This deck appeared with the re-introduction of the Delve Mechanic in Khans of Tarkir. The deck uses cheep card advantage engines to dump cards into the graveyard allowing the pilot to quickly cast oversized Delve creatures such as Gurmag Angler and protect them with countermagic.
As of this writing the deck generally comprises about 5-8% of the 5-0 Pauper League decklists on MTGO. While it may not be the most popular archetype I've found it fun to play and at 30-40 tix one of the cheaper lists capable of a 5-0 finish.
Card Choices
Many of the card choices are fixed. The creature base will normally always consist of
4 Delver of Secrets and 4 Gurmag Angler. Delver of Secrets provides an early clock and protection from other Delver decks while Gurmag Angler is one of the hardest creatures to kill in the format.
Typically the deck will have 1 Sultai Scavenger for additional flying pressure and as room for sideboard options.
Stormbound Geist was the traditional choice for protection against edict effects, but many players are opting for Eldrazi Skyspawner instead due to a less restrictive color requirement. The geist has the added bonus of not dying to ping effects, but it does require double blue and it is vulnerable to graveyard hate since it returns from the grave.
Matchup Analysis and Sideboard Plan
vs UB Teachings - UB Teachings focuses on gaining board control at all costs and will often take its time to set up. Often there are no creatures and the deck depends on Curse of the Bloody Tome to win via decking. Casting a creature early with protection from a counterspell will often be very hard to answer. Continue to add creatures as they become available protecting Gurmag Angler. Cycle worthless creature removal away with Brainstorm and Mental Note. Eventually they will cast Curse of the Bloody Tome which fills your graveyard and allows for an endless supply of creatures they cannot answer.
SB In
+ 3 Dispel
+ 2 Nihil Spellbomb
+ 1 Stormbound Geist
Even if they are not playing Accumulated Knowledge, the Spellbombs raid their graveyard for Mystical Teachings and Chainer's Edicts. Try to leave up B so you can net a card. Dispel is abusive in this matchup and will often allow you to plunk down an early threat and still protect it. A third turn Angler with Dispel backup that untaps into UUU can end the game.
Out of the blackness and stench of the engulfing swamp emerged a shimmering figure. Only the splattered armor and ichor-stained sword hinted at the unfathomable evil the knight had just laid waste.
Honestly I think Scavenger is more important than Angler. Sure angler is a bigger creatures, but, without trample it can get chumped until it's dealt with. Scavenger dies to more things, but, the flying generally nets you some damage if your opponent doesn't have a removal spell right away. I see Angler getting stuffed by some random 1/1 and then taken out a couple turns later without ever doing anything. Scavenger might hit once or twice because of the evasion. YMMV
Teachings doesn't really synergize with the delve mechanic since teachings wants a full yard and delve wants to generally be more aggressive. You could try sb into a teachings deck but it's quite a shift.
Accumulated Knowledge isn't usually played in this build for the same reason. You are forced to eat cards in the yard.
Regarding Scavenger vs Angler. The 5 body is really hard to deal with in pauper. While wizards is printing more options there aren't that many things that can just sit there while you beat them with angler. The flyer is good against some decks but many can do 3 damage to get rid of it.
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Out of the blackness and stench of the engulfing swamp emerged a shimmering figure. Only the splattered armor and ichor-stained sword hinted at the unfathomable evil the knight had just laid waste.
Interesting. Do you still try to power out an early Angler, or do you play more like ub control?
Was chainers that useful? You have a lot of cards that use the yard did you find yourself delaying delves?
Why Angler in this shell rather than a more traditional ub package?
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Out of the blackness and stench of the engulfing swamp emerged a shimmering figure. Only the splattered armor and ichor-stained sword hinted at the unfathomable evil the knight had just laid waste.
After testing a lot of different versions (grixis/dimir, cantrips/self mill), the most successful build was the dimir-self-mill-deep analysis version. DA was the allstar in the grindy matchups and pulled me massively ahead on card advantage. Milling a DA turns the millspells into ancestrals CA wise.
Gush was also playing well. But the tempo loss, the dependence on BS + shuffle/mill effect to get rid of the unneeded lands and the missing mill synergy put it behind DA in my books.
Accumulated Knowledge had a rather minor effect on CA, although there is some mill synergy.
Let me know where you agree/disagree with my evaluation.
Here's my actual deck list after 100+ games. Deep Analysis has earned its spot. Also Chainer's Edict went up to 4. The flashback spells really impressed me by adding so much value to the self-mill spells besides being delve fodder. The sideboard is tuned against swarm aggro and removal heavy control.
After testing a lot of different versions (grixis/dimir, cantrips/self mill), the most successful build was the dimir-self-mill-deep analysis version. DA was the allstar in the grindy matchups and pulled me massively ahead on card advantage. Milling a DA turns the millspells into ancestrals CA wise.
Gush was also playing well. But the tempo loss, the dependence on BS + shuffle/mill effect to get rid of the unneeded lands and the missing mill synergy put it behind DA in my books.
Accumulated Knowledge had a rather minor effect on CA, although there is some mill synergy.
Let me know where you agree/disagree with my evaluation.
You can find a high amount of very useful information about the card draw engine and about the deck itself in the other primer in this website:
Don't you guys think these two primers could be merged in a single one?
A card that hasn't been discussed yet in that primer is Hieroglyphic Illumination.
Personally, I prefer the deck to use only instants in addition to creatures and lands (at least maindeck), and to be the least graveyard dependent. So, although I'm a big fan of Deep Analysis because it can make you draw 4 cards, I was using 4 Accumulated Knowledge until now that I'm testing 1 Gush, 2 Hieroglyphic Illumination, and 1 Island instead.
2) Creatures:
I used to run 4 Delver of Secrets, 4 Gurmag Angler, and 4 Augur of Bolas. Although Augur of Bolas gives you card advantage and selection, it throws your creatures to the bottom of your library sometimes. So I was thinking to run only 2 of them and 2 other creatures. Has anyone considered Jace's Phantasm as 1 or 2 copies at all? How many of the tier decks have 8 or more cards (taking into account that we can use Thought Scour on our opponent) in their graveyards at midgame?
3) Has anyone tried Spellstutter Sprite in this deck? Countering 1 CC spells, adding one flier that can be sacrified to an edict effect... could be good.
4) Which combination of removal are you guys using in the current meta?
Thank you very much!
Thanks for the link! The other thread is VERY nicely written and designed and should replace/merge this one in the established section (mod action plz :-))
To discuss your questions:
1. Ash Barrens >>> expanse/wilds: more flexible and more synergy overall.
2. I don‘t like augur bc the body is mostly irrelevant. Jace‘s Phantasm takes too long to get going (didn‘t test it though). Scavenger or Stormbound seem to be the best creatures after delver/angler.
3. If you want to play spellstutter, i think the mono U or Ur delver lists with extra faeries is the way to go (again no testing, pure theory crafting).
4. Ghastly Demise and Chainer‘s Edict, due to synergies. Depending on the meta there are better suited configurations.
After more testing, chainer‘s edict gets cut. The sorcery speed means we can only play it safely with 4 mana and reaching 7 mana (resp 9 with counter back-up) takes very long. At the moment I play 2 agony warp (nice 2-for-1 options) and 2 diabolic edict in its place. DE is much better in the early turns (~90%) and only in few matchups and only in long games (~10%) the flashback of chainer is more relevant than the instant speed of diabolic.
Brainstorm was working overtime: delver set-ups, deep analysis-mill set-ups or just the basic fetch/mill ineraction. So I added 2 ponder for more consistency.
Was also testing gush again. To me, gush + deprive is too much tempo loss. And deprive has a fix slot in my list, thus gush gets the axe again. Deep analysis is soooooo good in this selfmill deck. Flashing back a DA is a 2-for-0, thus +2 card advantage. Ancestral recall is a 3-for-1, so also +2.
Thoughts on Delver and Foil, or How I Think Gush Will Get Banned in Pauper
I have been ‘playing at’ Pauper for a while now, long enough to know that I need to keep my eyes open for cards that have been downshifted in rarity when new sets are released, anyway. There is enough WD-40 to keep the squeaky rusty wheels of my mind going when I see things that are knocked around. The moment I saw the shift in rarity for Foil, the wheels cranked up and I immediately cut some cards from my traditional UB Delver list to make room for three copies of the “Pauper Force of Will.”
My deck isn’t strictly stock, as I prefer a more “Turbo Angler” plan, but the general theme is entirely intact and similar enough for the comparison going forward.
The sideboard does not really matter now, as this is more about MD Discussion on how Foil can change play patterns going forward.
With its inclusion, Gush changes from a normally busted card to an exceptionally busted card. A free spell Divination comes much easier when it also reads “Counter Target Spell.” This lets you be much more aggressive with both attacks for Angler (because Foil makes you discard the cards, not exile, so it covers half of the Delve cost for Angler by itself) and turns Daze into half the payment for the hard counter. So, what price does including Foil make us pay?
That’s the thing, it doesn’t really incur a cost. You trim on cantrips (in my case Gitaxian Probe) and cut a removal spell or two (made up for by the fact that you’re running additional Hard Counterspells), and then you get another strong way to turbo out Angler’s and protect your board position. With no uncounterable spells being played in the Format, you can be further incentivized on going “all in” on our favorite Zombie Fish and just pushing through with damage. In the three dozen games played last night against a variety of decks (Boros Monarch, Tron, Bogles, and Slivers) the UB Delver play with Foil easily won games that actually had interaction.
The numbers listed above will need a little tinkering (I don’t think 6 Thought Scour effects are needed now that Foil is included), but going forward this should be close to the standard for UB Zombie Delver. With only UR being able to contend with it now, because it also gets Fire/Ice as an inclusion, things are looking good. However, they have a much tighter package in the main deck and likely will not be able to benefit from it as fully as UB does with only having to make room for Foil.
Have no doubt about it, Foil is an amazing inclusion and only pushes what is already the best style of deck even harder in front of the rest of the pack. I would be willing to bet money that with Pauper now as a competitive format Online, Gush isn’t long for the world and a banning will not be long in the making after the new Masters set goes live.
Foil with/without Gush: I would say it was a fairly even split. Obviously With Gush is better for the deck because you lose so little, but without was a viable play in the midgame once you've flipped your Delver or played out an Angler and are just playing protect the queen (or fly, or zombie fish, whatever). In games that went longer (Wr Monarch, MBC, and Tron) Foil was hardcast several times so lands could be kept in play in case a Crusher resolved, so give a bit of cushion for the Annihilator trigger.
I cut removal and went higher on Foil to see if it could play that part, shutting down any actual threat creatures and letting me push harder on Angler-delve. Also an argument to myself for going Snuff Out instead of Ghastly Demise, I suppose. Moving onward I'll likely cut two Scour for either another removal spell and third GitProbe, or another GitProbe and Preordain to up the cantrip count. There was never a moment in time where the graveyard was lacking for cards to exile for Delve. I've also thought about +1 GitProbe, +1 Scavenger and going up to 13 creatures with "5 Delvers" in the list as a possibility.
I really support 3 Foil right now. It showed up often enough to be played in almost every match, but we were never stuck with it in hand over the long term. Next weekend we're getting back together and running more games, this time with a few more decks added into the mix. UR Delver with Fire/Ice and Foil, Rakdos Reanimator, and maybe even Familiars if one of my buddies walks the talk he was talking; so more game data coming after that.
I'm going to tweak numbers between now and then, but still don't think I'll be going up near 8 removal. Something like 17 land, 13 creatures [Traditional +1 Scavenger], 30 spells (11 counters [4 Daze, 4 Counterspell, 3 Foil], 4 removal [1 Snuff Out, 2 Ghastly Demise, 1 Disfigure], 15 Cantrips [4 Brainstorm, 3 Probe, 3 Preordain, 4 Thought Scour, 1...something, I have some signed Lorwyn Ponders I'm doing nothing with, maybe one of those, potentially a Vapor Snag or 5th removal spell, but I like all the cantripping].
Banning Gush would be the death knell of Tribe, but I still think it is the most likely candidate for banning on the horizon, mainly because a 1-for-3 in Foil is such disadvantage for the caster (unless you're using it to ride a Zombie Fish or Insect Man to victory, of course).
I'll be playing something very similar going forward, likely only trimming the third Echoing Decay for a 4th copy of Counterspell, but otherwise keeping everything the same.
The deck has been putting up a crazy amount of results in the last two weeks, enough that I wrote out a three articles (including a 2400+ word Primer of sorts) on PureMTGO. I am convinced, more than I even was before, that this deck will be the impetus for finally seeing another ban in Pauper.
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This deck appeared with the re-introduction of the Delve Mechanic in Khans of Tarkir. The deck uses cheep card advantage engines to dump cards into the graveyard allowing the pilot to quickly cast oversized Delve creatures such as Gurmag Angler and protect them with countermagic.
As of this writing the deck generally comprises about 5-8% of the 5-0 Pauper League decklists on MTGO. While it may not be the most popular archetype I've found it fun to play and at 30-40 tix one of the cheaper lists capable of a 5-0 finish.
Representative Decklist
4 Delver of Secrets
4 Gurmag Angler
1 Stormbound Geist
1 Sultai Scavenger
Spells
4 Brainstorm
4 Mental Note
4 Thought Scour
4 Counterspell
3 Deprive
3 Disfigure
1 Ghastly Demise
1 Doom Blade
1 Agony Warp
3 Ponder
2 Preordain
1 Gush
1 Grim Harvest
4 Dismal Backwater
1 Dimir Guildgate
4 Evolving Wilds
1 Mortuary Mire
1 Swamp
7 Island
3 Dispel
2 Shrivel
2 Annul
2 Stormbound Geist
2 Nihil Spellbomb
2 Hydroblast
1 Crypt Incursion
1 Agony Warp
Card Choices
Many of the card choices are fixed. The creature base will normally always consist of
4 Delver of Secrets and 4 Gurmag Angler. Delver of Secrets provides an early clock and protection from other Delver decks while Gurmag Angler is one of the hardest creatures to kill in the format.
Typically the deck will have 1 Sultai Scavenger for additional flying pressure and as room for sideboard options.
Stormbound Geist was the traditional choice for protection against edict effects, but many players are opting for Eldrazi Skyspawner instead due to a less restrictive color requirement. The geist has the added bonus of not dying to ping effects, but it does require double blue and it is vulnerable to graveyard hate since it returns from the grave.
Matchup Analysis and Sideboard Plan
vs UB Teachings - UB Teachings focuses on gaining board control at all costs and will often take its time to set up. Often there are no creatures and the deck depends on Curse of the Bloody Tome to win via decking. Casting a creature early with protection from a counterspell will often be very hard to answer. Continue to add creatures as they become available protecting Gurmag Angler. Cycle worthless creature removal away with Brainstorm and Mental Note. Eventually they will cast Curse of the Bloody Tome which fills your graveyard and allows for an endless supply of creatures they cannot answer.
SB Out
-3 Disfigure
-1 Ghastly Demise
-1 Doom Blade
-1 Agony Warp
SB In
+ 3 Dispel
+ 2 Nihil Spellbomb
+ 1 Stormbound Geist
Even if they are not playing Accumulated Knowledge, the Spellbombs raid their graveyard for Mystical Teachings and Chainer's Edicts. Try to leave up B so you can net a card. Dispel is abusive in this matchup and will often allow you to plunk down an early threat and still protect it. A third turn Angler with Dispel backup that untaps into UUU can end the game.
Final Thoughts
Accumulated Knowledge isn't usually played in this build for the same reason. You are forced to eat cards in the yard.
Regarding Scavenger vs Angler. The 5 body is really hard to deal with in pauper. While wizards is printing more options there aren't that many things that can just sit there while you beat them with angler. The flyer is good against some decks but many can do 3 damage to get rid of it.
Interesting. Do you still try to power out an early Angler, or do you play more like ub control?
Was chainers that useful? You have a lot of cards that use the yard did you find yourself delaying delves?
Why Angler in this shell rather than a more traditional ub package?
After testing a lot of different versions (grixis/dimir, cantrips/self mill), the most successful build was the dimir-self-mill-deep analysis version. DA was the allstar in the grindy matchups and pulled me massively ahead on card advantage. Milling a DA turns the millspells into ancestrals CA wise.
Gush was also playing well. But the tempo loss, the dependence on BS + shuffle/mill effect to get rid of the unneeded lands and the missing mill synergy put it behind DA in my books.
Accumulated Knowledge had a rather minor effect on CA, although there is some mill synergy.
Let me know where you agree/disagree with my evaluation.
http://www.mtgsalvation.com/forums/the-game/other-formats/mtgo-pauper/developing/647850-primer-angler-delver
Modern: Sultai Death's Shadow
http://www.mtgsalvation.com/forums/the-game/modern/deck-creation-modern/773885-sultai-deaths-shadow-bug-aggro]
Legacy: Snake&Show
http://www.mtgthesource.com/forums/showthread.php?27217-Deck-Sneak-and-Show
Discuss my Cube @ MTGsalvation:
http://forums.mtgsalvation.com/showthread.php?t=207309
4 Gurmag Angler
2 Sultai Scavenger
4 Brainstorm
4 Thought Scour
4 Mental Note
4 Deep Analysis
4 Ghastly Demise
4 Chainer's Edict
4 Deprive
8 Island
2 Swamp
4 Ash Barrens
4 Dismal Backwater
4 Nausea
4 Dispel
3 Stormbound Geist
Any feedback is appreciated
http://www.mtgsalvation.com/forums/the-game/other-formats/mtgo-pauper/developing/647850-primer-angler-delver
Modern: Sultai Death's Shadow
http://www.mtgsalvation.com/forums/the-game/modern/deck-creation-modern/773885-sultai-deaths-shadow-bug-aggro]
Legacy: Snake&Show
http://www.mtgthesource.com/forums/showthread.php?27217-Deck-Sneak-and-Show
Discuss my Cube @ MTGsalvation:
http://forums.mtgsalvation.com/showthread.php?t=207309
Thanks for the link! The other thread is VERY nicely written and designed and should replace/merge this one in the established section (mod action plz :-))
To discuss your questions:
1. Ash Barrens >>> expanse/wilds: more flexible and more synergy overall.
2. I don‘t like augur bc the body is mostly irrelevant. Jace‘s Phantasm takes too long to get going (didn‘t test it though). Scavenger or Stormbound seem to be the best creatures after delver/angler.
3. If you want to play spellstutter, i think the mono U or Ur delver lists with extra faeries is the way to go (again no testing, pure theory crafting).
4. Ghastly Demise and Chainer‘s Edict, due to synergies. Depending on the meta there are better suited configurations.
http://www.mtgsalvation.com/forums/the-game/other-formats/mtgo-pauper/developing/647850-primer-angler-delver
Modern: Sultai Death's Shadow
http://www.mtgsalvation.com/forums/the-game/modern/deck-creation-modern/773885-sultai-deaths-shadow-bug-aggro]
Legacy: Snake&Show
http://www.mtgthesource.com/forums/showthread.php?27217-Deck-Sneak-and-Show
Discuss my Cube @ MTGsalvation:
http://forums.mtgsalvation.com/showthread.php?t=207309
Brainstorm was working overtime: delver set-ups, deep analysis-mill set-ups or just the basic fetch/mill ineraction. So I added 2 ponder for more consistency.
Was also testing gush again. To me, gush + deprive is too much tempo loss. And deprive has a fix slot in my list, thus gush gets the axe again. Deep analysis is soooooo good in this selfmill deck. Flashing back a DA is a 2-for-0, thus +2 card advantage. Ancestral recall is a 3-for-1, so also +2.
http://www.mtgsalvation.com/forums/the-game/other-formats/mtgo-pauper/developing/647850-primer-angler-delver
Modern: Sultai Death's Shadow
http://www.mtgsalvation.com/forums/the-game/modern/deck-creation-modern/773885-sultai-deaths-shadow-bug-aggro]
Legacy: Snake&Show
http://www.mtgthesource.com/forums/showthread.php?27217-Deck-Sneak-and-Show
Discuss my Cube @ MTGsalvation:
http://forums.mtgsalvation.com/showthread.php?t=207309
I have been ‘playing at’ Pauper for a while now, long enough to know that I need to keep my eyes open for cards that have been downshifted in rarity when new sets are released, anyway. There is enough WD-40 to keep the squeaky rusty wheels of my mind going when I see things that are knocked around. The moment I saw the shift in rarity for Foil, the wheels cranked up and I immediately cut some cards from my traditional UB Delver list to make room for three copies of the “Pauper Force of Will.”
The list looked like this, after that change:
4 Delver of Secrets
4 Gurmag Angler
4 Augur of Bolas
Spells
4 Brainstorm
4 Counterspell
4 Daze
4 Thought Scour
3 Gush
3 Foil
2 Preordain
2 Gitaxian Probe
2 Mental Note
2 Ghastly Demise
1 Disfigure
2 Swamp
8 Island
3 Terramorphic Expanse
3 Evolving Wilds
1 Ash Barrens
My deck isn’t strictly stock, as I prefer a more “Turbo Angler” plan, but the general theme is entirely intact and similar enough for the comparison going forward.
The sideboard does not really matter now, as this is more about MD Discussion on how Foil can change play patterns going forward.
With its inclusion, Gush changes from a normally busted card to an exceptionally busted card. A free spell Divination comes much easier when it also reads “Counter Target Spell.” This lets you be much more aggressive with both attacks for Angler (because Foil makes you discard the cards, not exile, so it covers half of the Delve cost for Angler by itself) and turns Daze into half the payment for the hard counter. So, what price does including Foil make us pay?
That’s the thing, it doesn’t really incur a cost. You trim on cantrips (in my case Gitaxian Probe) and cut a removal spell or two (made up for by the fact that you’re running additional Hard Counterspells), and then you get another strong way to turbo out Angler’s and protect your board position. With no uncounterable spells being played in the Format, you can be further incentivized on going “all in” on our favorite Zombie Fish and just pushing through with damage. In the three dozen games played last night against a variety of decks (Boros Monarch, Tron, Bogles, and Slivers) the UB Delver play with Foil easily won games that actually had interaction.
The numbers listed above will need a little tinkering (I don’t think 6 Thought Scour effects are needed now that Foil is included), but going forward this should be close to the standard for UB Zombie Delver. With only UR being able to contend with it now, because it also gets Fire/Ice as an inclusion, things are looking good. However, they have a much tighter package in the main deck and likely will not be able to benefit from it as fully as UB does with only having to make room for Foil.
Have no doubt about it, Foil is an amazing inclusion and only pushes what is already the best style of deck even harder in front of the rest of the pack. I would be willing to bet money that with Pauper now as a competitive format Online, Gush isn’t long for the world and a banning will not be long in the making after the new Masters set goes live.
I cut removal and went higher on Foil to see if it could play that part, shutting down any actual threat creatures and letting me push harder on Angler-delve. Also an argument to myself for going Snuff Out instead of Ghastly Demise, I suppose. Moving onward I'll likely cut two Scour for either another removal spell and third GitProbe, or another GitProbe and Preordain to up the cantrip count. There was never a moment in time where the graveyard was lacking for cards to exile for Delve. I've also thought about +1 GitProbe, +1 Scavenger and going up to 13 creatures with "5 Delvers" in the list as a possibility.
I really support 3 Foil right now. It showed up often enough to be played in almost every match, but we were never stuck with it in hand over the long term. Next weekend we're getting back together and running more games, this time with a few more decks added into the mix. UR Delver with Fire/Ice and Foil, Rakdos Reanimator, and maybe even Familiars if one of my buddies walks the talk he was talking; so more game data coming after that.
I'm going to tweak numbers between now and then, but still don't think I'll be going up near 8 removal. Something like 17 land, 13 creatures [Traditional +1 Scavenger], 30 spells (11 counters [4 Daze, 4 Counterspell, 3 Foil], 4 removal [1 Snuff Out, 2 Ghastly Demise, 1 Disfigure], 15 Cantrips [4 Brainstorm, 3 Probe, 3 Preordain, 4 Thought Scour, 1...something, I have some signed Lorwyn Ponders I'm doing nothing with, maybe one of those, potentially a Vapor Snag or 5th removal spell, but I like all the cantripping].
Banning Gush would be the death knell of Tribe, but I still think it is the most likely candidate for banning on the horizon, mainly because a 1-for-3 in Foil is such disadvantage for the caster (unless you're using it to ride a Zombie Fish or Insect Man to victory, of course).
https://www.mtgtop8.com/event?e=20724&d=336731&f=PAU
1 Ash Barrens
3 Evolving Wilds
8 Snow-Covered Island
2 Snow-Covered Swamp
3 Terramorphic Expanse
CREATURES
4 Augur of Bolas
4 Delver of Secrets
4 Gurmag Angler
Spells
4 Brainstorm
3 Counterspell
4 Daze
1 Disfigure
3 Echoing Decay
3 Foil
1 Ghastly Demise
3 Gitaxian Probe
3 Gush
4 Preordain
2 Snuff Out
2 Annul
2 Dispel
1 Faerie Macabre
4 Hydroblast
2 Relic of Progenitus
2 Shrivel
2 Stormbound Geist
I'll be playing something very similar going forward, likely only trimming the third Echoing Decay for a 4th copy of Counterspell, but otherwise keeping everything the same.
1 Ash Barrens
3 Evolving Wilds
8 Island
2 Swamp
3 Terramorphic Expanse
CREATURES
4 Augur of Bolas
4 Delver of Secrets
4 Gurmag Angler
Spells
4 Brainstorm
4 Counterspell
4 Daze
1 Disfigure
2 Echoing Decay
3 Foil
1 Ghastly Demise
3 Gitaxian Probe
3 Gush
4 Preordain
2 Snuff Out
2 Annul
2 Dispel
1 Faerie Macabre
4 Hydroblast
2 Relic of Progenitus
2 Shrivel
2 Stormbound Geist