I was playing against a very similar deck last night and just got wrecked. T2 Angler is gnarly, and after pathing one sure enough another would come right along. Seems to have no trouble keeping the yard filled at all times.
Oh, remembered the card that I often used in a different deck: Sun Droplet. What do you think about this one? It procs on every damage and you gain a life on EACH player's upkeep
This does a lot of things Ive wanted to do but havent been able to pull the trigger on or test because of school and work: maindeck anglers, stubborn denial, bauble. Bauble caught my eye when looking at chapins list and a friend told me I should just play that but I didnt want to give up red. The caveat though is my primary motivation for wanting red is young pyro... i'll have to try something similar to this though.
I'd like to work the cantrips in a way we can afford 2 thirst for knowledge and the full 4 baubles. I say only because Ive been playing thirst in my list with no md artifacts and the card has been great even if it doesnt net CA. With bauble giving us the opportunity to generate CA from thirst without snapcasting it seems really good.
4 Baubles + Thirst is an interesting proposition that I'm been ruminating about since I posted that. I was thinking more in Chapin's original Esper list since he wanted to add an Engineered Explosives anyway. But one thing Delver is sorely lacking, and in particular the build I posted, is a good card advantage source. I have two Snapcasters plus Tasigur going long if he can stay alive, and Electrolyze post board. But 2 Thirsts would do a lot. Maybe to make room I would cut the probes from my list for 2 Baubles and 2 Thirst. I'm a little worried this doesn't leave us with enough early Delve fuel though, so maybe shave something else in order to get 1-2 Probes back in.
Oh, remembered the card that I often used in a different deck: Sun Droplet. What do you think about this one? It procs on every damage and you gain a life on EACH player's upkeep
The problem with Sun Droplet vs. Dragon's Claw is that Droplet is much much worse to draw late than Claw. On turn 2 on the draw you may have already taken 10 damage, so they might be able to kill you before you gain too much life - especially because you don't gain the life immediately. I suspect it's worse overall, but there will be some games where they get off to a slowish start while you have it on turn 2 and you can't lose. Droplet is also much worse vs. Destructive Revelry and Smash to Smithereens since you gain the life over turns rather than as soon as the spell is cast.
Sun Droplet also gains you more life over the match if it lands, I think it's worth the downside in order to try and swing such a bad match up. Match up is already bad and it might be worth it to try for the higher risk/reward play
Sun droplet is surely worse than claw. If claw isnt gaining you life its because no red spells are being cast which is the best case scenario for us. If it is gaining life, it is typically generating more than 2 per turn cycle. Droplet cannot gain you life unless you've taken damage. Claw gains when they cast a spell which we can then counter.
This is not in any way endorsing dragon's claw in the board.
Private Mod Note
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Rollback Post to RevisionRollBack
When people call for a ban on treasure cruise: "But I don't WANNA draw 3 cards!"
I have an FNM today so I will report how that goes. Haven't played this deck on paper in a while and I'm looking forward to it.
My plan vs Burn:
1. Eat Lucky Charms for breakfast (Done)
2. Rub all my Lucky Charms (I have a shark tooth somewhere)
3. Hope to not get paired vs Burn
4. Get paired vs Burn and hope they fizzle game 1
5. Board in 2 Dispel, 3 Dragon's Claw, and 2 Flashfreeze and hope that gets there
6. ????
7. Profit
Are you allowed to remove more than one counter at the same time with Sun droplet? If not, then surely that's strictly worse compared to dragon's claw where you get a life every time they play a red spell. In all honesty I think I'm just going to concede the burn match up and try and use dispel to at least delay the inevitable
No, you can only remove one counter per upkeep. The ability triggers once and gives you the option to either remove one counter or not. And yeah, I also agree Dragon's Claw -while not being necessarily good- is still better than Sun Droplet.
My meta is very competitive, so I had 4 really awesome, interactive matches
Round 1, Affinity
2-1
I have have too much removal for him to stick anything in games 1. Game two he gets me with a etched champion beats with ravager counters. Game 3 I keep him off creatures (to include killing two manlands!) long enough for peazy tokens to win
Round 2 Wilt leaf Abzan
2-0
Piles of removal take out everything he plays. Peazy and Tasigur clean up the rest.
Round 3 Tarmo Twin
1-1-1
I get there game 1, he wasnt ever really in this game, as he showed me 3 splinter twins in hand after blanking on action for multiple turns. Game 2 I take a couple extra points of damage from my lands and eventually die from 2 life to his topdeck electrolyze after stabilizing/emptying his hand. Game 3 I had taken control of the game after stabilizing at 6 when we enter time in the round. I had an active pyromancer and tasigur and would have assuridly won given more time, and still almost won on last turn had I played slightly better.
Round 4 Abzan
2-0
Game 1 a continuous stream of rhinos keep him in the game, I blank the first one with from attacking with tasigur so we both start adding to the board. My plan of peazy and snaping/tasiguring back my removal trumps his plan of goyfs and tasigur. Game 2 was a long slog where lingering souls played a critical role keeping my multiple flipped delvers from effectively pressuring his life total. I get the blow-out multiple times with electrolyze (a couple on the souls double block on delver, another on seige rhino post combat with my tasigur).
Overall thoughts:
The main deck is *amazing*. Murderous cut is often a 1 CMC unconditional removal spell, that also IMPROVES your tasigur activations. Deprive should be the first 4 counterspells in your list, I would have died multiple times had any of them been remands or mana leaks. The power of an unconditional counterspell can not be understated when the games tend to go so long. This deck requires practice! You have to sculpt your plan multiple turns in advance, and even with perfect play sometimes you can still just lose (or draw!) to the clock.
The sideboard was a mess, I basically only brought in more removal and batterskull. Maybe this is reflective of the decks I played against, but my guess is that It just needs a lot of work. I thought that explosives would be good against affinity but it was always terrible when I drew it.
For my personal FNM meta, my plan was just to ignore burn. General SB cards like dispel and negate are actually pretty decent. The plan against burn is to bring in more counters (and discard?) and hope to get there.
I sided in the kills spells the most, I faced a lot of green creatures so I added a deathmark and terminate, I also faced a lot of lingering souls, so I added vampire knighthawk, There is also a lot of affinity at my store so I got shatterstorm.
Rakdos charm and Engineered explosives and IoK were turds so i took them out.
@delverblue I have pretty much the same thoughts on the way the deck works: Game 1 feels fantastic, you can do just about anything, but the sideboard feels like a mess.
How has batterskull been for you? I feel like it's gotten much worse with tasigurs and rhinos running around, my go to 5 drops have been thundermaw and keranos, favoring Keranos lately. Have you tested them at all?
Private Mod Note
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Rollback Post to RevisionRollBack
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I also went 3-1 last night at a relatively competitive place. What was kind of awesome was that I was actually paired up Round 3 and 4 and won both times so I got to play vs exclusively undefeateds all day.
Round 1: UW Tron
Game 1: I had him on the ropes, but he knew about the Mana Leak in my hand and had enough Tron to play around it and go for an Ugin for 0 (I had a good number of tokens and a flipped Delver) and completely destroy my hopes and dreams.
Game 2: Blood Moon on turn 3.
Game 3: Blood Moon, but he had Signets, but I had more permission than he could handle.
1-0
Round 2: Mono Blue Tron
Game 1: I had the most aggressive start all day and destroyed him.
Game 2: I can't remember what happened exactly, but I think I was playing too conservatively and eventually lost the long game. The Mindslaver and topdeck second Mindslaver right after did me in.
Game 3: I don't remember much of this game either. It was also really long. All I remember is getting Sundering Titan'd and he leaving me with a Swamp. My biggest mistake this game was searching for a Blood Crypt as my first land. I really regret that. Don't do that folks. I also remember getting only 4 lands and I needed more to be able to leave up multiple counterspells for his things. I was also waiting to counter Karn, but it turns out Mono Blue Tron doesn't even play Karn. Well then.
1-1
Round 3: Jund
The guy told me after that he basically netdecked the Reid Duke Jund list. After playing vs it, I can't say why you'd play this deck over Junk.
Game 1: He had a pretty good hand after I Probe'd him, but I had answers to his threats (namely Confidant and Ooze) and an out of control Pyromancer and we all know Liliana can't beat that. He tried trick me and to get me to kill Liliana, but I knew he didn't have anything to follow it up so I just attacked him and then him again for game next game.
Game 2: I had to mull to 4 and that's all she wrote.
Game 3: I probed him to see Kitchen Finks and Bolt and 5 lands. I had Flashfreeze for both.
2-1
Round 4: Scapeshift
Game 1: I had him at 3. He topdecks a Serum Visions and found Scapeshift.
Game 2: I went too fast and too furious. I had more threats than he had Burn and he was drawing a lot of air.
Game 3: Basically game 2. I killed him before he could even think about comboing off.
3-1
Note: if there is a card that is good vs Scapeshift, it's Spell Snare. There are SO MANY TARGETS.
All in all, I was pretty happy with how the deck performed. I didn't get to 2-0 anyone like I would have liked. I also didn't play my best vs the Blue Tron guy, but I think I played relatively well vs anyone else. I guess I didn't really know what the Blue Tron guy was trying to do and that deck was completely new to me, but I won't make excuses.
I got my Kolaghan's Command and 2 Rending Volley at prerelease today so we will sleeve those up and try again for the 4-0 next week. It REALLY SUCKED not having Tarns Friday, but I will be able to borrow them next week.
-swerve is a new one that I am still in love with. It is a lightning helix against burn, a better counter against boggles (if you have a creature out), it is stellar against Jund/junk. Swerving a thoughtsieze is even better than the time I used their abrupt decay on their own goyf. It does a lot against other matchups too.
Swerve actually performed miracles for me against a lot of decks. It 2-for-1s all day long, it's just redonkulous! I'd suggest to play it instead of Dragon's Claw, which is just a bad card imho. Swerve punishes Burn as well. And swerving a Cryptic Command is a feelgood thingy you might wanna experience yourself. =)
Why do u guys keep playing Swerve while Redirect is strictly better? It can change multiple targets (Electrolyze or Cryptic Command for example) and doesn't have restrictions to use, which means casting it in response to ANY spell will be legal.
Swerve is only because it is easier on the mana. I have three regulars at my store that play burn(and I always get one matchup with one of them... Heh...), so I find myself fetching basics frequently and don't want to have to worry about being further on my backfoot with a citpt shockland or if my lands just don't quite click right... This is why I currently only run 2 deprives. Against most decks it is fine, with weakness to forked bolt and electrolyze. (Most of the time it is fine against those too, though unideal. If they ping your card for 2, usually redirecting one away is enough to save it. Same goes for 1 obviously.) Yes, redirect is better though as you can two for one them (or even 3 sometimes if you are lucky) much more easily.
Edit: been having good junk results recently. I am actually not a huge fan of jace aot, like others have been for this matchup. Let me know what you guys think of it though, as you guys were raving about him. I have 2 flashfreeze, sower of temptation, sometimes blood moon, and funny enough I found hellkite to be supreme here. What was happening prior, is I would start off aggressively and slow to a crawl with all the removal, while they slowly streamed rhinos and lingering souls to stabilize. Hellkite is only vulnerable to path, almost definitely gets in for 5 and frequently more. Keranos did well as well in the matchup but I doubt our mana could support both with 19. Hellkite has been petty dang good for me. Everytime I play against abzan they win just because I run out of threats.
Round 3: Jund
The guy told me after that he basically netdecked the Reid Duke Jund list. After playing vs it, I can't say why you'd play this deck over Junk.
Lightning Bolt is the reason. Junk's cheap removal is either 2 mana or comes with a huge cost (Path on turn 1. Dismember vs. aggro). This makes Junk more susceptible to fast aggro and aggro/combo style decks - burn, infect, etc. Also, Jund wins the pseudo-mirror because of things like Olivia and Hellkite. I suspect Jund is better than Junk and possible strictly dominates it, but we probably won't know that for sure until the next couple of modern GPs.
Round 3: Jund
The guy told me after that he basically netdecked the Reid Duke Jund list. After playing vs it, I can't say why you'd play this deck over Junk.
Lightning Bolt is the reason. Junk's cheap removal is either 2 mana or comes with a huge cost (Path on turn 1. Dismember vs. aggro). This makes Junk more susceptible to fast aggro and aggro/combo style decks - burn, infect, etc. Also, Jund wins the pseudo-mirror because of things like Olivia and Hellkite. I suspect Jund is better than Junk and possible strictly dominates it, but we probably won't know that for sure until the next couple of modern GPs.
All you really get in Jund is Olivia, Hellkite, I guess Huntmaster, and Lightning Bolt. Bolt is a fine card, but I can't see it being good in their Junk match-up unless people adopt Confidant again for some reason (The recent topping Junk lists aren't) and its even worse against the GW Little Kid deck because of creatures that float and huge toughnesses. Jund might be a little better vs fast aggro match-ups, but I think Junk certainly has the tools to beat that match-up and I can't imagine Jund beats those match-ups that much more than Junk does.
Because of this, I don't see Jund being played over Junk in the future.
Jund also gets to play Dark Confidant much more easily since they play less 4s, 5s, and 6s, which Reid Duke thinks is the most important difference between Jund and Junk. I don't expect to convince you with a few sentences if you've actually thought about it, but your report made me think you hadn't - one match is a pretty small sample size after all. You're right that Junk has the tools to beat basically whatever it wants. So does Jund. But I think Jund can beat a larger % of the expected metagame because it doesn't have to work as hard to beat things like infect and burn. FWIW I noticed that Reid Duke is admitting Junk has a slight edge vs. Jund, so I defer to him - which is mostly what I was doing anyway.
This has relevance for us too. For my money, I'd rather play against Junk from the Grixis Delver side - whether with the YP build or the all-in Delve build. Junk has a lot more awkward draws vs. us and it's easier to tempo them out when so many of their creatures cost 4+ or are otherwise susceptible to Remand. Lingering Souls is a problem, but not one we aren't equipped to deal with. If Jund starts to replace Junk in the metagame, we might have to move away from electrolyze a little bit and towards more terminate. Ideally, though, I just like to find a good card advantage source for both matchups.
So I started brewing up grixis delver in legacy and then I realized a lot of the cards transition into modern as well. Before seeing this thread here is what I had brewed up on my own.
After browsing through the primer and the thread I've noticed that pretty much no one plays monastery swiftspear. This kinda blows my mind, so I come to you with a couple of questions:
Is swiftspear sustainable without something like cruise?
Are the full set of scours really necessary? Is murderous cut really worth it?
Why so little main deck discard floating around?
Lastly, angler seems like a much better choice vs opposing goyfs and rhinos than tasigur, so why is everyone jamming 3 of the smaller legendary creature? and please don't point me to the differences in the CMC of the card as I'm well aware of those differences.
4 Baubles + Thirst is an interesting proposition that I'm been ruminating about since I posted that. I was thinking more in Chapin's original Esper list since he wanted to add an Engineered Explosives anyway. But one thing Delver is sorely lacking, and in particular the build I posted, is a good card advantage source. I have two Snapcasters plus Tasigur going long if he can stay alive, and Electrolyze post board. But 2 Thirsts would do a lot. Maybe to make room I would cut the probes from my list for 2 Baubles and 2 Thirst. I'm a little worried this doesn't leave us with enough early Delve fuel though, so maybe shave something else in order to get 1-2 Probes back in.
The problem with Sun Droplet vs. Dragon's Claw is that Droplet is much much worse to draw late than Claw. On turn 2 on the draw you may have already taken 10 damage, so they might be able to kill you before you gain too much life - especially because you don't gain the life immediately. I suspect it's worse overall, but there will be some games where they get off to a slowish start while you have it on turn 2 and you can't lose. Droplet is also much worse vs. Destructive Revelry and Smash to Smithereens since you gain the life over turns rather than as soon as the spell is cast.
This is not in any way endorsing dragon's claw in the board.
My plan vs Burn:
1. Eat Lucky Charms for breakfast (Done)
2. Rub all my Lucky Charms (I have a shark tooth somewhere)
3. Hope to not get paired vs Burn
4. Get paired vs Burn and hope they fizzle game 1
5. Board in 2 Dispel, 3 Dragon's Claw, and 2 Flashfreeze and hope that gets there
6. ????
7. Profit
I don't get to borrow Tarns today FML
Modern UMerfolkU
Legacy UMerfolkU
Standard XWhatever's GoodX
No, you can only remove one counter per upkeep. The ability triggers once and gives you the option to either remove one counter or not. And yeah, I also agree Dragon's Claw -while not being necessarily good- is still better than Sun Droplet.
4 Delver of Secrets
4 Young Pyromancer
3 Snapcaster Mage
3 Tasigur, the Golden Fang
3 Murderous Cut
4 Thought Scour
3 Electrolyze
4 Lightning Bolt
1 Terminate
4 Serum Visions
4 Gitaxian Probe
4 Deprive
1 Watery Grave
2 Island
1 Swamp
4 Polluted Delta
2 Bloodstained Mire
2 Flooded Strand
1 Creeping Tar Pit
1 Blood Crypt
2 Darkslick Shores
2 Slaughter Games
1 Terminate
1 Batterskull
1 Combust
2 Rakdos Charm
2 Engineered Explosives
1 Dreadbore
1 Negate
1 Swan Song
1 Dispel
My meta is very competitive, so I had 4 really awesome, interactive matches
Round 1, Affinity
2-1
I have have too much removal for him to stick anything in games 1. Game two he gets me with a etched champion beats with ravager counters. Game 3 I keep him off creatures (to include killing two manlands!) long enough for peazy tokens to win
Round 2 Wilt leaf Abzan
2-0
Piles of removal take out everything he plays. Peazy and Tasigur clean up the rest.
Round 3 Tarmo Twin
1-1-1
I get there game 1, he wasnt ever really in this game, as he showed me 3 splinter twins in hand after blanking on action for multiple turns. Game 2 I take a couple extra points of damage from my lands and eventually die from 2 life to his topdeck electrolyze after stabilizing/emptying his hand. Game 3 I had taken control of the game after stabilizing at 6 when we enter time in the round. I had an active pyromancer and tasigur and would have assuridly won given more time, and still almost won on last turn had I played slightly better.
Round 4 Abzan
2-0
Game 1 a continuous stream of rhinos keep him in the game, I blank the first one with from attacking with tasigur so we both start adding to the board. My plan of peazy and snaping/tasiguring back my removal trumps his plan of goyfs and tasigur. Game 2 was a long slog where lingering souls played a critical role keeping my multiple flipped delvers from effectively pressuring his life total. I get the blow-out multiple times with electrolyze (a couple on the souls double block on delver, another on seige rhino post combat with my tasigur).
Overall thoughts:
The main deck is *amazing*. Murderous cut is often a 1 CMC unconditional removal spell, that also IMPROVES your tasigur activations. Deprive should be the first 4 counterspells in your list, I would have died multiple times had any of them been remands or mana leaks. The power of an unconditional counterspell can not be understated when the games tend to go so long. This deck requires practice! You have to sculpt your plan multiple turns in advance, and even with perfect play sometimes you can still just lose (or draw!) to the clock.
The sideboard was a mess, I basically only brought in more removal and batterskull. Maybe this is reflective of the decks I played against, but my guess is that It just needs a lot of work. I thought that explosives would be good against affinity but it was always terrible when I drew it.
This is my new tentative sideboard.
1 Slaughter Games
2 Terminate
1 Batterskull
1 Combust
1 Dreadbore
1 Negate
2 Dispel
1 Deathmark
2 Shatterstorm
1 Nihil Spellbomb
2 Vampire Nighthawk
I sided in the kills spells the most, I faced a lot of green creatures so I added a deathmark and terminate, I also faced a lot of lingering souls, so I added vampire knighthawk, There is also a lot of affinity at my store so I got shatterstorm.
Rakdos charm and Engineered explosives and IoK were turds so i took them out.
How has batterskull been for you? I feel like it's gotten much worse with tasigurs and rhinos running around, my go to 5 drops have been thundermaw and keranos, favoring Keranos lately. Have you tested them at all?
Round 1: UW Tron
Game 1: I had him on the ropes, but he knew about the Mana Leak in my hand and had enough Tron to play around it and go for an Ugin for 0 (I had a good number of tokens and a flipped Delver) and completely destroy my hopes and dreams.
Game 2: Blood Moon on turn 3.
Game 3: Blood Moon, but he had Signets, but I had more permission than he could handle.
1-0
Round 2: Mono Blue Tron
Game 1: I had the most aggressive start all day and destroyed him.
Game 2: I can't remember what happened exactly, but I think I was playing too conservatively and eventually lost the long game. The Mindslaver and topdeck second Mindslaver right after did me in.
Game 3: I don't remember much of this game either. It was also really long. All I remember is getting Sundering Titan'd and he leaving me with a Swamp. My biggest mistake this game was searching for a Blood Crypt as my first land. I really regret that. Don't do that folks. I also remember getting only 4 lands and I needed more to be able to leave up multiple counterspells for his things. I was also waiting to counter Karn, but it turns out Mono Blue Tron doesn't even play Karn. Well then.
1-1
Round 3: Jund
The guy told me after that he basically netdecked the Reid Duke Jund list. After playing vs it, I can't say why you'd play this deck over Junk.
Game 1: He had a pretty good hand after I Probe'd him, but I had answers to his threats (namely Confidant and Ooze) and an out of control Pyromancer and we all know Liliana can't beat that. He tried trick me and to get me to kill Liliana, but I knew he didn't have anything to follow it up so I just attacked him and then him again for game next game.
Game 2: I had to mull to 4 and that's all she wrote.
Game 3: I probed him to see Kitchen Finks and Bolt and 5 lands. I had Flashfreeze for both.
2-1
Round 4: Scapeshift
Game 1: I had him at 3. He topdecks a Serum Visions and found Scapeshift.
Game 2: I went too fast and too furious. I had more threats than he had Burn and he was drawing a lot of air.
Game 3: Basically game 2. I killed him before he could even think about comboing off.
3-1
Note: if there is a card that is good vs Scapeshift, it's Spell Snare. There are SO MANY TARGETS.
All in all, I was pretty happy with how the deck performed. I didn't get to 2-0 anyone like I would have liked. I also didn't play my best vs the Blue Tron guy, but I think I played relatively well vs anyone else. I guess I didn't really know what the Blue Tron guy was trying to do and that deck was completely new to me, but I won't make excuses.
I got my Kolaghan's Command and 2 Rending Volley at prerelease today so we will sleeve those up and try again for the 4-0 next week. It REALLY SUCKED not having Tarns Friday, but I will be able to borrow them next week.
If anyone has questions, feel free to ask.
Modern UMerfolkU
Legacy UMerfolkU
Standard XWhatever's GoodX
Why do u guys keep playing Swerve while Redirect is strictly better? It can change multiple targets (Electrolyze or Cryptic Command for example) and doesn't have restrictions to use, which means casting it in response to ANY spell will be legal.
Edit: been having good junk results recently. I am actually not a huge fan of jace aot, like others have been for this matchup. Let me know what you guys think of it though, as you guys were raving about him. I have 2 flashfreeze, sower of temptation, sometimes blood moon, and funny enough I found hellkite to be supreme here. What was happening prior, is I would start off aggressively and slow to a crawl with all the removal, while they slowly streamed rhinos and lingering souls to stabilize. Hellkite is only vulnerable to path, almost definitely gets in for 5 and frequently more. Keranos did well as well in the matchup but I doubt our mana could support both with 19. Hellkite has been petty dang good for me. Everytime I play against abzan they win just because I run out of threats.
Lightning Bolt is the reason. Junk's cheap removal is either 2 mana or comes with a huge cost (Path on turn 1. Dismember vs. aggro). This makes Junk more susceptible to fast aggro and aggro/combo style decks - burn, infect, etc. Also, Jund wins the pseudo-mirror because of things like Olivia and Hellkite. I suspect Jund is better than Junk and possible strictly dominates it, but we probably won't know that for sure until the next couple of modern GPs.
I understand the reasoning, but you are foregoing so many things when you give up white to play Jund. These things being Siege Rhino, Lingering Souls, Gavony Township, Noble Hierarch (these last 2 break Junk mirrors), and most importantly Path to Exile.
All you really get in Jund is Olivia, Hellkite, I guess Huntmaster, and Lightning Bolt. Bolt is a fine card, but I can't see it being good in their Junk match-up unless people adopt Confidant again for some reason (The recent topping Junk lists aren't) and its even worse against the GW Little Kid deck because of creatures that float and huge toughnesses. Jund might be a little better vs fast aggro match-ups, but I think Junk certainly has the tools to beat that match-up and I can't imagine Jund beats those match-ups that much more than Junk does.
Because of this, I don't see Jund being played over Junk in the future.
Modern UMerfolkU
Legacy UMerfolkU
Standard XWhatever's GoodX
This has relevance for us too. For my money, I'd rather play against Junk from the Grixis Delver side - whether with the YP build or the all-in Delve build. Junk has a lot more awkward draws vs. us and it's easier to tempo them out when so many of their creatures cost 4+ or are otherwise susceptible to Remand. Lingering Souls is a problem, but not one we aren't equipped to deal with. If Jund starts to replace Junk in the metagame, we might have to move away from electrolyze a little bit and towards more terminate. Ideally, though, I just like to find a good card advantage source for both matchups.
1x Blood Crypt
1x Bloodstained Mire
1x Island
1x Misty Rainforest
1x Mountain
4x Polluted Delta
4x Scalding Tarn
2x Steam Vents
1x Swamp
2x Watery Grave
Instant (13)
4x Lightning Bolt
3x Mana Leak
1x Remand
2x Terminate
2x Thought Scour
1x Vapor Snag
4x Delver of Secrets Flip
2x Gurmag Angler
4x Monastery Swiftspear
1x Snapcaster Mage
1x Tasigur, the Golden Fang
4x Young Pyromancer
Sorcery (13)
2x Forked Bolt
4x Gitaxian Probe
4x Serum Visions
3x Thoughtseize
1x Dispel
4x Dragon's Claw
1x Duress
1x Negate
1x Shattering Spree
2x Smash to Smithereens
2x Spell Pierce
2x Surgical Extraction
1x Vendilion Clique
After browsing through the primer and the thread I've noticed that pretty much no one plays monastery swiftspear. This kinda blows my mind, so I come to you with a couple of questions:
Is swiftspear sustainable without something like cruise?
Are the full set of scours really necessary? Is murderous cut really worth it?
Why so little main deck discard floating around?
Lastly, angler seems like a much better choice vs opposing goyfs and rhinos than tasigur, so why is everyone jamming 3 of the smaller legendary creature? and please don't point me to the differences in the CMC of the card as I'm well aware of those differences.
Modern
TasitwinURB
UWRb ControlUWRB
Death and TaxesWW
Legacy
Death and TaxesWW