Delver and friends, is an aggro tempo varient Ive been working on for about a month. It is most like American delver tempo, without using white. This deck works by using value threats supported by removal and counters. And using ninja of the deep hours to grind it out mid game.
How this deck wins: this wins by ether blowing out your opponent by riding a delver or stormblood berzerker to victory using counters, and burns. Or if you have to, grind the game out. Almost every creature in this deck has evation, and they are all stronger then their cmc. So getting early damage in, and using the synergy between keldon mauraders and deep hours to do damge and keep cards comming in to avoid running out of steam mid game.
Why ninja of the deep hours is important: yes, sometimes hes not the best with delver, but late game its still worth returning an unflipped delver for a 2/2 body and a card. And with this deck set up, flipping delver isnt hard. And you can play a stormblood without blood thirst if you have to and ninjutsu him and replay him as a 3/3. The big combo is with keldon mauders. Keldons are a great creature by themselves. A reliable big body with 2 damage. But with deep hours I can ninjutsu him doing a total of 3 damage including the ninja damage, and replay keldon if I need to for another one damage.
WUR build: I think adding white could even work better. I would run four path to exile instead of vapor snag, and four lightning helix
Snapcaster: there are no snapcasters in my paper deck, but I think two of them would be ideal. I think a full set is too much, because they are kind of slow for this deck
Tourny experiance: I have been playing this deck at local tournys, ive only played this deck list once, but I did pretty well.
I think this deck is different enough to have its own thread. I have not seen any deck in the tempo section using stormblood or keldon mauraders. But after playing with them i feel they have a place in modern tempo.
Thanks for reading. Any suggestions are welcome im still working on my sb so suggestions are welcome.
Imo, snapcaster should be a 4 of. It's never too slow at all. The format doesn't have access to Wasteland so hitting your 3rd or 4th land shouldn't be a challenge. Adding white would definitely make it better. Lightning Helix, Path to Exile, and Geist of Saint Traft is worth the splash.
Imo, snapcaster should be a 4 of. It's never too slow at all. The format doesn't have access to Wasteland so hitting your 3rd or 4th land shouldn't be a challenge. Adding white would definitely make it better. Lightning Helix, Path to Exile, and Geist of Saint Traft is worth the splash.
I wanted to make a super aggresive deck with value threats. And i want a strong mid game, so goblin guide and remand are out, because they suck late game. I will try splashing white for PTE and helix
The first one is just so effective to deal early damage that should be considered. Sure, it's weaker late game, but the value you get early is generally too good to pass up. Mogg War Marshal just generates extra beaters, and it's resilient to removal (no person will PTE the card, and even burn won't be as efficient as it could be).
Grim Lavamancer is just your everyday Cursed Scroll. When you reach a latter stage of the game, it's easier to give the last points of damage with it, and it can even shut down Delvers ans Lynxes. Sure it's not that big of a body, but at worse, it soaks up removal that would otherwise hit you Goblin Guide or Delver of secrets.
Also, running 8 Goblins plus the tokens, i wouldn't leave out Goblin Grenade just yet.
Those are some good ideas. I am thinking about using goblin guide instead of storm blood. But the land filter on guide can be a deal breaker. The mogg war marshel looks amazing. I forgot all about that guy.
Can I just ask why Mogg War Marshel is better than Krenko's Command?
If you block with it on the following turn it makes 3 guys instead of 2, but is that what you're going for? Surely the better option is to play Beckon Apparition/Flying Men and Path the guy that's attacking you.
Or am I missing something?
The mogg war marshel has an etb that makes tokens. If i return him with the ninja, then replay him it makes more goblins.
Here is my new list Im trying a rug delver set up instead of american delver set up. Im going to use keldons and storm bloods as my tarmogoyfs, and the rest of the deck is really the same. My sb is going to use heavy blood moons and threads of disloyalty. Im going to get shackles when I have money for them.
Here is my new list Im trying a rug delver set up instead of american delver set up. Im going to use keldons and storm bloods as my tarmogoyfs, and the rest of the deck is really the same. My sb is going to use heavy blood moons and threads of disloyalty. Im going to get shackles when I have money for them.
I think building a deck for the mid game with these colors just isn't a great idea. Your only removal is vapor snag and some burn spells, not very good answers to turn 3 wurmcoil engine or geist of saint traft or tarmogoyf and restoration angel just destroys you. If you are playing UR you really should be building for an aggressive fast win like other players have been suggesting. At the very least if you are looking to play as midrange run good midrange cards such as cryptic command, vedalken shackels, Grim lavamancer and vendilion clique. Also saying marauders and berserkers are your tarmogoyfs seems an inaccurate comparison. At the very best berserker is a 3/3 while goyf often becomes a 4/5 quickly, marauders deal at most 5 damage and only last two turns, this is also a pretty mediocre threat. I think the deck will preform quite a bit better if you speed it up some with better creatures and more burn.
I think building a deck for the mid game with these colors just isn't a great idea. Your only removal is vapor snag and some burn spells, not very good answers to turn 3 wurmcoil engine or geist of saint traft or tarmogoyf and restoration angel just destroys you. If you are playing UR you really should be building for an aggressive fast win like other players have been suggesting. At the very least if you are looking to play as midrange run good midrange cards such as cryptic command, vedalken shackels, Grim lavamancer and vendilion clique. Also saying marauders and berserkers are your tarmogoyfs seems an inaccurate comparison. At the very best berserker is a 3/3 while goyf often becomes a 4/5 quickly, marauders deal at most 5 damage and only last two turns, this is also a pretty mediocre threat. I think the deck will preform quite a bit better if you speed it up some with better creatures and more burn.
Blood moon and threads takes care of most of the creatures you said. Also i was unable to find any better creatures in these colors, and in my target price range. Goblin guides drawback is too bad, and a crap top card. I want to make something effective at all stages in the game. I have tryed an early game blow out deck, but it just realise on the opening hand too much, and isnt consistant for serious tourny play.
Blood moon and threads takes care of most of the creatures you said. Also i was unable to find any better creatures in these colors, and in my target price range. Goblin guides drawback is too bad, and a crap top card. I want to make something effective at all stages in the game. I have tryed an early game blow out deck, but it just realise on the opening hand too much, and isnt consistant for serious tourny play.
Neither bloodmoon nor threads does anything against restoration angel or wurmcoil engine, doesn't stop a geist either. Berserker and marauders are both terrible draws late game too. If the game has gone late then berserkers is probably coming in as a 1/1, it is completely dependant on your other creatures staying alive. Marauders last two turns, more then likely not long enough if they have stabilized and made the game go late. A good late game creature would be snapcaster mage or vendilion clique....cards that still do something when the game goes late.
Neither bloodmoon nor threads does anything against restoration angel or wurmcoil engine, doesn't stop a geist either. Berserker and marauders are both terrible draws late game too. If the game has gone late then berserkers is probably coming in as a 1/1, it is completely dependant on your other creatures staying alive. Marauders last two turns, more then likely not long enough if they have stabilized and made the game go late. A good late game creature would be snapcaster mage or vendilion clique....cards that still do something when the game goes late.
If you play the deck right turn 5 is late game. This isnt a deck for bad players.
This is my best version of the deck so far, using the RUG delver shell. Its really fun and top 8s at local tournys. In combo heavy metas, I sb metomorphs and mb bloodmoons.
I think for U/R versions that Blood Knight is a key addition to the deck. I had Keldon Marauders in that slot, but I found it just couldn't get in enough damage against midrange decks. If it can't hit the opponent in combat, Keldon Marauders is little better than a sudden shock without split second in many cases. It's just not the card you want in a metagame full of goyfs and spirit tokens.
Blood Knight stops cards this deck hates. It fights through spirit tokens, Loxodon Smiter, Kitchen Finks. It beats Bloodbraid Elf in combat. It is resistant to Lightning Helix and Path to Exile. The first strike plus a burn spell kills Goyf. Although it is only a 2/2, I think it is a creature that can win games by itself.
Another interesting choice is the Engineered Explosives. We'll see how this works out. I basically wanted a better answer to Goyf out of the board. Of course, Explosives has other applications. Both the Explosives and the Pyrite Spellbombs combine with the Academy Ruins to provide a lock.
Why not try playing Searing Blaze? The card is a two for one deal, and you have the fetch lands to support it's instant speed.
I have been looking into something similar myself, but with Vexing Devil over Guide. I hate the card advantage guide give. If they dont let the Devil stick it can be the same amount of damage.
I'm going to be honest and say that I do think the deck needs the splash of white for Geist. He is just too good of a card, especially for this type of build.
The way I have the deck set up for the moment is every spell either replaces itself, or has a two for one effect. Searing Blaze, Exectrolize, Remand, Cryptic, Ninja of the Deep Hours. I even play Vendilion Clique; shes almost always gets her damage threw at least once.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Delver and friends, is an aggro tempo varient Ive been working on for about a month. It is most like American delver tempo, without using white. This deck works by using value threats supported by removal and counters. And using ninja of the deep hours to grind it out mid game.
How this deck wins: this wins by ether blowing out your opponent by riding a delver or stormblood berzerker to victory using counters, and burns. Or if you have to, grind the game out. Almost every creature in this deck has evation, and they are all stronger then their cmc. So getting early damage in, and using the synergy between keldon mauraders and deep hours to do damge and keep cards comming in to avoid running out of steam mid game.
Why ninja of the deep hours is important: yes, sometimes hes not the best with delver, but late game its still worth returning an unflipped delver for a 2/2 body and a card. And with this deck set up, flipping delver isnt hard. And you can play a stormblood without blood thirst if you have to and ninjutsu him and replay him as a 3/3. The big combo is with keldon mauders. Keldons are a great creature by themselves. A reliable big body with 2 damage. But with deep hours I can ninjutsu him doing a total of 3 damage including the ninja damage, and replay keldon if I need to for another one damage.
WUR build: I think adding white could even work better. I would run four path to exile instead of vapor snag, and four lightning helix
Snapcaster: there are no snapcasters in my paper deck, but I think two of them would be ideal. I think a full set is too much, because they are kind of slow for this deck
Tourny experiance: I have been playing this deck at local tournys, ive only played this deck list once, but I did pretty well.
7 mountain
8 island
4 sulfur falls
4 delver of secrets
4 Stormblood Berserker
4 Keldon Marauders
3 ninja of the deep hours
2 Phyrexian Metamorph
1 izzet charm
3 mana leak
2 dismember
3 gitaxian probe
3 spell peirce
4 serum visions
2 burst lightning
4 lightning bolt
I think this deck is different enough to have its own thread. I have not seen any deck in the tempo section using stormblood or keldon mauraders. But after playing with them i feel they have a place in modern tempo.
Thanks for reading. Any suggestions are welcome im still working on my sb so suggestions are welcome.
Imo, snapcaster should be a 4 of. It's never too slow at all. The format doesn't have access to Wasteland so hitting your 3rd or 4th land shouldn't be a challenge. Adding white would definitely make it better. Lightning Helix, Path to Exile, and Geist of Saint Traft is worth the splash.
I wanted to make a super aggresive deck with value threats. And i want a strong mid game, so goblin guide and remand are out, because they suck late game. I will try splashing white for PTE and helix
Those are some good ideas. I am thinking about using goblin guide instead of storm blood. But the land filter on guide can be a deal breaker. The mogg war marshel looks amazing. I forgot all about that guy.
The mogg war marshel has an etb that makes tokens. If i return him with the ninja, then replay him it makes more goblins.
4 Delver of Secrets
4 Goblin Guide
3 Hellspark Elemental
2 Grim Lavamancer
2 Snapcaster Mage
Spells
4 Lava Spike
4 Rift Bolt
4 Lightning Bolt
4 Remand
3 Vapor Snag
2 Flames of the Blood Hand
2 Magma Jet
3 Serum Visions
4 Scalding Tarn
4 Arid Mesa
2 Steam Vents
3 Mountain
1 Island
3 Teetering Peaks
2 Shivan Reef
3 Magus of the Moon
3 Relic of Progenitus
3 Shattering Spree
2 Spell Pierce
3 Volcanic Fallout
1 Forked Bolt
Moderm - Mono blue Tron and Eldrazi variants
Legacy - Building Eldrazi Stompy
My team for ever ever:
Sport Club Internacional
www.internacional.com.br
Here is my new list Im trying a rug delver set up instead of american delver set up. Im going to use keldons and storm bloods as my tarmogoyfs, and the rest of the deck is really the same. My sb is going to use heavy blood moons and threads of disloyalty. Im going to get shackles when I have money for them.
I think building a deck for the mid game with these colors just isn't a great idea. Your only removal is vapor snag and some burn spells, not very good answers to turn 3 wurmcoil engine or geist of saint traft or tarmogoyf and restoration angel just destroys you. If you are playing UR you really should be building for an aggressive fast win like other players have been suggesting. At the very least if you are looking to play as midrange run good midrange cards such as cryptic command, vedalken shackels, Grim lavamancer and vendilion clique. Also saying marauders and berserkers are your tarmogoyfs seems an inaccurate comparison. At the very best berserker is a 3/3 while goyf often becomes a 4/5 quickly, marauders deal at most 5 damage and only last two turns, this is also a pretty mediocre threat. I think the deck will preform quite a bit better if you speed it up some with better creatures and more burn.
Blood moon and threads takes care of most of the creatures you said. Also i was unable to find any better creatures in these colors, and in my target price range. Goblin guides drawback is too bad, and a crap top card. I want to make something effective at all stages in the game. I have tryed an early game blow out deck, but it just realise on the opening hand too much, and isnt consistant for serious tourny play.
Neither bloodmoon nor threads does anything against restoration angel or wurmcoil engine, doesn't stop a geist either. Berserker and marauders are both terrible draws late game too. If the game has gone late then berserkers is probably coming in as a 1/1, it is completely dependant on your other creatures staying alive. Marauders last two turns, more then likely not long enough if they have stabilized and made the game go late. A good late game creature would be snapcaster mage or vendilion clique....cards that still do something when the game goes late.
If you play the deck right turn 5 is late game. This isnt a deck for bad players.
Lands
7 mountain
8 island
4 sulfur falls
4 delver of secrets
4 Stormblood Berserker
4 Keldon Marauders
3 ninja of the deep hours
2 Phyrexian Metamorph
1 izzet charm
3 mana leak
2 dismember
3 gitaxian probe
3 spell peirce
4 serum visions
2 burst lightning
4 lightning bolt
4x Goblin Guide
4x Snapcaster Mage
4x Blood Knight
4x Serum Visions
4x Remand
3x Mana Leak
3x Vapor Snag
3x Incinerate
4x Lightning Bolt
2x Pyrite Spellbomb
4x Misty Rainforest
4x Steam Vents
4x Sulfur Falls
2x Mountain
2x Island
1x Academy Ruins
3x Into the Roil
2x Tormod's Crypt
3x Engineered Explosives
4x Molten Rain
2x Vendillion Clicque
1x Trickbind
I think for U/R versions that Blood Knight is a key addition to the deck. I had Keldon Marauders in that slot, but I found it just couldn't get in enough damage against midrange decks. If it can't hit the opponent in combat, Keldon Marauders is little better than a sudden shock without split second in many cases. It's just not the card you want in a metagame full of goyfs and spirit tokens.
Blood Knight stops cards this deck hates. It fights through spirit tokens, Loxodon Smiter, Kitchen Finks. It beats Bloodbraid Elf in combat. It is resistant to Lightning Helix and Path to Exile. The first strike plus a burn spell kills Goyf. Although it is only a 2/2, I think it is a creature that can win games by itself.
Another interesting choice is the Engineered Explosives. We'll see how this works out. I basically wanted a better answer to Goyf out of the board. Of course, Explosives has other applications. Both the Explosives and the Pyrite Spellbombs combine with the Academy Ruins to provide a lock.
I have been looking into something similar myself, but with Vexing Devil over Guide. I hate the card advantage guide give. If they dont let the Devil stick it can be the same amount of damage.
I'm going to be honest and say that I do think the deck needs the splash of white for Geist. He is just too good of a card, especially for this type of build.
The way I have the deck set up for the moment is every spell either replaces itself, or has a two for one effect. Searing Blaze, Exectrolize, Remand, Cryptic, Ninja of the Deep Hours. I even play Vendilion Clique; shes almost always gets her damage threw at least once.