-Splinter-Twin-No-Problem.html
Counter-Cat
Colorless Eldrazi Stompy
I find 2 candidates:
Young pryomancer and Skyrider Elf.
YP has high performance with correct list (disrupting shoal version) and is a must answer card against consume deck.
Skyrider Elf is a nobody ,she has two modes:[UG] with 2/2 flyer,[RUG] with 3/3 flyer.the both of option looks weak and can’t fit in RUG DELVER,but elf certainly fit curve ,and she can pitch with shaol .flying is big deal against robot and infect too.
1x Breeding Pool
1x Forest
3x Island
4x Misty Rainforest
4x Scalding Tarn
2x Steam Vents
1x Stomping Ground
1x Wooded Foothills
Instant (21)
4x Disrupting Shoal
4x Lightning Bolt
3x Mana Leak
2x Simic Charm
4x Stubborn Denial
1x Tarfire
3x Thought Scour
4x Delver of Secrets
4x Hooting Mandrills
2x Snapcaster Mage
4x Tarmogoyf
Sorcery (8)
4x Gitaxian Probe
4x Serum Visions
2x Ancient Grudge
3x Blood Moon
1x Curiosity
2x Destructive Revelry
3x Huntmaster of the Fells
3x Pyroclasm
1x Vendilion Clique
I like curiosity though I find its only in when facing decks which are creature light. With some testing, Ive noticed a ton of bounce spells coming in, especially in non-delver blue decks. Ive also noticed that Pyroclasm is so pivotal against decks that go wide, fast, like elves.
RUG Temur Deprive Delver
BUG Sultai Deprive Delver
Is it only 16 lands or are you missing one? How is that working out? Seems like Huntmaster/Blood Moon/Clique would all be hard to cast.
RUG Temur Deprive Delver
BUG Sultai Deprive Delver
RUG Temur Deprive Delver
BUG Sultai Deprive Delver
RUG Temur Deprive Delver
BUG Sultai Deprive Delver
Against Eldrazi it's been way, way better than Blood Moon. On the play its generally the best thing you can do to follow up a turn one threat. Even when youre not stopping early temple/eye of ugin shenanigans, hitting a timely Urborg can can really halt their gameplan and disruption. I started with 3 seas and 2 moon but after facing the deck several times I've decided to run 4 seas. Bringing them in against a deck like Eldrazi, post board my list then has 17 cantrips plus snapcaster and that feels really powerful. For the most part the true advantage of Seas over Moon is the ability to consistently cast it before their mana engine can get going. Blood Moon is good here of course but at three mana left blood moon subject to being removed with discard on a more frequent basis and sometimes just came down too late, although the split of blood moon and seas could most certainly be correct. In my opinion Spreading Seas is much better in multiples as opposed to just drawing one so I find 4 seas to be more appealing when running any at all and 5 sideboard slots dedicated to that sort of disruption seems like a lot to ive opted out of the singleton moon. Either way, if you can hit their manabase in a meaningful way while presenting a decent clock, by the time they start casting their 4, 5, and 6 drops cards like Vapor Snag, Simic Charm, and Roast to clear the way or reach via burn spells can easily seal the deal. Vendilion Clique is a 2 of in my board right now, proving a delver-like clock and stripping cards we struggle to answer. Flash is very important in this matchup because tapping out for a threat could spell death if they resolve a reality smasher or another 'early' threat of theirs, so Clique allows you to wait and see if the coast is clear and if you don't have counterspells in hand you can just play it at their draw step and hope they only have one threat you cant answer.
The graveyard hate they run can very easily ruin our best hands so I bring in both ancient grudge and natural state. Even though they will usually pop it in response to the removal, forcing a relic or spellbomb off the board can give you windows to cast mandrills or beat with goyf. It's not uncommon to catch them with their pants down and not leave mana up for relic to leave it vulnerable to removal, or to not draw a card off spellbomb. Natural State also hits Vampiric Link, which is popping up in a lot of sideboards.
Unfortunately, if they ever cast an Ulamog, if youre not very far ahead youve probably lost. Simic charm hexproof to counter the exile trigger has won be a few games but generally isnt enough on its own.
For eldrazi and tron, I can assume the 4 bolts have to go. Maybe shoal is less effective against these decks? So that frees up the slots.
The toughest time I have is knowing when huntmaster is needed. Obviously against burn, but not sure where else.
1x Breeding Pool
1x Forest
3x Island
4x Misty Rainforest
4x Scalding Tarn
2x Steam Vents
1x Stomping Ground
1x Wooded Foothills
Sorcery (8)
4x Gitaxian Probe
4x Serum Visions
4x Disrupting Shoal
4x Lightning Bolt
3x Mana Leak
2x Simic Charm
4x Stubborn Denial
2x Thought Scour
3x Vapor Snag
Creature (13)
4x Delver of Secrets
4x Hooting Mandrills
1x Snapcaster Mage
4x Tarmogoyf
2x Ancient Grudge
2x Blood Moon
1x Curiosity
2x Destructive Revelry
3x Huntmaster of the Fells
2x Pyroclasm
2x Spreading Seas
1x Vendilion Clique
RUG Temur Deprive Delver
BUG Sultai Deprive Delver
I think i would cut that 1-off curiosity. Seems a bit random to play as a 1-off.
“I once had an entire race killed just to listen to the rattling of their dried bones as I waded through them.”
—Volrath
RUG Temur Deprive Delver
BUG Sultai Deprive Delver