That 1/1 token was hardly a dealbreaker though. It was good against uninteractive decks because it could add on an extra 3-4 points of DMG when you were racing, but it was mediocre versus decks that could wall you or could just ignore the token. The power of YP to me comes from the ability to drop 4-5 power on the board if unanswered. I don't play him because he could be a 3/2 on 2 bodies on turn 2, but because he could be a 5/4+ on 3+ bodies on turn 3 and after.
I've always felt YP to be a bit awkward without GP. YP with a counterspells feels very awkward. I have YP out but I can't generate value until you cast a spell seems bad.
That 1/1 token was hardly a dealbreaker though. It was good against uninteractive decks because it could add on an extra 3-4 points of DMG when you were racing, but it was mediocre versus decks that could wall you or could just ignore the token. The power of YP to me comes from the ability to drop 4-5 power on the board if unanswered. I don't play him because he could be a 3/2 on 2 bodies on turn 2, but because he could be a 5/4+ on 3+ bodies on turn 3 and after.
Definitely agree. Even without Probe there will be times when you can run him out there and he lives through the turn, after which you play 2-3 cantrips/bolts or whatever and have an army.
Apologies if the peezer debate got a bit snippy, it just felt like that the reasons presented were a bit disingenuous.
But anyway, back to the land hate question, I'll explain why I think blood moon is better than molten/fulminator.
At the end of the day, tron is always about delaying them, never about answering them. Even a card like crumble to dust still only delays them, as they'll eventually draw six lands and hardcast wurmcoils. So when I think about tron, I'm thinking about how much time I can delay tron per mana spent. Crumble keeps them off tron forever for 4cmc cost, so it's up there for delaying, but my concern with it is that it's not the best against other decks, and 4 mana is tough on the draw and for a 20 land deck.
Fulminator/molten/and blood moon do a little more against a generic field, while being faster and easier to hit with our mana. The thing about molten and fulminator though is that you have to spend 3 mana sorcery speed each time you want to delay them, whereas blood moon is a once and done payment. Blood moon can be answered immediately with a nature's claim and doesn't set them behind in land drops, but if they don't have nature's claim in hand, then you have taken them off of their large spells for 2-4 turns *while you get to develop your board and hold up your mana leaks.*
Molten and fulminator may drop them a land, but going down a land doesnt really matter to a deck that jumps from 2 mana to 7 mana. Molten and fulminator break up the combo, but it's a deck designed to find its combo very quickly using ridiculously powerful land tutors, so taking them off tron for a turn doesn't take them off tron for very long. In order for these cards to be really good in this matchup, we need to cast a bunch of fulminators/moltens to grind them out of their land tutors while hurting their lands. Thing is, we are a twenty land deck. We can't afford to be paying 3 mana a turn sorcery speed for multiple turns or the 5-6 mana to recur the cards, plus hold up counterspells, cast cantrips, and develop our board. We just don't have the mana to do that.
Blood moon asks, "do they have nature's claim in hand?" If yes, then they have it. If no, then you're probably looking at 2-4 extra turns to swing in, and hopefully you should have some threats on board already to capitalize on that (that's why we delver after all). And you still get to play can trips, play more threats, and hold up counterspells for when they do make it to 6-7 mana. It's not a perfect gameplan, and it requires a bit of luck, but it sounds like a pretty decent shot, as it gives us the most turns for our mana. Especially if you know how to squeeze out as much damage from your deck as possible (such as terminating one of your own creatures to prevent a blocking wurmcoil's lifelink from going off).
The other thing that blood moon gives us a good card against bant eldrazi, while also being an annoying roadblock for scape shift decks. I really like the idea of ceremonious rejection, but bant eldrazi having cavern just makes that too risky of a card.
I'm not a pro player or anything, I just think that blood moon is something we should be looking at.
I would say its both. In the early game turns 1-3 your tempo and turns 4+ you become more of a midrange deck since the tempo non-creature spells we have access to in modern essentially stop being very if at all good in maintaining tempo advantages. The creatures we run like Tas and snap and Yp all transition our game plan into a more grindy mid-range one just by the nature of the cards themselves so that if you don't have the opponent in bolt+snap+bolt range you just start grinding value naturally.
Any deck with Delver of Secrets is inherently going to be a tempo strategy, AFAIC. Your ideal start wants you to commit to the board turn 1 with Delver or turn 2 with Tasigur and try to disrupt your opponent long enough to win with that boardstate. That being said, you have the ability to go long because of Kolaghan's Command and Snapcaster Mage, and Grixis colors often disrupt before committing, so one could argue that the deck falls in some weird, hazy grey area between the lines of "Classic" Tempo and "Classic" Midrange.
I think the most accurate term is Aggro-control (which is a type of midrange)
We do have a lot of tempo elements in this deck, and we are very concerned about getting ahead on board and getting the most out of each mana we spend. But unlike a deck like merfolk, we aren't trying to win as fast as possible in every matchup, using our disruption to stop them from stopping us. Instead, the defining feature of our deck is our ability to switch between fast agression and grindy control. We can go fast and get ahead on mana and such, or we can go long and get ridiculous k command loops and grind the card advantage game. And while there are faster decks and grindier decks, our biggest strength is our ability to choose between both roles.
I think the most accurate term is Aggro-control (which is a type of midrange)
We do have a lot of tempo elements in this deck, and we are very concerned about getting ahead on board and getting the most out of each mana we spend. But unlike a deck like merfolk, we aren't trying to win as fast as possible in every matchup, using our disruption to stop them from stopping us. Instead, the defining feature of our deck is our ability to switch between fast agression and grindy control. We can go fast and get ahead on mana and such, or we can go long and get ridiculous k command loops and grind the card advantage game. And while there are faster decks and grindier decks, our biggest strength is our ability to choose between both roles.
This is in my eyes the most accurate description of Grixis Delver. Yes, Delver decks tend to swing to Tempo (Monkey-Grow was a great example of this) but honestly in this deck I just consider Delver of Secrets to be a repeatable and blue Lightning Bolt that you have to set up.
Grixis Delver certainly has its tempo games, but I think aggro-control is a nice description of it. For what it's worth, I know some more professional players have considered it a midrange deck.
1: if its game 1. your opening hand and your draws in the first 3 turns off of that hand.
- If you have a keepable control hand, with say: bolt, push, snare, serum visions, mana leak, 2 fetches. Then it's probably going to be a midrange game unless you draw a delver or YP in the first 2-3 turns. The problem with that hand is that you don't have the option of going tempo until you run into a threat. Whereas if you have a threat, you more often than not can read your opponents first turns as to what they play to decide the next best play.
- If you have a Tempo appropriate hand that has a turn 1-2 Threats in it, Say: Delver, Countersquall, YP, Thought Scour, basic land , and 2 fetches. I would say you don't have much option but to go to a tempo line.
2. the diversification of opening hands: I think what makes this deck so fun is when you run into situations in which you can take either route. IE: Serum Visions, 2 Fetches, Spell Snare, Delver, Mana leak, Snapcaster Mage. Where depending on what you see from your opponent you can decide which route to take until you are forced to play a threat, or if you need to land a threat early.
Its somewhere inbetween the 2, its more controlling than most tempo decks, and can be more aggressive than a lot of midrange decks. It all depends on a lot of factors, whereas more often than not, most tempo decks are just that, and most midrange decks are just that.
I think this is why Grix delver gets compared to Jund so much, because Jund may not have the same stack manipulation, it does have similar routes and options going from control to threat.
What is the correct number of countermagic in ours deck? ¿5? ¿6?. Now i play with 6 (2x Mana Leak, 2x Spell Snare, 1x Dispel, 1x Countersquall) but with more Lingering souls in battlefield, i dont know if cut one countermagic (Countersquall or Dispel) for 1 Electrolyze more (Have 1 in MD)
¿Thoughts?
I would add a second staticaster or Engineered Explosives to the board if this is the case. Lingering souls is always going to be a hard card to deal with with your MB.
What is the correct number of countermagic in ours deck? ¿5? ¿6?. Now i play with 6 (2x Mana Leak, 2x Spell Snare, 1x Dispel, 1x Countersquall) but with more Lingering souls in battlefield, i dont know if cut one countermagic (Countersquall or Dispel) for 1 Electrolyze more (Have 1 in MD)
¿Thoughts?
It's not a question of correctness, it's a question of what works for you. I have ten counters main-deck but that's probably higher than most people's count, especially those that use Young Pyromancer.
FIrst FNM without Probes. Unfortunately still without push so the list was nothing special!
I won a game against Jund and MonoU Tron just with T3 blood moon. I will never and never drop it from SB, it is our wincon against a lot of decks!
my main question is now about the counter package.
i would play:
2 mana leak
2 spell snare
1 countersquall
Thoughts?
It's hard to know exactly until we see what the Metagame looks like. But that counter package looks pretty good for now. Currently I'm thinking about 3 leaks 2 snares (plus 1 clique).
Blood moon asks, "do they have nature's claim in hand?" If yes, then they have it.
Hey all, I've been a long time follower and I've been playing Delver for a couple of months now. I just wanted to say that this quote above reminds me of an article by a pro that I read recently. He was discussing playing against twin and how you had to play like they always had it, but you also had to force them to. Blood Moon in this example plays the same way, I think.
I've always loved the card. And always chosen it over Fulminator or Molten Rain. Also, I'm not a pro by any stretch. I mostly wanted to point out the similarity of the statements. Blood Moon passes the 'Nature's Claim' test IMHO.
Hello guys,
I am liking a lot this deck, i played it yesterday at my local store for the first time, and there are some questions that came up, i appreciate a little help.
My local meta is 3x Jund, abzan, ad nauseam, 2 burn , 2 tron, infect, 2 affinity, merfolks, boogles, UR Pyro...
I finish 2-0-2 but im sure i did terrible sideboard:
1-1 vs Jund
So my sb plan was to go play control...
-4 delver
-2 collective brutality
+1 desolated
+1 painful thruth
+1 Vendilion Clique
+1 Countersquall
+1 Kolaghan's Command
+1 Dispel
My thoughts:
Im not sure about the delvers, but definetly taking out collective brutality was a mistake, also the having 2 cliques in such a long game its not that good, but it was another thread since i took out the delvers...
Q1- So.. what do you guys take out in this matchup?
2-1 VS infect
I just put in all removal... take out the thoughtscour+delve guys...
lost 1 game bc i mulligan to 4...
1-1 vs jund...
Again we didnt even started game 3... this is a difficult match, i need to play more the deck to make quicker decisions.
2-0 vs Norwin- Soul Sisters
If u know the deck, what to kill and draw the Izzet Staticaster from de sb.. is an easy game
Questions:
1- So my question is more like what should i change on my list against my local meta? i like the main.. but i have to optimize the sideboard definetly
2- In which matches young pyromancer is better? should i consider it?
3- How do u side against jund.. do i try to race? or take out delver and play control style?
4- only against infect i mulligan.. but its playing 19 lands enough without Gitaxian?
Went 3-1 at FNM last night, running 2 Push in place of the 2 Probes I was on pre-banning. Push did some good work against my round three Burn opponent, and it felt great killing a Thought-Knot Seer for one mana against my round one Eldrazi and Taxes opponent. Other than those two matches I just didn't draw them all that often.
MVP by far though was Kolaghan's Command, that card plus Snapcaster Mage is just filthy. The highlight of my tournament was in round three game three, against Sun and Moon. His board was Chalice of the Void one one, another Chalice on two, Ensnaring Bridge, and Blood Moon. My board was two flipped Delver of Secrets that I had stuck before the Chalice came down. Over the course of two turns I went Kommand to blow up the Chalice on two, Snap-Kommand to blow up the Chalice on one, Serum Visions into another Kommand to blow up the Bridge and let the Delvers do their thing.
I'm also curious to hear everyone's thoughts on the best SB options against Affinity. I run into it quite a bit at my LGS and never feel like I have a good plan. I'm currently running 2 Hurkyll's Recall and 2 Rakdos Charm in the board. I like that they're cheap, I like that Hurkyll's is also good against the guy who sometimes brings Lantern Control, and I like that Rakdos Charm is also good grave hate. Affinity can just dump their hand again after a Hurkyll's though, and unless I'm holding a Snapcaster picking off one artifact with Charm isn't usually enough. Should I be looking at things like Vandalblast, Shattering Spree, or ??? Thanks in advance for any ideas!
Hello guys,
I am liking a lot this deck, i played it yesterday at my local store for the first time, and there are some questions that came up, i appreciate a little help.
My local meta is 3x Jund, abzan, ad nauseam, 2 burn , 2 tron, infect, 2 affinity, merfolks, boogles, UR Pyro...
I finish 2-0-2 but im sure i did terrible sideboard:
1-1 vs Jund
So my sb plan was to go play control...
-4 delver
-2 collective brutality
+1 desolated
+1 painful thruth
+1 Vendilion Clique
+1 Countersquall
+1 Kolaghan's Command
+1 Dispel
My thoughts:
Im not sure about the delvers, but definetly taking out collective brutality was a mistake, also the having 2 cliques in such a long game its not that good, but it was another thread since i took out the delvers...
Q1- So.. what do you guys take out in this matchup?
2-1 VS infect
I just put in all removal... take out the thoughtscour+delve guys...
lost 1 game bc i mulligan to 4...
1-1 vs jund...
Again we didnt even started game 3... this is a difficult match, i need to play more the deck to make quicker decisions.
2-0 vs Norwin- Soul Sisters
If u know the deck, what to kill and draw the Izzet Staticaster from de sb.. is an easy game
Questions:
1- So my question is more like what should i change on my list against my local meta? i like the main.. but i have to optimize the sideboard definetly
2- In which matches young pyromancer is better? should i consider it?
3- How do u side against jund.. do i try to race? or take out delver and play control style?
4- only against infect i mulligan.. but its playing 19 lands enough without Gitaxian?
For your meta I would probably start by adding more snares to your main and having some sort of land hate on your SB. Fulminator and Molten rain are good against Jund and Abzan, but less effective against Tron. Blood Moon and Crumble to Dust are good against Tron, but mediocre against the midrange decks, so it deoends on where you want to have an edge. Also always add the Explosives vs Jund/Junk. They're really good on 2, or 0 vs Lingering souls.
YP is really good on matches where you're the beatdown and need to beat the othe deck before they get to the late game. He's great against decks like Tron and Ad nauseam because they won't interact mch with it, so you'll usually flood the board with 5-6 power.
It's better to play the control roll aga8nst Jund, try grinding them out rather than to kill them. You usually have ebough tools to play the lategame as well as them.
It looks like your list reassembles Overturf more than Jones. Either way they're both playing 20 lands right now, the only real difference is the addition of Young Pyro on Jones' list. Check them both out see which one fits your playstyle the most.
I'm also curious to hear everyone's thoughts on the best SB options against Affinity. I run into it quite a bit at my LGS and never feel like I have a good plan. I'm currently running 2 Hurkyll's Recall and 2 Rakdos Charm in the board. I like that they're cheap, I like that Hurkyll's is also good against the guy who sometimes brings Lantern Control, and I like that Rakdos Charm is also good grave hate. Affinity can just dump their hand again after a Hurkyll's though, and unless I'm holding a Snapcaster picking off one artifact with Charm isn't usually enough. Should I be looking at things like Vandalblast, Shattering Spree, or ??? Thanks in advance for any ideas!
My personal favorite card for Affinity is Darkblast. It's also super against Infect and good in a few other match-ups. It can kill X-2 creatures and is still capable of shrinking other creatures butts to a more manageable size when it's not adequate to kill them alone. I like one copy somewhere in every 75 that runs B.
Went 3-1 at FNM last night, running 2 Push in place of the 2 Probes I was on pre-banning. Push did some good work against my round three Burn opponent, and it felt great killing a Thought-Knot Seer for one mana against my round one Eldrazi and Taxes opponent. Other than those two matches I just didn't draw them all that often.
MVP by far though was Kolaghan's Command, that card plus Snapcaster Mage is just filthy. The highlight of my tournament was in round three game three, against Sun and Moon. His board was Chalice of the Void one one, another Chalice on two, Ensnaring Bridge, and Blood Moon. My board was two flipped Delver of Secrets that I had stuck before the Chalice came down. Over the course of two turns I went Kommand to blow up the Chalice on two, Snap-Kommand to blow up the Chalice on one, Serum Visions into another Kommand to blow up the Bridge and let the Delvers do their thing.
I'm also curious to hear everyone's thoughts on the best SB options against Affinity. I run into it quite a bit at my LGS and never feel like I have a good plan. I'm currently running 2 Hurkyll's Recall and 2 Rakdos Charm in the board. I like that they're cheap, I like that Hurkyll's is also good against the guy who sometimes brings Lantern Control, and I like that Rakdos Charm is also good grave hate. Affinity can just dump their hand again after a Hurkyll's though, and unless I'm holding a Snapcaster picking off one artifact with Charm isn't usually enough. Should I be looking at things like Vandalblast, Shattering Spree, or ??? Thanks in advance for any ideas!
Yeah I've never liked recall against them at all. Specially considering we're running red and how bad it is at actually doing anything other than buying you 1 or 2 turns. Decks like Merfolk and U trin are forced to run it because they have no ther choices and need to buy some time early game to get to their llmidgame, but we have absolutely no problem griding them out since half of our deck is removal. I would just add a shatterstorm or a Vandalblast, maybe a cou0le magma sprays if you're still having trouble and call it a day.
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SB maybe. Gives you an extra turn maybe against Affinity, CoCo, etc.
Modern
URB Grixis Delver
GWB Abzan Company
RWB Mardu Burn
WB Martyr Proc
Definitely agree. Even without Probe there will be times when you can run him out there and he lives through the turn, after which you play 2-3 cantrips/bolts or whatever and have an army.
URW Control
WBG Abzan
GRW Burn
EDH
GR Rosheen Meanderer
But anyway, back to the land hate question, I'll explain why I think blood moon is better than molten/fulminator.
At the end of the day, tron is always about delaying them, never about answering them. Even a card like crumble to dust still only delays them, as they'll eventually draw six lands and hardcast wurmcoils. So when I think about tron, I'm thinking about how much time I can delay tron per mana spent. Crumble keeps them off tron forever for 4cmc cost, so it's up there for delaying, but my concern with it is that it's not the best against other decks, and 4 mana is tough on the draw and for a 20 land deck.
Fulminator/molten/and blood moon do a little more against a generic field, while being faster and easier to hit with our mana. The thing about molten and fulminator though is that you have to spend 3 mana sorcery speed each time you want to delay them, whereas blood moon is a once and done payment. Blood moon can be answered immediately with a nature's claim and doesn't set them behind in land drops, but if they don't have nature's claim in hand, then you have taken them off of their large spells for 2-4 turns *while you get to develop your board and hold up your mana leaks.*
Molten and fulminator may drop them a land, but going down a land doesnt really matter to a deck that jumps from 2 mana to 7 mana. Molten and fulminator break up the combo, but it's a deck designed to find its combo very quickly using ridiculously powerful land tutors, so taking them off tron for a turn doesn't take them off tron for very long. In order for these cards to be really good in this matchup, we need to cast a bunch of fulminators/moltens to grind them out of their land tutors while hurting their lands. Thing is, we are a twenty land deck. We can't afford to be paying 3 mana a turn sorcery speed for multiple turns or the 5-6 mana to recur the cards, plus hold up counterspells, cast cantrips, and develop our board. We just don't have the mana to do that.
Blood moon asks, "do they have nature's claim in hand?" If yes, then they have it. If no, then you're probably looking at 2-4 extra turns to swing in, and hopefully you should have some threats on board already to capitalize on that (that's why we delver after all). And you still get to play can trips, play more threats, and hold up counterspells for when they do make it to 6-7 mana. It's not a perfect gameplan, and it requires a bit of luck, but it sounds like a pretty decent shot, as it gives us the most turns for our mana. Especially if you know how to squeeze out as much damage from your deck as possible (such as terminating one of your own creatures to prevent a blocking wurmcoil's lifelink from going off).
The other thing that blood moon gives us a good card against bant eldrazi, while also being an annoying roadblock for scape shift decks. I really like the idea of ceremonious rejection, but bant eldrazi having cavern just makes that too risky of a card.
I'm not a pro player or anything, I just think that blood moon is something we should be looking at.
What type of deck is Grixis Delver? Tempo or Midrange?
I would say its both. In the early game turns 1-3 your tempo and turns 4+ you become more of a midrange deck since the tempo non-creature spells we have access to in modern essentially stop being very if at all good in maintaining tempo advantages. The creatures we run like Tas and snap and Yp all transition our game plan into a more grindy mid-range one just by the nature of the cards themselves so that if you don't have the opponent in bolt+snap+bolt range you just start grinding value naturally.
http://modernnexus.com/pigeonholing-for-profit-modern-era-archetypes/
^^ Pretty good article for understanding archetype lines.
I think the most accurate term is Aggro-control (which is a type of midrange)
We do have a lot of tempo elements in this deck, and we are very concerned about getting ahead on board and getting the most out of each mana we spend. But unlike a deck like merfolk, we aren't trying to win as fast as possible in every matchup, using our disruption to stop them from stopping us. Instead, the defining feature of our deck is our ability to switch between fast agression and grindy control. We can go fast and get ahead on mana and such, or we can go long and get ridiculous k command loops and grind the card advantage game. And while there are faster decks and grindier decks, our biggest strength is our ability to choose between both roles.
This is in my eyes the most accurate description of Grixis Delver. Yes, Delver decks tend to swing to Tempo (Monkey-Grow was a great example of this) but honestly in this deck I just consider Delver of Secrets to be a repeatable and blue Lightning Bolt that you have to set up.
Grixis Delver certainly has its tempo games, but I think aggro-control is a nice description of it. For what it's worth, I know some more professional players have considered it a midrange deck.
A. I'd say this depends on:
1: if its game 1. your opening hand and your draws in the first 3 turns off of that hand.
- If you have a keepable control hand, with say: bolt, push, snare, serum visions, mana leak, 2 fetches. Then it's probably going to be a midrange game unless you draw a delver or YP in the first 2-3 turns. The problem with that hand is that you don't have the option of going tempo until you run into a threat. Whereas if you have a threat, you more often than not can read your opponents first turns as to what they play to decide the next best play.
- If you have a Tempo appropriate hand that has a turn 1-2 Threats in it, Say: Delver, Countersquall, YP, Thought Scour, basic land , and 2 fetches. I would say you don't have much option but to go to a tempo line.
2. the diversification of opening hands: I think what makes this deck so fun is when you run into situations in which you can take either route. IE: Serum Visions, 2 Fetches, Spell Snare, Delver, Mana leak, Snapcaster Mage. Where depending on what you see from your opponent you can decide which route to take until you are forced to play a threat, or if you need to land a threat early.
Its somewhere inbetween the 2, its more controlling than most tempo decks, and can be more aggressive than a lot of midrange decks. It all depends on a lot of factors, whereas more often than not, most tempo decks are just that, and most midrange decks are just that.
I think this is why Grix delver gets compared to Jund so much, because Jund may not have the same stack manipulation, it does have similar routes and options going from control to threat.
I would add a second staticaster or Engineered Explosives to the board if this is the case. Lingering souls is always going to be a hard card to deal with with your MB.
URBURB
It's not a question of correctness, it's a question of what works for you. I have ten counters main-deck but that's probably higher than most people's count, especially those that use Young Pyromancer.
Frenzy-Affinity-Ghost Quarter-Rock-Tokens- RGWPhyrexian Zoo- WVial KnightsStandard:
BW Knights(Rotated)Pioneer: RW Knights - BW Rally Zombies - UW Heroes
Commander:WUG
Jenara, Asura of War- WGSigarda, Host of HeronsCasualties of economicsLegacy: Good-night, sweet prince. Mono-R Burn
It's hard to know exactly until we see what the Metagame looks like. But that counter package looks pretty good for now. Currently I'm thinking about 3 leaks 2 snares (plus 1 clique).
Hey all, I've been a long time follower and I've been playing Delver for a couple of months now. I just wanted to say that this quote above reminds me of an article by a pro that I read recently. He was discussing playing against twin and how you had to play like they always had it, but you also had to force them to. Blood Moon in this example plays the same way, I think.
I've always loved the card. And always chosen it over Fulminator or Molten Rain. Also, I'm not a pro by any stretch. I mostly wanted to point out the similarity of the statements. Blood Moon passes the 'Nature's Claim' test IMHO.
Modern: Bogles // 8-Whack/Goblins // UW Titan // Hollow One // Affinity // Dredge
EDH: Nissa, Vastwood Seer // Atraxa, Praetor's Voice // Meren of Clan Nel Toth
I am liking a lot this deck, i played it yesterday at my local store for the first time, and there are some questions that came up, i appreciate a little help.
My local meta is 3x Jund, abzan, ad nauseam, 2 burn , 2 tron, infect, 2 affinity, merfolks, boogles, UR Pyro...
The list I played yesterday was this one:
4 Snapcaster Mage
3 Tasigur, the Golden Fang
1 Gurmag Angler
1 Vendilion Clique
4 Lightning Bolt
4 Serum Visions
2 Spell Snare
4 Thought Scour
2 Collective Brutality
4 Mana Leak
3 Terminate
2 Kolaghan's Command
1 Murderous Cut
2 Fatal Push
2 Island
1 Mountain
4 Polluted Delta
2 Scalding Tarn
4 Bloodstained Mire
2 Steam Vents
1 Swamp
2 Watery Grave
1 Engineered Explosives
3 Dispel
1 Spell Pierce
1 Countersquall
1 Kolaghan's Command
1 Magma Spray
1 Surgical Extraction
1 Izzet Staticaster
1 Painful Truths
1 Desolated Lighthouse
1 Slaughter Pact
1 Vandalblast
1 Vendilion Clique
I finish 2-0-2 but im sure i did terrible sideboard:
1-1 vs Jund
So my sb plan was to go play control...
-4 delver
-2 collective brutality
+1 desolated
+1 painful thruth
+1 Vendilion Clique
+1 Countersquall
+1 Kolaghan's Command
+1 Dispel
My thoughts:
Im not sure about the delvers, but definetly taking out collective brutality was a mistake, also the having 2 cliques in such a long game its not that good, but it was another thread since i took out the delvers...
Q1- So.. what do you guys take out in this matchup?
2-1 VS infect
I just put in all removal... take out the thoughtscour+delve guys...
lost 1 game bc i mulligan to 4...
1-1 vs jund...
Again we didnt even started game 3... this is a difficult match, i need to play more the deck to make quicker decisions.
2-0 vs Norwin- Soul Sisters
If u know the deck, what to kill and draw the Izzet Staticaster from de sb.. is an easy game
Questions:
1- So my question is more like what should i change on my list against my local meta? i like the main.. but i have to optimize the sideboard definetly
2- In which matches young pyromancer is better? should i consider it?
3- How do u side against jund.. do i try to race? or take out delver and play control style?
4- only against infect i mulligan.. but its playing 19 lands enough without Gitaxian?
MVP by far though was Kolaghan's Command, that card plus Snapcaster Mage is just filthy. The highlight of my tournament was in round three game three, against Sun and Moon. His board was Chalice of the Void one one, another Chalice on two, Ensnaring Bridge, and Blood Moon. My board was two flipped Delver of Secrets that I had stuck before the Chalice came down. Over the course of two turns I went Kommand to blow up the Chalice on two, Snap-Kommand to blow up the Chalice on one, Serum Visions into another Kommand to blow up the Bridge and let the Delvers do their thing.
I'm also curious to hear everyone's thoughts on the best SB options against Affinity. I run into it quite a bit at my LGS and never feel like I have a good plan. I'm currently running 2 Hurkyll's Recall and 2 Rakdos Charm in the board. I like that they're cheap, I like that Hurkyll's is also good against the guy who sometimes brings Lantern Control, and I like that Rakdos Charm is also good grave hate. Affinity can just dump their hand again after a Hurkyll's though, and unless I'm holding a Snapcaster picking off one artifact with Charm isn't usually enough. Should I be looking at things like Vandalblast, Shattering Spree, or ??? Thanks in advance for any ideas!
WRG Burn
WUG Spirits
For your meta I would probably start by adding more snares to your main and having some sort of land hate on your SB. Fulminator and Molten rain are good against Jund and Abzan, but less effective against Tron. Blood Moon and Crumble to Dust are good against Tron, but mediocre against the midrange decks, so it deoends on where you want to have an edge. Also always add the Explosives vs Jund/Junk. They're really good on 2, or 0 vs Lingering souls.
YP is really good on matches where you're the beatdown and need to beat the othe deck before they get to the late game. He's great against decks like Tron and Ad nauseam because they won't interact mch with it, so you'll usually flood the board with 5-6 power.
It's better to play the control roll aga8nst Jund, try grinding them out rather than to kill them. You usually have ebough tools to play the lategame as well as them.
It looks like your list reassembles Overturf more than Jones. Either way they're both playing 20 lands right now, the only real difference is the addition of Young Pyro on Jones' list. Check them both out see which one fits your playstyle the most.
URBURB
My personal favorite card for Affinity is Darkblast. It's also super against Infect and good in a few other match-ups. It can kill X-2 creatures and is still capable of shrinking other creatures butts to a more manageable size when it's not adequate to kill them alone. I like one copy somewhere in every 75 that runs B.
I suppose Forked Bolt and Electrolyze are also good in the match-up.
Frenzy-Affinity-Ghost Quarter-Rock-Tokens- RGWPhyrexian Zoo- WVial KnightsStandard:
BW Knights(Rotated)Pioneer: RW Knights - BW Rally Zombies - UW Heroes
Commander:WUG
Jenara, Asura of War- WGSigarda, Host of HeronsCasualties of economicsLegacy: Good-night, sweet prince. Mono-R Burn
Yeah I've never liked recall against them at all. Specially considering we're running red and how bad it is at actually doing anything other than buying you 1 or 2 turns. Decks like Merfolk and U trin are forced to run it because they have no ther choices and need to buy some time early game to get to their llmidgame, but we have absolutely no problem griding them out since half of our deck is removal. I would just add a shatterstorm or a Vandalblast, maybe a cou0le magma sprays if you're still having trouble and call it a day.
URBURB