What are y'all's records vs jund. Seems to be the most played deck i come against on mtgo(that and tron with u/w control for some reason being also popular). I can control them early but they just always seem to out card advantage me. If I can stick a tasigur or angler with counter magic back up, not much they can do but outside that, it's tough. I run about a 90-95% ryan overturf/kevin jones list. I've added 1x kalitas for burn, dont have eng expl yet and have rakdos return for gy hate and affinity but beyond that, standard grixis sideboard tech.
It seams ancestral visions was made for this matchup when it was added to sideboards(that and jeskai nahiri and the mirror). Even jund cant compete with 3 extra cards turn 4. But outside that, how do you guys sideboard against it and have you seen good results?
I've more or less relegated burn to be just a bad match up that i can win sometimes. Even tron ive beaten enough where i'm not scared of it. But when i see that T1 inq of koz, i know im in trouble.
What are y'all's records vs jund. Seems to be the most played deck i come against on mtgo(that and tron with u/w control for some reason being also popular). I can control them early but they just always seem to out card advantage me. If I can stick a tasigur or angler with counter magic back up, not much they can do but outside that, it's tough. I run about a 90-95% ryan overturf/kevin jones list. I've added 1x kalitas for burn, dont have eng expl yet and have rakdos return for gy hate and affinity but beyond that, standard grixis sideboard tech.
It seams ancestral visions was made for this matchup when it was added to sideboards(that and jeskai nahiri and the mirror). Even jund cant compete with 3 extra cards turn 4. But outside that, how do you guys sideboard against it and have you seen good results?
I've more or less relegated burn to be just a bad match up that i can win sometimes. Even tron ive beaten enough where i'm not scared of it. But when i see that T1 inq of koz, i know im in trouble.
4 delvers become 4 AV.
I run 1 Desolate Lighthouse in place of a second watery grave.
I don't really lose to Jund unless they draw their Thrun and I don't manage to stick a Tas/Angler, which is not common.
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What are y'all's records vs jund. Seems to be the most played deck i come against on mtgo(that and tron with u/w control for some reason being also popular). I can control them early but they just always seem to out card advantage me. If I can stick a tasigur or angler with counter magic back up, not much they can do but outside that, it's tough. I run about a 90-95% ryan overturf/kevin jones list. I've added 1x kalitas for burn, dont have eng expl yet and have rakdos return for gy hate and affinity but beyond that, standard grixis sideboard tech.
It seams ancestral visions was made for this matchup when it was added to sideboards(that and jeskai nahiri and the mirror). Even jund cant compete with 3 extra cards turn 4. But outside that, how do you guys sideboard against it and have you seen good results?
I've more or less relegated burn to be just a bad match up that i can win sometimes. Even tron ive beaten enough where i'm not scared of it. But when i see that T1 inq of koz, i know im in trouble.
4 delvers become 4 AV.
I run 1 Desolate Lighthouse in place of a second watery grave.
I don't really lose to Jund unless they draw their Thrun and I don't manage to stick a Tas/Angler, which is not common.
Can we see your updated list? Haven't tried AV yet, but I'm curious how swapping Delver with AV beats JUND in 50 minutes of game time.
Can we see your updated list? Haven't tried AV yet, but I'm curious how swapping Delver with AV beats JUND in 50 minutes of game time.
To be fair, I barely make time. It does indeed drag out; whats going on is that instead of playing a wincon that can be destroyed by Abrupt Decay no matter what we say, I do the one thing Jund doesn't want to face: Card Advantage. They thrive on topdeck wars, but if they're topdecking while we still have half a grip of answers, they're in deep poo.
My list is basically Kevin Jones with some tech decisions:
Creature Package (15)
3 Tasigur
1 Angler
4 Snapcaster
1 Vendilion Clique <- This slot is Pillar of Flame in Overturf's and Clique in Jone's. I prefer Clique because it can also clock, something our deck needs to do.
4 Delver of Secrets
Spells (25)
4 Bolts
3 Snares
1 Spell Pierce <- I don't feel comfy running 4 snares. There are just matches where they're dead and that annoys me. Pierce can at least catch an expedition map or ancient stirrings.
4 Mana Leaks <- Tried moving away from this; nope. Although its weaker in the late game, the power level of this card in the early game makes up for it. I Leak-Snap-Leak late game if I have to, its the price we pay for playing modern.
3 Terminates
1 Dreadbore <- this 3/1 ratio is pretty standard now. No complaints about having the odd sorcery speed removal. Overturf says Hero's Downfall before Dreadbore, I do intend to give it a try as well. But because I'm playing Lighthouse over 2nd Watery Grave, I think it maybe trickier for me.
4 Serum Visions
4 Thought Scours
1 Kolaghan's Command <- Just 1. I agree with Overturf in this respect; Snap-Kommand is wonderful, but its ambitious; we don't mean to get to 5 mana. I have 1 Kommand in the side for the grindy games where we do expect to get there.
Real Estate (20)
4 Deltas
4 Mires
2 Strands <- before you ask, yes, budget reasons. 4 Tarns 3 Mires and 3 Deltas were what I'd be doing if money were no object FYI
2 Steam Vents
1 Watery Grave
1 Blood Crypt
2 island
1 mountain
1 swamp
1 Darkslick shores <- Some would say this should be the 2nd Watery. I dunno, I like having at least 1 potential survivor off a Choke. And some painlessness can go a long way given the amount of Burn around these days.
1 Desolate Lighthouse <- This land has singlehandedly won me grindy matches @ my LGS. Literally. When both players are topdecking but your topdecked lands also turn into gas, you're going to win. I decided to risk 1 colorless source because of 2 reasons. 1: Too often I find myself with a fetch in hand and nothing left to fetch. You can only bluff with a hand of fetches for so long, and 2: When the sideboard plan is AV, you need a way to dispose of them mid-late game when the situation calls for more... immediate attention. Jeskai can loot away AVs with Nahiri, we can't.
Sideboard (15)
4 Ancestral Visions
4 Molten Rains <- Yes, I hate tron thisssssssss much. Why not Fulminator mages? They don't flip Delver. I want Delver in the Tron match and I want him to Flip as consistently as humanly possible.
1 Engineered Explosive
1 Crypt Incursion
1 Kolaghan's Command
2 Countersqualls
1 Dispel
1 Vampiric Link <- This is for burn, clearly. I've been thinking of trying the new Collective Brutality in this slot.
About jund matches:
The games where I swap AV in for delver are the ones where Delver is more a simple 1-for-1 trade for the opponent. I don't want to do 1-for-1 trades; if I did, I'd play Jund, using Dark Confidants instead of Snaps and Goyfs instead of Tasigur. We're better at card advantage, its the reason for Blue over Green. If the protect-the-queen strategy with Delver isn't going to work with Abrupt decay around, you'll need cards and answers instead. Then Tas, Snap-bolt, Angler will finish the game for you.
Crypt Incursion is another card I bring in for Jund. They're trying to win a war of attrition, and they have Kommands too. When you blow out their GY creatures in the mid-late game and gain 21 life, they're scooping. (well, one of my opponents scooped. the others played until their inevitable death)Few things feel quite as good as gaining that much life and blanking their Kommand. If you can catch a Finks that's trying to come back, that's pretty sweet too. (only pulled that off once tho) Finks and Kommand are 2 of the very few ways they have to actually grind CA against us; I like that this 1 card can potentially deal with both, and at the same time gain life, which is basically more time to draw into our own wincons, or the next snap.
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Can we see your updated list? Haven't tried AV yet, but I'm curious how swapping Delver with AV beats JUND in 50 minutes of game time.
To be fair, I barely make time. It does indeed drag out; whats going on is that instead of playing a wincon that can be destroyed by Abrupt Decay no matter what we say, I do the one thing Jund doesn't want to face: Card Advantage. They thrive on topdeck wars, but if they're topdecking while we still have half a grip of answers, they're in deep poo.
My list is basically Kevin Jones with some tech decisions:
Creature Package (15)
3 Tasigur
1 Angler
4 Snapcaster
1 Vendilion Clique <- This slot is Pillar of Flame in Overturf's and Clique in Jone's. I prefer Clique because it can also clock, something our deck needs to do.
4 Delver of Secrets
Spells (25)
4 Bolts
3 Snares
1 Spell Pierce <- I don't feel comfy running 4 snares. There are just matches where they're dead and that annoys me. Pierce can at least catch an expedition map or ancient stirrings.
4 Mana Leaks <- Tried moving away from this; nope. Although its weaker in the late game, the power level of this card in the early game makes up for it. I Leak-Snap-Leak late game if I have to, its the price we pay for playing modern.
3 Terminates
1 Dreadbore <- this 3/1 ratio is pretty standard now. No complaints about having the odd sorcery speed removal. Overturf says Hero's Downfall before Dreadbore, I do intend to give it a try as well. But because I'm playing Lighthouse over 2nd Watery Grave, I think it maybe trickier for me.
4 Serum Visions
4 Thought Scours
1 Kolaghan's Command <- Just 1. I agree with Overturf in this respect; Snap-Kommand is wonderful, but its ambitious; we don't mean to get to 5 mana. I have 1 Kommand in the side for the grindy games where we do expect to get there.
Real Estate (20)
4 Deltas
4 Mires
2 Strands <- before you ask, yes, budget reasons. 4 Tarns 3 Mires and 3 Deltas were what I'd be doing if money were no object FYI
2 Steam Vents
1 Watery Grave
1 Blood Crypt
2 island
1 mountain
1 swamp
1 Darkslick shores <- Some would say this should be the 2nd Watery. I dunno, I like having at least 1 potential survivor off a Choke. And some painlessness can go a long way given the amount of Burn around these days.
1 Desolate Lighthouse <- This land has singlehandedly won me grindy matches @ my LGS. Literally. When both players are topdecking but your topdecked lands also turn into gas, you're going to win. I decided to risk 1 colorless source because of 2 reasons. 1: Too often I find myself with a fetch in hand and nothing left to fetch. You can only bluff with a hand of fetches for so long, and 2: When the sideboard plan is AV, you need a way to dispose of them mid-late game when the situation calls for more... immediate attention. Jeskai can loot away AVs with Nahiri, we can't.
Sideboard (15)
4 Ancestral Visions
4 Molten Rains <- Yes, I hate tron thisssssssss much. Why not Fulminator mages? They don't flip Delver. I want Delver in the Tron match and I want him to Flip as consistently as humanly possible.
1 Engineered Explosive
1 Crypt Incursion
1 Kolaghan's Command
2 Countersqualls
1 Dispel
1 Vampiric Link <- This is for burn, clearly. I've been thinking of trying the new Collective Brutality in this slot.
About jund matches:
The games where I swap AV in for delver are the ones where Delver is more a simple 1-for-1 trade for the opponent. I don't want to do 1-for-1 trades; if I did, I'd play Jund, using Dark Confidants instead of Snaps and Goyfs instead of Tasigur. We're better at card advantage, its the reason for Blue over Green. If the protect-the-queen strategy with Delver isn't going to work with Abrupt decay around, you'll need cards and answers instead. Then Tas, Snap-bolt, Angler will finish the game for you.
Crypt Incursion is another card I bring in for Jund. They're trying to win a war of attrition, and they have Kommands too. When you blow out their GY creatures in the mid-late game and gain 21 life, they're scooping. (well, one of my opponents scooped. the others played until their inevitable death)Few things feel quite as good as gaining that much life and blanking their Kommand. If you can catch a Finks that's trying to come back, that's pretty sweet too. (only pulled that off once tho) Finks and Kommand are 2 of the very few ways they have to actually grind CA against us; I like that this 1 card can potentially deal with both, and at the same time gain life, which is basically more time to draw into our own wincons, or the next snap.
Thanks for the input. I still ran 19 lands, might consider adding the 20th. That Crypt Incursion i think is great against burn and dredge (becoming popular at our LGS). AV's are really damn expensive today! I really hope there's an alternative. Thanks again!
(I'm new to mtgsalvation so apologies if I do something wrong)
I have a question about landbase and wanted to see what you guys think.
So in overturf and Jones list, they both had a "20th" land spot that felt like a flex slot, with overturf playing an extra fetch and Jones playing a darkslick shore. I really want to play a utility land that spot, even though I know that's probably greedy, cause I always feel a bit naked playing a deck meant to grind out long games without having a utility land. My question is, desolate lighthouse or creeping tar pit?
Pitts downside is huge, as I feel like grixis delver really wants to hit that 3rd and 4th land for snapcaster as soon as it can, and having to delay that a turn can be awful. That said, hitting colored mana is really good in our deck, as I feel there are just a huge number of colored mana costs. I also think tar Pitt is just a stronger card as actually winning the game always trumps drawing a better card. That said, in addition to coming into play untapped, loot house also doesn't get killed by bolt.
I would go for Lighthouse myself. They both cost the same, but because we only run 20 land, tapping 4 land during our attack step is a lot more expensive than tapping 4 at the end of an opponents turn to cycle a card.
I've been thinking about running one myself, either as a 21st land or cutting the Darkslick Shores. I think it'd be a decent replacement for a Serum Vision or something or possibly a replacement for a 4th Ancestral Vision in the board.
R1 against UB Faeries 2-1
Game 1 double Delver and a Tasigur get him quickly before he's able to remove them or deploy a bitterblossom through my counters.
Game 2 is very grindy. He has Discard, multiple Mistbind Cliques and a Sword of Light and Shadow to easily push through my removal.
Game 3 is grindy again. Turn 4 he plays cryptic command on my tasigur, i leak it and play surgical extraction only to see he has 2 other copies of command in hand! He scoops afterwards.
R2 against Dredge 2-0
G1 he had a medicore hand with no interaction and i had double delver + bolt and snapcaster so the game was over rather quick.
Game 2 he got a better start and got amalgam and bloodghast into the yard on t1. I surgical extraction away his bloodghast and then flashback it on my t2 with SCM hitting his prized Amalgam too.
The game goes on for a few rounds but i got out a tasigur backed up by counters and that killed him after a few swings. Got really lucky this time. Extraction is just such a good card against Dredge!
R3 against Abzan Company 2-0
I always like playing against Company. It's no auto win MU but i feel very favoured each time i'm paired against this deck.
Game 1 i kept a typical delver hand of 2 fetches, thought scour, tasigur, spell snare, lightning Bolt and Mana Leak.
I'm able to bolt his T1 Hierarch and spell snare his t2 voice, then ripping a third land from scour to play a tasigur with a leak up. He goes for a company two times in a row but i'm able to counter it both times. Somehow i manage to push enough damage through for a Bolt/Snap/Bolt finish.
Game two we both mulligan to five but i get double delver online on t2 and surgical extraction on kitchen finks ends the game as he's only able to find one abrupt decay before the delvers kill him with no lifegain left in his deck.
R4 against RUG Delver 2-0
Tasigur > Mandrills and Terminate > Roast/Vapor Snag.
In my opinion, we are currently the better Delver deck in modern, especially with our good removal suite.
The fact that he was playing Lavamancer + Ooze over Goyf and some more burn spells made things a bit harder for me as he was attacking my life total very aggressively both games. We traded 1 for 1 until i could stabilize with a tasigur and a lighthouse in play, cycling through my deck and just staying ahead on cards until he was in topdeck mode and good old tasi beat him down with a handful of counters and removal.
Game 2 he had some bad draws and was not able to push enough damage through my additional counters until a Vendilion Clique and a Snapcaster got in for enough damage to double bolt him for lethal.
R5 against Affinity 0-2
Game 1 he deployed his whole hand besides one card and that was a steel overseer which followed on t2. I had not nearly enough removal and it was over rather quick.
Game 2 i had double explosives in hand but still gor wrecked by his godlike start. Again. Steel Overseer is just nuts with an army of flying 0cmc creatures and manlands. I guess i was just one turn away from turning the corner. Still pretty bad, i think affinity is a solid MU but they sometimes just have their nearly unbeatable draws.
R6 against Abzan Company 2-0
Another company player wuhuu!!
I'm able to take G1 on 2 life against his huge board because of 2 delver and 2 bolts + Snapcaster Mages. Really close one.
Game 2 i was able to Bolt his Hierarch, Pillar one of his Finks and Incendiary Flow + Surgical extraction his melira away while countering enough chords/companies until a Tasigur smashes his face. He didn't draw a copy of voice, so that kinda helped me a lot.
After the tournament, i played some games against one of my friends with his new Mardu build and both times lighthouse has been great. If the game goes long, lighthouse + tasigur can generate a disturbing amount of CA over a few games.
The meta has been very aggro orientated, with a huge amount of Affinity and Infect. I only saw a single control player with a grixis list who won the tournament followed by my affinity opponent.
Greetings
Thanks for the write up buddy and congrate to you
Midrange deck affinity would be hard to deal if they vomit all out from hand in turn 1, esp we dont have mana to respond their 2 cmc creature on turn 0 in our side
I currently practicing +1 Kolaghan command -1 Electrolyse (jones's list) to have extra one more card dealing with affinity.
For Lighthouse matter, hmm, my opinion that there would be slightly favor against midrange/control decks but unfavor to aggro if we dropping it on turn 1-3.
Against midrange/control, in grindly matchups we are ready to react in late game as late game we would not having color problem. However against aggro, really dont hope it appear in my beginning hand coz we hopefully gathering red and black source and ready for terminating the threats. Well, thats my opinions
I still feel that there is still a slot for lighthouse but it depends on the meta.
I'm inclined to agree with Moutz. A hand with basic Mountain, basic Swamp is unkeepable (in some corner cases, it may be fine, but rarely). I don't even run Blood Crypt. The color requirements of the deck are high, especially early on. Loothouse isn't card advantage, so in the long games vs control where you want it, it doesn't help as much as you need it to. Personally, I'd even run Creeping Tar Pit first, it does more of what you want at the times you want it (I still don't run even this though).
I've stumbled by drawing basic Mountain and swamp enough times that I can't even imagine a third land that could cause a stumble, no matter what. Sideboard I do run Ghost Quarter, but I cut a spell for it when it comes in, I don't cut a colored land.
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Modern UBR Grixis Delver UBR
EDH U Jace High Tide U G Yisan Elfball G UBR Marchesa UBR
agreed, loothouse is definitely a worse choice than tar pit (which can even help against nahiri). but a "comes into play tapped"-land is horrendous in a deck that
a) plays a boatload of 1 cmc spells it likes to cast on turn 1 (delver, snare, bolt, serum visions, ancestral vision, scour)
b) wants to have 2 open mana on turn 2 to cast tasigur, remand, leak, terminate etc.
so, you got 2 options:
dont play any fancy lands as the mana base is greedy as it is OR play it over a spell as land 21.
I'd recommend sticking to the overturf/jones mana base.
EDIT: sageofthesixpaths, do you have your marchesa list online somewhere i am looking into the deck as my commander deck, for my recently founded playgroup
Give me a bit, I'll get it uploaded. It's not the best deck ever, but it is still quite good and very fun. For a really, really detailed and amazing Marchesa primer, look up the one by Solrune on here. I used that list alot building mine.
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Modern UBR Grixis Delver UBR
EDH U Jace High Tide U G Yisan Elfball G UBR Marchesa UBR
Bedlam revelers seems really bad in Grixis delver. Tasigur and gurmaug work because they can come down early, but bedlam has a lot of trouble coming down fast.
There was a u/r blood moon deck posted on reddit somewhere running 2 revelers, that looks like a better spot for it
Also, y'all are ruining my fun, let me play my utility lands in peace!!! lol.
But no, really, I'll play test some more but people are probably right. Both tar pit and loot house might be a bit too greedy.
One thing to consider is 2 ghost quarters in the side over crumble to dust (I think overturf did this once). It lowers out tron shields somewhat without leaving us completely naked, while also giving us an answer to colonnade that also increases our land count gainst jeskai.
One final flex choice question I have for you all is 2 k commands mainboard. I can see drawing 2 as being clunky against fast decks, but we often play a second in the sb anyway. Is it so clunky that we can't run 2 main and use that now free sideboard slot for a strong anti aggro card? Is that a metagame decision or just bad deckbuilding? Thanks!
Hello, I've been debating trying grixis delver on mtgo. I have been a death and taxes player for a long time and wanting to try something new. As a base deck (to start with before tuning) I was thinking of the list Kevin Jones won the Dallas open with, does the community agree that this is a good starting point? Deck in spooler for reference.
It seams ancestral visions was made for this matchup when it was added to sideboards(that and jeskai nahiri and the mirror). Even jund cant compete with 3 extra cards turn 4. But outside that, how do you guys sideboard against it and have you seen good results?
I've more or less relegated burn to be just a bad match up that i can win sometimes. Even tron ive beaten enough where i'm not scared of it. But when i see that T1 inq of koz, i know im in trouble.
4 delvers become 4 AV.
I run 1 Desolate Lighthouse in place of a second watery grave.
I don't really lose to Jund unless they draw their Thrun and I don't manage to stick a Tas/Angler, which is not common.
BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
Can we see your updated list? Haven't tried AV yet, but I'm curious how swapping Delver with AV beats JUND in 50 minutes of game time.
To be fair, I barely make time. It does indeed drag out; whats going on is that instead of playing a wincon that can be destroyed by Abrupt Decay no matter what we say, I do the one thing Jund doesn't want to face: Card Advantage. They thrive on topdeck wars, but if they're topdecking while we still have half a grip of answers, they're in deep poo.
My list is basically Kevin Jones with some tech decisions:
Creature Package (15)
3 Tasigur
1 Angler
4 Snapcaster
1 Vendilion Clique <- This slot is Pillar of Flame in Overturf's and Clique in Jone's. I prefer Clique because it can also clock, something our deck needs to do.
4 Delver of Secrets
Spells (25)
4 Bolts
3 Snares
1 Spell Pierce <- I don't feel comfy running 4 snares. There are just matches where they're dead and that annoys me. Pierce can at least catch an expedition map or ancient stirrings.
4 Mana Leaks <- Tried moving away from this; nope. Although its weaker in the late game, the power level of this card in the early game makes up for it. I Leak-Snap-Leak late game if I have to, its the price we pay for playing modern.
3 Terminates
1 Dreadbore <- this 3/1 ratio is pretty standard now. No complaints about having the odd sorcery speed removal. Overturf says Hero's Downfall before Dreadbore, I do intend to give it a try as well. But because I'm playing Lighthouse over 2nd Watery Grave, I think it maybe trickier for me.
4 Serum Visions
4 Thought Scours
1 Kolaghan's Command <- Just 1. I agree with Overturf in this respect; Snap-Kommand is wonderful, but its ambitious; we don't mean to get to 5 mana. I have 1 Kommand in the side for the grindy games where we do expect to get there.
Real Estate (20)
4 Deltas
4 Mires
2 Strands <- before you ask, yes, budget reasons. 4 Tarns 3 Mires and 3 Deltas were what I'd be doing if money were no object FYI
2 Steam Vents
1 Watery Grave
1 Blood Crypt
2 island
1 mountain
1 swamp
1 Darkslick shores <- Some would say this should be the 2nd Watery. I dunno, I like having at least 1 potential survivor off a Choke. And some painlessness can go a long way given the amount of Burn around these days.
1 Desolate Lighthouse <- This land has singlehandedly won me grindy matches @ my LGS. Literally. When both players are topdecking but your topdecked lands also turn into gas, you're going to win. I decided to risk 1 colorless source because of 2 reasons. 1: Too often I find myself with a fetch in hand and nothing left to fetch. You can only bluff with a hand of fetches for so long, and 2: When the sideboard plan is AV, you need a way to dispose of them mid-late game when the situation calls for more... immediate attention. Jeskai can loot away AVs with Nahiri, we can't.
Sideboard (15)
4 Ancestral Visions
4 Molten Rains <- Yes, I hate tron thisssssssss much. Why not Fulminator mages? They don't flip Delver. I want Delver in the Tron match and I want him to Flip as consistently as humanly possible.
1 Engineered Explosive
1 Crypt Incursion
1 Kolaghan's Command
2 Countersqualls
1 Dispel
1 Vampiric Link <- This is for burn, clearly. I've been thinking of trying the new Collective Brutality in this slot.
About jund matches:
The games where I swap AV in for delver are the ones where Delver is more a simple 1-for-1 trade for the opponent. I don't want to do 1-for-1 trades; if I did, I'd play Jund, using Dark Confidants instead of Snaps and Goyfs instead of Tasigur. We're better at card advantage, its the reason for Blue over Green. If the protect-the-queen strategy with Delver isn't going to work with Abrupt decay around, you'll need cards and answers instead. Then Tas, Snap-bolt, Angler will finish the game for you.
Crypt Incursion is another card I bring in for Jund. They're trying to win a war of attrition, and they have Kommands too. When you blow out their GY creatures in the mid-late game and gain 21 life, they're scooping. (well, one of my opponents scooped. the others played until their inevitable death)Few things feel quite as good as gaining that much life and blanking their Kommand. If you can catch a Finks that's trying to come back, that's pretty sweet too. (only pulled that off once tho) Finks and Kommand are 2 of the very few ways they have to actually grind CA against us; I like that this 1 card can potentially deal with both, and at the same time gain life, which is basically more time to draw into our own wincons, or the next snap.
BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
Thanks for the input. I still ran 19 lands, might consider adding the 20th. That Crypt Incursion i think is great against burn and dredge (becoming popular at our LGS). AV's are really damn expensive today! I really hope there's an alternative. Thanks again!
(I'm new to mtgsalvation so apologies if I do something wrong)
I have a question about landbase and wanted to see what you guys think.
So in overturf and Jones list, they both had a "20th" land spot that felt like a flex slot, with overturf playing an extra fetch and Jones playing a darkslick shore. I really want to play a utility land that spot, even though I know that's probably greedy, cause I always feel a bit naked playing a deck meant to grind out long games without having a utility land. My question is, desolate lighthouse or creeping tar pit?
Pitts downside is huge, as I feel like grixis delver really wants to hit that 3rd and 4th land for snapcaster as soon as it can, and having to delay that a turn can be awful. That said, hitting colored mana is really good in our deck, as I feel there are just a huge number of colored mana costs. I also think tar Pitt is just a stronger card as actually winning the game always trumps drawing a better card. That said, in addition to coming into play untapped, loot house also doesn't get killed by bolt.
Thoughts?
BLiliana, Heretical HealerB| |GTitania, Protector of ArgothG
GWBDoom Plane EnchantressBWG
BLiliana, Heretical HealerB| |GTitania, Protector of ArgothG
GWBDoom Plane EnchantressBWG
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
Thanks for the write up buddy and congrate to you
Midrange deck affinity would be hard to deal if they vomit all out from hand in turn 1, esp we dont have mana to respond their 2 cmc creature on turn 0 in our side
I currently practicing +1 Kolaghan command -1 Electrolyse (jones's list) to have extra one more card dealing with affinity.
For Lighthouse matter, hmm, my opinion that there would be slightly favor against midrange/control decks but unfavor to aggro if we dropping it on turn 1-3.
Against midrange/control, in grindly matchups we are ready to react in late game as late game we would not having color problem. However against aggro, really dont hope it appear in my beginning hand coz we hopefully gathering red and black source and ready for terminating the threats. Well, thats my opinions
I still feel that there is still a slot for lighthouse but it depends on the meta.
I've stumbled by drawing basic Mountain and swamp enough times that I can't even imagine a third land that could cause a stumble, no matter what. Sideboard I do run Ghost Quarter, but I cut a spell for it when it comes in, I don't cut a colored land.
UBR Grixis Delver UBR
EDH
U Jace High Tide U
G Yisan Elfball G
UBR Marchesa UBR
I think this is too reactive of a deck to consider discarding our hand for three random cards and we won't get to get full use of the prowess ability.
UBR Grixis Shadow
URG Amulet Titan
Give me a bit, I'll get it uploaded. It's not the best deck ever, but it is still quite good and very fun. For a really, really detailed and amazing Marchesa primer, look up the one by Solrune on here. I used that list alot building mine.
UBR Grixis Delver UBR
EDH
U Jace High Tide U
G Yisan Elfball G
UBR Marchesa UBR
There was a u/r blood moon deck posted on reddit somewhere running 2 revelers, that looks like a better spot for it
But no, really, I'll play test some more but people are probably right. Both tar pit and loot house might be a bit too greedy.
One thing to consider is 2 ghost quarters in the side over crumble to dust (I think overturf did this once). It lowers out tron shields somewhat without leaving us completely naked, while also giving us an answer to colonnade that also increases our land count gainst jeskai.
One final flex choice question I have for you all is 2 k commands mainboard. I can see drawing 2 as being clunky against fast decks, but we often play a second in the sb anyway. Is it so clunky that we can't run 2 main and use that now free sideboard slot for a strong anti aggro card? Is that a metagame decision or just bad deckbuilding? Thanks!
4 Delver of Secrets
4 snapcaster mage
1 Vendilion Clique
3 Tasigur, the golden Fang
1 Gurmag Angler
Spells 27
4 Lightning Bolt
4 Serum Visions
3 Spell Snare
4 Thought Scour
1 Dreadbore
4 mana Leak
2 Remand
3 Terminate
1 Electrolyze
1 Kolaghan's Command
1 Blood Crypt
2 Bloodstained Mire
1 Darkslick Shores
2 Island
1 Mountain
4 Polluted Delta
4 Scalding Tarn
2 Steam Vents
1 Swamp
2 Watery Grave
4 Ancestral Vision
1 Engineered explosives
1 Dispel
2 Magma Spray
1 Vampiric Link
1 Vandalblast
2 Countersqual
1 Kolaghan's Command
2 Crumble to Dust
WDeath and TaxesW
RWGBurnGWR