I don’t think Shadow is better than Delver. It simply performs differently according to the expected metagame. I ran them both, and I can say that in an environment full of Affinity, Burn, Eldrazi Tron and Scapeshift Delver is better by far. Against Gx Tron, Storm, Ur Control and Lingering Souls decks Shadow has the edge. The mirror is pretty much 50-50.
Yea we can handle burn and robots better but I'm pretty sure shadow is better at beating scapeshift and eldrazi tron. Shadow is terrible against lingering souls, when I play tokens, shadow to me is like a walk over. Unless its the version with TBR, but then I have 4 paths and 3 pushes.
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BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
Yea we can handle burn and robots better but I'm pretty sure shadow is better at beating scapeshift and eldrazi tron. Shadow is terrible against lingering souls, when I play tokens, shadow to me is like a walk over. Unless its the version with TBR, but then I have 4 paths and 3 pushes.
I've actually found Shadow to be better against Burn than Delver. I don't know if this has changed, but Burn was a bad matchup when I was playing Delver, and it's kind of a 50/50 for Shadow. Sometimes you just one-shot them with a TBR on a 10/10 Shadow.
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Modern UBR Grixis Shadow UBR UR Izzet Phoenix UR UW UW Control UW GB GB Rock GB
Commander BG Meren of Clan Nel Toth BG BGUW Atraxa, Praetor's Voice BGUW
Ok so I dropped all the main deck discard in favor of more cantrips and removal/counters I've got a couple questions on my #'s first is 10 cantrips to many ? Should I drop the two opts for more removal/ counters? second are the counters the best thing for this deck should I drop them to add inquisition back in so that in being proactive rather than reactive? Also would it be better to just run 4 rune snag instead of a split between remand and mana leak because if I mill 1 with thought scour it just helps the ones I draw later in the game. I like remand a lot but sometimes it's just really bad same as mana leak. I'm liking the nimble obstructionist having an uncouterable way to deal with storm is cool not to mention stifling planeswalker abilities and a lot of other things is really good not to mention it can be gotten back with k_command or just played as a 3/1 flyer with flash to help with beats. Has anyone else tried her?
Ok so I dropped all the main deck discard in favor of more cantrips and removal/counters I've got a couple questions on my #'s first is 10 cantrips to many ? Should I drop the two opts for more removal/ counters? second are the counters the best thing for this deck should I drop them to add inquisition back in so that in being proactive rather than reactive? Also would it be better to just run 4 rune snag instead of a split between remand and mana leak because if I mill 1 with thought scour it just helps the ones I draw later in the game. I like remand a lot but sometimes it's just really bad same as mana leak. I'm liking the nimble obstructionist having an uncouterable way to deal with storm is cool not to mention stifling planeswalker abilities and a lot of other things is really good not to mention it can be gotten back with k_command or just played as a 3/1 flyer with flash to help with beats. Has anyone else tried her?
I think that 10 cantrips are way too many, maybe you can add a Murderous Cut, since you don't rely too much on your graveyard, and a Collective Brutality which is really powerful in this deck. I'd also cut Remands to 1 or even replace them at all in favour of another Spell Snare and/or another Mana Leak.
Talking about maindeck discard spells it really depends on which kind of style you wanna adopt, I've tried the deck with and without them and I still trying to figure out which is the best version, sometimes discarding felt great and sometimes felt pretty bad.
@wrenchmind thanks for the response I'll try dropping the remand for another spell snare and mana leak. Especially since the curve of most decks is super low remand feels super bad on a card they can just recast. As to the cantrips I think I will cut the opts I like the instant speed but it doesn't really help to flip a delver or fuel delve like thought scour and serum visions. And as to the discard I usually play more discard in the other decks that I own so it just feels more natural but where I'm running 4 young pyromancer being able to counter their spell and add a token to the board on their turn just seems really good. Thanks for the replay
What chsnged is that Delver no longer plays Probe and it run more counterspells than the past, other than having Fatal Push. Shadow is 50-50, but I always had a 60-40 ratio with Delver vs Burn.
There was a time we were unfavored to burn without the UR fastlands and collective brutality. It got a lot better after those were printed.
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BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
Round 1 I was against a guy with a Sliver deck and I won 2-1:
G1: I kept a bad hand with few cantrips and only 2 Islands and I couldn't find the other colors that I needed so I conceded.
G2: I kept a risky hand with a Anger of the Gods and I've waited until the boards was full of slivers. Once the board was clear a flipped Delver and a Gurmag took the game.
G3: I simply killed every creature he casted and killed him with Tasigur.
Round 2 was against Infect and it was an easy 2-0:
G1: He took me to 8 Infect damage but then he run out of protection spells and I was able to outvalue him with Electrolize and I took the game with few Gurmag swings.
G2: Pretty same as G1 but I won the game without any Infect damage.
Round 3 was against Burn, a pretty tough matchup I must say even if I went 2-0.
G1: Fastlands saved me from losing too much life so I could take the game with well timed counterspells and delve creatures. Collective Brutality was a powerhouse.
G2: It was pretty awkward, he was at 10 life while I was at 3, at EOT I shoot 2 bolts to his face taking him to 4. In his turn he was at the topdeck and drew a land and passed; I draw a snapcaster and passed; he topdecked a bolt and he cast it, in response I played the snap and flashback a countersquall taking him to 2 life then swing with the snap to take the victory.
What do you think about the new Guilds of Ravnica mechanics: Jump-Start and Surveil?
They seem very interesting to me and I think Grixis can really benefit from these new spells. Personally my wet dream would be a cantrip with: "Surveil 1; Draw a card", or also "Draw a card; Surveil 2" like a pseudo Serum Visions.
Well done! I have a few questions about your deck: How it felt playing with 12 cantrips? Those remand were useful? Do you recommend Alpine Moon against Tron and decks with Cavern of Souls?
Well done! I have a few questions about your deck: How it felt playing with 12 cantrips? Those remand were useful? Do you recommend Alpine Moon against Tron and decks with Cavern of Souls?
12 cantrips felt amazing, looting imho is a kind of an upgrade of scour, several times i cast a scour to mill 2 spells/threaths and draw a land... Opt and serum are just the best 2 blue cantrips available and not playing them is just an error for me. As said in the previous quote i want to dig into my deck and 12 cantrips are amazing.
Remand is a card that i love and hate at the same time: i hate remand because is not an "answer", u just gain 1 turn before the same spell will be cast again but i really want it in a meta full of terminus to annihilate their miracle ability. It is also extreamely good with YP cause it let you draw into new spell to cast with her on the board. Remand is also quite good against tron to gain enough time to kill them.
Alpine moon is one of the greatest addiction they gave to us: damping sphere is simply bad if you run YP! Yestarday i played another tournament (ended 3-1 only lose to bant spirits) and won twice against amulet thanks to alpine moon. An uncounterable titan is GG so cavern is a good target
I want to apologize if my english is not the best you can find into this forum but i'm an Italian guy
Thank you I'll definetely try alpine moon, it seems really good!
However don't worry about your english because mine is not really too good (I'm Italian too)
What's the general consensus on whether playing or not hand disruption among the 75? I was thinking about replacing a Dispel and a Young Peezy for 2 IoK MB, cause Dispel is such a situational card and also I'd like to increase the delver flips taking instant/sorcery count to 28. Can it be a good solution?
Just thought I would pop in and say I've had some pretty good luck the past couple of tournaments that I have been to. Last monday I went 3-0 vs Mill (I think), Burn, and UB control. Don't remember much about the games other than Burn was stuck on 1 land basically the entire time games 1 and 3. Then yesterday, I went 4-0 at a different store vs Burn, Goblins, Burn, Grixis Shadow. First 3 rounds I felt could have gone either way. I was usually finishing the games off with 3-4 life at most. I felt that Shadow was a really good match-up for me. Game 1 I kept 3 land, 1 Delver, 1 Peezy, 2 Bolt vs an unknown deck on the play, 10/10 would keep that every time I think. I played Delver, he fetch shock and thoughtseized me taking a minute to deliberate over my hand and decided on taking Peezy. Basically just countered what I could, until I drew a couple snaps and bolt-snap-bolted the win after he dropped himself low enough. Game 2 I kept my hand based on a Nihil Spellbomb to slow down his delve threats. I was tapped out going into his T3 where I blew up his graveyard without the draw to prevent the possibility of a delve creature. From there nothing really happened for a few turns which leads me to believe that he was planning on playing something that turn. I wasn't drawing super well, I had a Bolt and 2 snaps in hand though, so was mostly just playing a waiting game. He eventually filled his grave enough again to cast a Gurmag, which I remanded. A couple turns later he played a 5/5 shadow. EoT I attempted to Push it, which drew out his counterspell. I Bolt-Snap-Bolted after that. Went to my turn and snap-bolted with a second bolt already in the grave from earlier.
Overall I am really enjoying Delver right now and will try to post my list later, but it is pretty standard without much spice in it. I am thinking of adding another land as I felt pretty light on lands yesterday. I am thinking of maybe throwing in a man-land or 2 to help in board stall situations. I think a Creeping Tar Pit could be a nice addition. After the tournament tonight if I am not too tired I will post my list up.
Updating with my list and last nights report. I'll start with the list.
Last night I cut out 2 Serum Vision for 2 Search for Azcanta (borrowed), and cut the Vendillion Clique for a Creeping Tar Pit. Unfortunately the Tar Pit was never needed, and it also didn't mess up landfalls in any significant way that I can recall. The Azcanta were nice, but I think I would rather cut something else instead of the Visions as I felt I missed them quite a bit. Thinking if I get my own Azcantas I would cut a remand the V. Clique for them. Also, Tron isn't really that big in my meta, so I am thinking of cutting the Ghost Quarters from the board for something else to help my Humans match. Maybe a Damnation, and Kalitas. Anyways, off to the matches last night...
Round 1 Humans 0-2
Pretty much just got wiped. T1 Cavern really shuts down a major avenue of attack, and I didn't draw into any good removal to slow him down. Game 2 went a little better, the game went to about turn 12 or so, there was a lot of removal on my end, but just not enough mass disruption.
Round 2 Mono black Vampires 2-1
Wasn't sure what my OP was on so I didn't know what kind of a hand to keep. Kept a decent hand that had a little of everything, but didn't draw into removal again, so they flooded the board with vampires and just took game 1. Games 2 and 3 I saw early threats, with removal and counter back-up and didn't have much trouble getting there. Nothing really exciting round 1 or 2.
Round 3 Allies 2-0
Like humans, but allies. Not nearly as strong as Humans though. Both games he had the mill ally on turn 2. I am OK with this. Just helps me fill my yard for delve threats and snaps. Overall nothing exciting really happened in these games either. Mostly just controlled the flow of the game and made him play my game instead of his own.
Overall I am still happy with the deck, and am not sure if I need that 20th land or not yet so I will still play around with that, and will also try to borrow some Azcanta until I figure out if I want them or not. Don't really feel like dropping $60 on 2 cards I might not ever play. Chances are I will pick them up though because I am planning on slowly buying into UW control as well. I am good with the 9-1 record from the last 3 tournaments I've been to. I might sleeve this up for a PPTQ on the 29 and see how I do in a wider meta.
I did another one of my video series with Grixis Delver today with my preferred list. Deck was sweet as always. Link below! Trimmed the hand disruption. I don't like it very much in an aggressive meta and Inquisition of Kozilek, the preferred disruption to maindeck, doesn't even hit the key cards in Jeskai/UW. Instead I have 2 Thoughtseize in the SB to bring in accordingly.
Check out some Magic Gameplay and Commentary videos here, including Modern Grixis, Jeskai, and Esper videos as well as some Standard and Drafts too: My YouTube Channel!
Gonna be playing Grixis Delver at a pptq this weekend. I think this is the list I'm going to play but if anyone has any suggestions I'd greatly appreciate it!
Similar to what Jeff Hoogland has been playing except for the land. I'm not running Scalding Tarns due to budget but I'm also running more basics. I'm expecting to run into a lot of Field of Ruin and Path to Exile. Also I feel like being able to fetch tons of basics might help in shoring up some of the more painful MU's like Humans and Spirits. On that note, does anyone have any pointers on the Spirits MU? Been annihilated a few times by it recently. Any input is appreciated!
I did another one of my video series with Grixis Delver today with my preferred list. Deck was sweet as always. Link below! Trimmed the hand disruption. I don't like it very much in an aggressive meta and Inquisition of Kozilek, the preferred disruption to maindeck, doesn't even hit the key cards in Jeskai/UW. Instead I have 2 Thoughtseize in the SB to bring in accordingly.
I play a very similar list and I think it's pretty functional, most of the MU are 50/50 and if the pilot is experienced enough it is not so difficult to win those games. However nice videos ParadoxOmega, very happy to see Grixis Delver on screen!
Gonna be playing Grixis Delver at a pptq this weekend. I think this is the list I'm going to play but if anyone has any suggestions I'd greatly appreciate it!
Similar to what Jeff Hoogland has been playing except for the land. I'm not running Scalding Tarns due to budget but I'm also running more basics. I'm expecting to run into a lot of Field of Ruin and Path to Exile. Also I feel like being able to fetch tons of basics might help in shoring up some of the more painful MU's like Humans and Spirits. On that note, does anyone have any pointers on the Spirits MU? Been annihilated a few times by it recently. Any input is appreciated!
Personally I don't like too much Jeff's list, too many Brutality and Kolaghan and very few spot removal and counters are not the best IMHO. Besides this I play with an identical land base (for budget reason) and even if it's not the best configuration it saved me a lot of life and expecially against Burn is very important.
However Good Luck and I hope you'll enjoy playing this deck at the pptq!
Another quick update: been grinding some Grixis Delver in Magic Online competitive leagues. I started this morning with a UB Delver/Shadow build similar to the Legacy version but kept going 3-2. Tonight, I decided to add the red for a playset of Bolt, 1x Battle Rage, 1x K-Command and a few sideboard cards. I'm happy to share that I got the 5-0 Hopefully it gets posted!
Match-Ups:
R1: Ad Nauseam (2-1)
R2: Infect (2-1)
R3: Storm (2-0)
R4: Bant Spirits (2-0)
R5: Blue Moon (2-0)
If you have any questions about card choices, sideboarding, anything at all, just let me know! Really happy with the results of that league and the current configuration. I will provide updates on any future developments.
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I like this kind of deck, but I got some questions about card choices.
Mainly is the temur battle rage, is it really necessary?
And what is your opinion on increasing the number os Fatal push and maybe adding a terminate or a cast down, reducing the number of bolt and making the deck less red dependent.
I like this kind of deck, but I got some questions about card choices.
Mainly is the temur battle rage, is it really necessary?
And what is your opinion on increasing the number os Fatal push and maybe adding a terminate or a cast down, reducing the number of bolt and making the deck less red dependent.
I can't say that Temur Battle Rage is 100% necessary, but I like it as an out against creature-based decks that tend to go wide (GWx combo/value decks, Hardened Scales Affinity) and also against combo (Storm, Ad Naus, KCI) as a quick kill. I like having 1 somewhere in the 75, but I don't think it is absolutely necessary in the maindeck.
Terminate wouldn't reduce your dependency on red, but I think it is a fine magic card. I prefer Dismember, though, simply because without Street Wraith in the deck, Dismember allows you to have more explosive or consistent draws that include early Death's Shadows. More Fatal Push is certainly a consideration depending on the meta, but I like that Lightning Bolt can always go face (even yourself to fuel Death's Shadow), whereas Fatal Push can be dead more often.
I would not consider Cast Down over any other potential options. Card seems very mediocre, although admittedly it is nice against Hollow One compared to what we currently play.
I spoke to Ryan Overturf (SCG commentator and one of the first few to develop these types of lists) and he recommended the 2nd Kolaghan's Command and the 4th Snapcaster Mage. He didn't say what exactly should be changed, but I think these are reasonable changes to make down the road.
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Yea we can handle burn and robots better but I'm pretty sure shadow is better at beating scapeshift and eldrazi tron. Shadow is terrible against lingering souls, when I play tokens, shadow to me is like a walk over. Unless its the version with TBR, but then I have 4 paths and 3 pushes.
BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
UBR Grixis Shadow UBR
UR Izzet Phoenix UR
UW UW Control UW
GB GB Rock GB
Commander
BG Meren of Clan Nel Toth BG
BGUW Atraxa, Praetor's Voice BGUW
Lands: 19
8 fetches
1 steam vents
1 watery grave
1 blood crypt
3 swamp
4 island
1 mountain
Creatures: 13
4 delver
4 pyromancer
2 tasigur
2 angler
1 nimble obstructionist
Spells
Removal:11
4 bolt
3 push
3 terminate
1 electrolize
Counters:6
2 remand
2 mana leak
1 dispel
1 spell snare
Cantrips:10
4 serum visions
4 thought scour
2 opt
Other:2
2 kologhans command
Ok so I dropped all the main deck discard in favor of more cantrips and removal/counters I've got a couple questions on my #'s first is 10 cantrips to many ? Should I drop the two opts for more removal/ counters? second are the counters the best thing for this deck should I drop them to add inquisition back in so that in being proactive rather than reactive? Also would it be better to just run 4 rune snag instead of a split between remand and mana leak because if I mill 1 with thought scour it just helps the ones I draw later in the game. I like remand a lot but sometimes it's just really bad same as mana leak. I'm liking the nimble obstructionist having an uncouterable way to deal with storm is cool not to mention stifling planeswalker abilities and a lot of other things is really good not to mention it can be gotten back with k_command or just played as a 3/1 flyer with flash to help with beats. Has anyone else tried her?
I think that 10 cantrips are way too many, maybe you can add a Murderous Cut, since you don't rely too much on your graveyard, and a Collective Brutality which is really powerful in this deck. I'd also cut Remands to 1 or even replace them at all in favour of another Spell Snare and/or another Mana Leak.
Talking about maindeck discard spells it really depends on which kind of style you wanna adopt, I've tried the deck with and without them and I still trying to figure out which is the best version, sometimes discarding felt great and sometimes felt pretty bad.
G Mono Green Stompy G
UR UR Delver Prowess UR
URBGrixis DelverURB
RBWMardu PyromancerRBW
There was a time we were unfavored to burn without the UR fastlands and collective brutality. It got a lot better after those were printed.
BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
1 Blood Crypt
2 Bloodstained Mire
1 Darkslick Shores
2 Flooded Strand
2 Island
2 Mountain
2 Polluted Delta
2 Spirebluff Canal
2 Steam Vents
2 Swamp
1 Watery Grave
//Instants
1 Dispel
1 Electrolyze
3 Fatal Push
2 Kolaghan's Command
4 Lightning Bolt
3 Mana Leak
2 Spell Snare
2 Terminate
4 Thought Scour
1 Collective Brutality
4 Serum Visions
//Creatures
4 Delver of Secrets
2 Gurmag Angler
3 Snapcaster Mage
2 Tasigur, the Golden Fang
3 Young Pyromancer
2 Anger of the Gods
2 By Force
2 Ceremonious Rejection
1 Countersquall
1 Disdainful Stroke
1 Dispel
2 Echoing Truth
1 Electrolyze
1 Grim Lavamancer
1 Izzet Staticaster
1 Tormod's Crypt
Round 1 I was against a guy with a Sliver deck and I won 2-1:
G1: I kept a bad hand with few cantrips and only 2 Islands and I couldn't find the other colors that I needed so I conceded.
G2: I kept a risky hand with a Anger of the Gods and I've waited until the boards was full of slivers. Once the board was clear a flipped Delver and a Gurmag took the game.
G3: I simply killed every creature he casted and killed him with Tasigur.
Round 2 was against Infect and it was an easy 2-0:
G1: He took me to 8 Infect damage but then he run out of protection spells and I was able to outvalue him with Electrolize and I took the game with few Gurmag swings.
G2: Pretty same as G1 but I won the game without any Infect damage.
Round 3 was against Burn, a pretty tough matchup I must say even if I went 2-0.
G1: Fastlands saved me from losing too much life so I could take the game with well timed counterspells and delve creatures. Collective Brutality was a powerhouse.
G2: It was pretty awkward, he was at 10 life while I was at 3, at EOT I shoot 2 bolts to his face taking him to 4. In his turn he was at the topdeck and drew a land and passed; I draw a snapcaster and passed; he topdecked a bolt and he cast it, in response I played the snap and flashback a countersquall taking him to 2 life then swing with the snap to take the victory.
G Mono Green Stompy G
UR UR Delver Prowess UR
URBGrixis DelverURB
RBWMardu PyromancerRBW
They seem very interesting to me and I think Grixis can really benefit from these new spells. Personally my wet dream would be a cantrip with: "Surveil 1; Draw a card", or also "Draw a card; Surveil 2" like a pseudo Serum Visions.
G Mono Green Stompy G
UR UR Delver Prowess UR
URBGrixis DelverURB
RBWMardu PyromancerRBW
BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
Wow, 12 cantrips means you skimped on removal. That's a bit too dicey for my taste. And only 12 threats too! Still a great finish, nonetheless.
G Mono Green Stompy G
UR UR Delver Prowess UR
URBGrixis DelverURB
RBWMardu PyromancerRBW
Thank you I'll definetely try alpine moon, it seems really good!
However don't worry about your english because mine is not really too good (I'm Italian too)
G Mono Green Stompy G
UR UR Delver Prowess UR
URBGrixis DelverURB
RBWMardu PyromancerRBW
G Mono Green Stompy G
UR UR Delver Prowess UR
URBGrixis DelverURB
RBWMardu PyromancerRBW
Just thought I would pop in and say I've had some pretty good luck the past couple of tournaments that I have been to. Last monday I went 3-0 vs Mill (I think), Burn, and UB control. Don't remember much about the games other than Burn was stuck on 1 land basically the entire time games 1 and 3. Then yesterday, I went 4-0 at a different store vs Burn, Goblins, Burn, Grixis Shadow. First 3 rounds I felt could have gone either way. I was usually finishing the games off with 3-4 life at most. I felt that Shadow was a really good match-up for me. Game 1 I kept 3 land, 1 Delver, 1 Peezy, 2 Bolt vs an unknown deck on the play, 10/10 would keep that every time I think. I played Delver, he fetch shock and thoughtseized me taking a minute to deliberate over my hand and decided on taking Peezy. Basically just countered what I could, until I drew a couple snaps and bolt-snap-bolted the win after he dropped himself low enough. Game 2 I kept my hand based on a Nihil Spellbomb to slow down his delve threats. I was tapped out going into his T3 where I blew up his graveyard without the draw to prevent the possibility of a delve creature. From there nothing really happened for a few turns which leads me to believe that he was planning on playing something that turn. I wasn't drawing super well, I had a Bolt and 2 snaps in hand though, so was mostly just playing a waiting game. He eventually filled his grave enough again to cast a Gurmag, which I remanded. A couple turns later he played a 5/5 shadow. EoT I attempted to Push it, which drew out his counterspell. I Bolt-Snap-Bolted after that. Went to my turn and snap-bolted with a second bolt already in the grave from earlier.
Overall I am really enjoying Delver right now and will try to post my list later, but it is pretty standard without much spice in it. I am thinking of adding another land as I felt pretty light on lands yesterday. I am thinking of maybe throwing in a man-land or 2 to help in board stall situations. I think a Creeping Tar Pit could be a nice addition. After the tournament tonight if I am not too tired I will post my list up.
Updating with my list and last nights report. I'll start with the list.
4x Polluted Delta
3x Bloodstained Mire
1x Scalding Tarn
2x Steam Vents
1x Watery Grave
1x Blood Crypt
2x Spirebluff Canal
1x Darkslick Shores
2x Island
1x Swamp
1x Mountain
Creatures (14)
4x Delver of Secrets
4x Snapcaster Mage
2x Young Pyromancer
2x Tasigur, the Golden Fang
1x Gurmag Angler
1x Vendilion Clique
4x Thoughtscour
4x Serum Visions
4x Lightning Bolt
3x Mana Leak
2x Terminate
2x Fatal Push
2x Kolaghan's Command
2x Remand
1x Collective Brutality
1x Electrolyze
1x Cryptic Command
1x Spell Snare
1x Painful Truths
1x Shatterstorm
2x Ceremonious Rejection
2x Nihil Spellbomb
2x Countersquall
2x Ghost Quarter
1x Liliana, the Last Hope
1x Engineered Explosives
1x Grim Lavamancer
1x Collective Brutality
1x Izzet Staticaster
Last night I cut out 2 Serum Vision for 2 Search for Azcanta (borrowed), and cut the Vendillion Clique for a Creeping Tar Pit. Unfortunately the Tar Pit was never needed, and it also didn't mess up landfalls in any significant way that I can recall. The Azcanta were nice, but I think I would rather cut something else instead of the Visions as I felt I missed them quite a bit. Thinking if I get my own Azcantas I would cut a remand the V. Clique for them. Also, Tron isn't really that big in my meta, so I am thinking of cutting the Ghost Quarters from the board for something else to help my Humans match. Maybe a Damnation, and Kalitas. Anyways, off to the matches last night...
Round 1 Humans 0-2
Pretty much just got wiped. T1 Cavern really shuts down a major avenue of attack, and I didn't draw into any good removal to slow him down. Game 2 went a little better, the game went to about turn 12 or so, there was a lot of removal on my end, but just not enough mass disruption.
Round 2 Mono black Vampires 2-1
Wasn't sure what my OP was on so I didn't know what kind of a hand to keep. Kept a decent hand that had a little of everything, but didn't draw into removal again, so they flooded the board with vampires and just took game 1. Games 2 and 3 I saw early threats, with removal and counter back-up and didn't have much trouble getting there. Nothing really exciting round 1 or 2.
Round 3 Allies 2-0
Like humans, but allies. Not nearly as strong as Humans though. Both games he had the mill ally on turn 2. I am OK with this. Just helps me fill my yard for delve threats and snaps. Overall nothing exciting really happened in these games either. Mostly just controlled the flow of the game and made him play my game instead of his own.
Overall I am still happy with the deck, and am not sure if I need that 20th land or not yet so I will still play around with that, and will also try to borrow some Azcanta until I figure out if I want them or not. Don't really feel like dropping $60 on 2 cards I might not ever play. Chances are I will pick them up though because I am planning on slowly buying into UW control as well. I am good with the 9-1 record from the last 3 tournaments I've been to. I might sleeve this up for a PPTQ on the 29 and see how I do in a wider meta.
Under the Microscope with Grixis Delver (Deck Tech + 3 Matches)
4 Delver of Secrets
4 Snapcaster Mage
2 Young Pyromancer
2 Tasigur, the Golden Fang
2 Gurmag Angler
Instants/Sorceries (27):
4 Serum Visions
4 Thought Scour
2 Opt
4 Lightning Bolt
2 Fatal Push
2 Spell Snare
3 Mana Leak
1 Collective Brutality
2 Terminate
2 Kolaghan's Command
1 Electrolyze
4 Scalding Tarn
4 Polluted Delta
1 Bloodstained Mire
2 Island
1 Swamp
1 Mountain
2 Steam Vents
1 Watery Grave
1 Blood Crypt
1 Darkslick Shores
1 Spirebluff Canal
2 Ceremonious Rejection
2 Surgical Extraction
1 Izzet Staticaster
1 Engineered Explosives
2 Dispel
2 Countersquall
1 Liliana, the Last Hope
2 Collective Brutality
2 Thoughtseize
Gonna be playing Grixis Delver at a pptq this weekend. I think this is the list I'm going to play but if anyone has any suggestions I'd greatly appreciate it!
4 Delver of Secrets
4 Snapcaster Mage
3 Young Pyromancer
2 Tasigur, the Golden Fang
2 Gurmag Angler
Spells
2 Fatal Push
4 Lightning Bolt
4 Serum Visions
2 Spell Snare
4 Thought Scour
3 Collective Brutality
1 Dreadbore
2 Terminate
3 Kolaghan's Command
1 Blood Crypt
4 Bloodstained Mire
1 Darkslick Shores
4 Polluted Delta
1 Spirebluff Canal
2 Steam Vents
1 Watery Grave
2 Island
2 Mountain
2 Swamp
2 Alpine Moon
2 Ceremonious Rejection
1 Dispel
2 Surgical Extraction
1 Abrade
2 Countersquall
2 Disdainful Stroke
2 Anger of the Gods
1 Izzet Staticaster
Similar to what Jeff Hoogland has been playing except for the land. I'm not running Scalding Tarns due to budget but I'm also running more basics. I'm expecting to run into a lot of Field of Ruin and Path to Exile. Also I feel like being able to fetch tons of basics might help in shoring up some of the more painful MU's like Humans and Spirits. On that note, does anyone have any pointers on the Spirits MU? Been annihilated a few times by it recently. Any input is appreciated!
I play a very similar list and I think it's pretty functional, most of the MU are 50/50 and if the pilot is experienced enough it is not so difficult to win those games. However nice videos ParadoxOmega, very happy to see Grixis Delver on screen!
Personally I don't like too much Jeff's list, too many Brutality and Kolaghan and very few spot removal and counters are not the best IMHO. Besides this I play with an identical land base (for budget reason) and even if it's not the best configuration it saved me a lot of life and expecially against Burn is very important.
However Good Luck and I hope you'll enjoy playing this deck at the pptq!
G Mono Green Stompy G
UR UR Delver Prowess UR
URBGrixis DelverURB
RBWMardu PyromancerRBW
Another quick update: been grinding some Grixis Delver in Magic Online competitive leagues. I started this morning with a UB Delver/Shadow build similar to the Legacy version but kept going 3-2. Tonight, I decided to add the red for a playset of Bolt, 1x Battle Rage, 1x K-Command and a few sideboard cards. I'm happy to share that I got the 5-0 Hopefully it gets posted!
MTGGoldfish decklist link: https://www.mtggoldfish.com/deck/1349403#online
4 Delver of Secrets
4 Death's Shadow
3 Snapcaster Mage
1 Tasigur, the Golden Fang
2 Gurmag Angler
Planeswalkers (2):
2 Liliana, the Last Hope
Instants/Sorceries (26):
4 Opt
4 Thought Scour
4 Lightning Bolt
2 Fatal Push
2 Spell Pierce
2 Stubborn Denial
4 Thoughtseize
1 Temur Battle Rage
1 Kolaghan's Command
2 Dismember
4 Polluted Delta
4 Scalding Tarn
3 Bloodstained Mire
2 Steam Vents
2 Watery Grave
1 Blood Crypt
1 Swamp
1 Island
3 Ceremonious Rejection
2 Stubborn Denial
2 Surgical Extraction
2 Collective Brutality
1 Grim Lavamancer
1 Abrade
2 Countersquall
1 Izzet Staticaster
1 Engineered Explosives
Match-Ups:
R1: Ad Nauseam (2-1)
R2: Infect (2-1)
R3: Storm (2-0)
R4: Bant Spirits (2-0)
R5: Blue Moon (2-0)
If you have any questions about card choices, sideboarding, anything at all, just let me know! Really happy with the results of that league and the current configuration. I will provide updates on any future developments.
Mainly is the temur battle rage, is it really necessary?
And what is your opinion on increasing the number os Fatal push and maybe adding a terminate or a cast down, reducing the number of bolt and making the deck less red dependent.
I can't say that Temur Battle Rage is 100% necessary, but I like it as an out against creature-based decks that tend to go wide (GWx combo/value decks, Hardened Scales Affinity) and also against combo (Storm, Ad Naus, KCI) as a quick kill. I like having 1 somewhere in the 75, but I don't think it is absolutely necessary in the maindeck.
Terminate wouldn't reduce your dependency on red, but I think it is a fine magic card. I prefer Dismember, though, simply because without Street Wraith in the deck, Dismember allows you to have more explosive or consistent draws that include early Death's Shadows. More Fatal Push is certainly a consideration depending on the meta, but I like that Lightning Bolt can always go face (even yourself to fuel Death's Shadow), whereas Fatal Push can be dead more often.
I would not consider Cast Down over any other potential options. Card seems very mediocre, although admittedly it is nice against Hollow One compared to what we currently play.
I spoke to Ryan Overturf (SCG commentator and one of the first few to develop these types of lists) and he recommended the 2nd Kolaghan's Command and the 4th Snapcaster Mage. He didn't say what exactly should be changed, but I think these are reasonable changes to make down the road.