Here's my cool take on this deck, its like the reason I'm getting back into standard, seems like this format is actually pretty cool o:
The deck is based off of like Goblin Dark-Dwellers being cool with cheap spells, and like that and all these other creatures are pretty great with Eldrazi Displacer and like the creatures are just value and fun.
Still needs testing and tweaking, but i'll get to that later today!
Yeah I have added an extra Hierarch. and honestly Geist is mvp of the deck, every time I've played him, I've won.Most of the time what happens is i untap and they try to block him, but the majority of the time i have a Resto in hand and save him,and deal four. he's just super good.
As for chord i never liked it, every time i drew it it felt bad. Im using domri atm, he seems quite good, He's drawn me like 5-7 in one game.
I also tried path in the main deck. But i've only played a game against twin once, and it was okay there. But i am sure i could just get away with the sideboard paths combusts, negate and path. i've also cut the witness since im not using chords any more. and it was mediocre without the,
Cruise rewards you for emptying your hand, so more burn spells are great with it. I personally like to run 6 counters in my decks, and the majority of the time its 3-4 remands. I'm not a fan of many other rwactive spells in the deck. This variation of delver tends to be proactive, where as other versions tend to be " deploy threat protect it and make opponent do nothing"
So having swift spear and 1-2 mana spells is the best imo
Well not always in this format (in legacy more so.) but with gitaxian probe its pretty nice. also Golbin guide is kind of poor when running leaks and spell pierces, and basically forfets most hope of this decks late game ( as your opponent will have draw 2-3 cards off the guide.) also the blood moon probably isn't good anymore, since the deck has gotten a lot more rushy, and most decks that are good atm, run lots of basics. You really wanna lower your curve to take advantage of Cruise, pyromancer, and swiftspear.
also if you are interested LSV made a video on this deck (not the list i recommend, but still a nice deck, piloeted by a great player)
hello, im UR twin player and want to try UR delver deck, that list u can recomend to me? im build this variant with cards that i have. that i need to change?
I'd say you want Monastery Swiftspear over Goblin guide, also only three snaps, four seems like a few to many.
I would cut an Electrolyze and two to three Spell snare,and add two to three Remands, and an extra Cruise.
you might wanna cut a misty for an extra mountain. also i would cut the cliques, put them in the side board. you have to many creatures to make delver consistent. and add some Serum Visions as it helps fuel Cruise, ensure delver flips, and is generally good at digging for you outs.
Can somebody give me a basic build to proxy up because even after the primer, don't know what to actually proxy in the flex spots. Prefer a version without a creature spell. Thank you.
This is a fairly standard list without creatures: LINK
Once you go creature-less, you want the 4th Jace and more removal in form of Supreme Verdict and Council's Judgment. In case you don't like the Vendilion Clique in the SB, you can cut the Karakas for obvious reasons.
I'm not to sure about wanting 4 counterbalance, tho i guess it is necessary since you need more 2s without snaps.idk if it sounds to cute but with all the cruises and delve spells running around, could could try a remand. Also i am a proponent of a few more cantrips, I like 1/1 split between Ponder and Portent(it sounds weird, but its another way to set up miracles, and has late game potential in top deck wars) I'd probably run those 2 over a jace, the 2nd counterspell, or the REB, or the 2nd councils judgement. Ialso like amaindeck moat but other than that the list Sanity lost posted is solid, and I would give it a try (tho cliques and snaps are good and i don't reccomend cutting them)
SO my current two cents on what I think should happen. I think that jeskai ascendancy combo is good, but you can hate it out (Chalice Of the Void,Ethersworn canonist, Eidolon of the great revel, Abrup Decay to some extent, Mindbreak trap to some extent also, it is however boring to play against, so i could see wizards banning it. Imo i would prefer wizard just print more answers to it (idk what would work, Maybe a free spell that destroys enchantments for free at instant speed (Like patriarch's Scorn but if a player has played 5 of more spells.) or an anti grape shot (R) Deal damage equal to the number of spells cast this turn, Instant ect).
As For Cruise and Dig, I think that they have shifted the meta game a little and made blue more powerful, tarmogoyf a little weaker, graveyard hate a little better. and so on. I don't think they are ban worthy, they are quite powerful effects, and kinda suck against remand. it has made some of the better decks fall out of popularity ( i haven't seen much pod recently). as for the delver decks, I am sure people can beat delver, and swift spear isn't the most powerful card. Tarmogoyf stillis good against a swift spear. and you can board cards like Illness in the ranks in against Pyromancer (also good against Lingering Souls and Twin decks).
As for cards that could be unbanned, I could see Ancestral Vision being unbanned, as its way worse than cruise (but at that point why unban it? its just a meh card). And potentially Sword of the meek, the life gain is good against burn, and its hated out by Stony Silence, Ancient Grudge, and other anti-Affinty cards (which are still in people sideboards cause that deck is annoying to lose too).
(ps I could see unbanning sword, and then printing a good anti-enchantment/anti-Artifact card, to help deal with both Jeskai Ascendancy, Sword, and affinity)
1 Kiki-jiki, Mirror Breaker, 1 Deceiver Exarch, and 1 Phantasmal Image. I never ran into a situation where I wanted more than 1 of these, and I needed some space. While it is good to have more combo pieces in some match ups, I believe for the most part you only need these 1 of each for most match ups.
no Chord of calling I found the card to be under preforming, and never good. also cutting themlet me cut a few Wall of roots which has let me add some good Bullets.
3 Grove Of the Burnwillows and 1 cascade Bluffs. I found myself drawing way to many grove, and relised that i didn't need double green as much, but needed red and blue (clique and kiki-jiki) It could just be wrong, and i could just put a Island in place of the bluffs. Also the fetch lands are in those colours because i wanted to test them out, as they are cheaper irl, and i didn't expect many blood moons.
1 Kitchen Finks the card is great, don't get me wrong, I just needed space, and it never felt like a core part of the deck. i did endup having a bad time against burn, but adding a second to the sideboard seems good, as you generally only need 1, because of the full 4Restoration angel, However if there was more burn or zoo, i could see going up to 2-3 maindeck.
The sideboard is pretty self explaintory, i found affinty, twin and Scapeshift to be meh matchups, and put hate cards accordingly. I could see running a Magus of the moon over Avalanche riders, as you generally don't need your coloured lands, with a pod and mana dorks out. But the combo and angel and riders is back breaking in the amtchups where its good, and seeing as i am running a fullset of angels, it was hard to not run it.
Maybe run some Path To Exile's in the board, as a 1-2 off. so you have more efficient cards against the deck
Also Volcanic Fallout is an instant.
Snare is pretty great.
It might be worth it to run a moat in your 75 somewhere, since he's probably cold to that (like flicker wisp and mind sensor are outs) (bit pricy so idk if you can invest in it). Is he running GSZ, cause if not you probably don't have to worry about seeing the teeg hella consistently
MD karakas would also help. idk about the clasm, could be good, maybe Volcanic fallout could be better, since its pretty great against delver and merfolk too.
I would really like them to put shardless agent into modern, its a really fun card, and would make the colour combenation quite good. (i love the shardless BUG deck in legacy, and while there isn't anyhting as powerful as cascading into AV or Hymn, you still have goyf, and decay. Overall it doesn't seem that powerful or format warping)
I think caleb durward from CFB did an artical and video serise with a vintage survival deck (http://www.channelfireball.com/articles/legacy-weapon-godlike-tech/ turns out he did)
I find it interesting that you have no vengevines, as that seems to be one of the best reasons to play the deck, having hasty 4/3 usally beats most decks.
I had an opening hand of mana vault, time vault, key, sol ring and 3 lands. and proceded to get beaten by a t1 trinisphere.
hindsite being that the hand was completly unkeepable from the lack of counter magic, But I just had to try it and see how it worked.
The deck is based off of like Goblin Dark-Dwellers being cool with cheap spells, and like that and all these other creatures are pretty great with Eldrazi Displacer and like the creatures are just value and fun.
Still needs testing and tweaking, but i'll get to that later today!
4x Battlefield Forge
3x Smoldering Marsh
2x Canopy Vista
4x Caves of Koilos
1x Cinder Glade
2x Shambling Vent
2x Needle Spires
2x Windswept Heath
4x Wooded Foothills
4x Crackling Doom
3x Duress
3x Fiery Impulse
2x Kolaghan's Command
2x Murderous Cut
3x Read the Bones
2x Ruinous Path
2x Valorous Stance
2x Eldrazi Displacer
3x Goblin Dark-Dwellers
2x Linvala, the Preserver
4x Siege Rhino
4x Thought-Knot Seer
i won 1 and lost 3... mainly from misplays and just overall bad matchups.
1 Glen Elendra Archmage
3 Mistbind Clique
1 Snapcaster Mage
4 Spellstutter Sprite
4 Tarmogoyf
1 Tasigur, the Golden Fang
3 Vendilion Clique
Enchantments
4 Bitterblossom
Instants/Socier
3 Abrupt Decay
3 Cryptic Command
2 Remand
2 Spell Pierce
3 Thoughtsieze
2 Inquisition of Kozilek
Lands
3 Breeding Pool
2 Creeping Tar Pit
1 Flooded Grove
4 Misty Rainforest
3 Mutavault
1 Overgrown Tomb
4 Polluted Delta
2 Sucluded Glen
2 Sunken Ruins
2 Watery grave
Creatures
2 Scavenging Ooze
3 Sower Of Temptation
1 Tasigur, the Golden Fang
2 Peppersmoke
2 Negate
1 Spell Pierce
1 Maelstrom Pulse
Lands
1 Tectonic Edge
2 Ghost Quaters
As for chord i never liked it, every time i drew it it felt bad. Im using domri atm, he seems quite good, He's drawn me like 5-7 in one game.
I also tried path in the main deck. But i've only played a game against twin once, and it was okay there. But i am sure i could just get away with the sideboard paths combusts, negate and path. i've also cut the witness since im not using chords any more. and it was mediocre without the,
So having swift spear and 1-2 mana spells is the best imo
also if you are interested LSV made a video on this deck (not the list i recommend, but still a nice deck, piloeted by a great player)
I'd say you want Monastery Swiftspear over Goblin guide, also only three snaps, four seems like a few to many.
I would cut an Electrolyze and two to three Spell snare,and add two to three Remands, and an extra Cruise.
you might wanna cut a misty for an extra mountain. also i would cut the cliques, put them in the side board. you have to many creatures to make delver consistent. and add some Serum Visions as it helps fuel Cruise, ensure delver flips, and is generally good at digging for you outs.
I'm not to sure about wanting 4 counterbalance, tho i guess it is necessary since you need more 2s without snaps.idk if it sounds to cute but with all the cruises and delve spells running around, could could try a remand. Also i am a proponent of a few more cantrips, I like 1/1 split between Ponder and Portent(it sounds weird, but its another way to set up miracles, and has late game potential in top deck wars) I'd probably run those 2 over a jace, the 2nd counterspell, or the REB, or the 2nd councils judgement. Ialso like amaindeck moat but other than that the list Sanity lost posted is solid, and I would give it a try (tho cliques and snaps are good and i don't reccomend cutting them)
As For Cruise and Dig, I think that they have shifted the meta game a little and made blue more powerful, tarmogoyf a little weaker, graveyard hate a little better. and so on. I don't think they are ban worthy, they are quite powerful effects, and kinda suck against remand. it has made some of the better decks fall out of popularity ( i haven't seen much pod recently). as for the delver decks, I am sure people can beat delver, and swift spear isn't the most powerful card. Tarmogoyf stillis good against a swift spear. and you can board cards like Illness in the ranks in against Pyromancer (also good against Lingering Souls and Twin decks).
As for cards that could be unbanned, I could see Ancestral Vision being unbanned, as its way worse than cruise (but at that point why unban it? its just a meh card). And potentially Sword of the meek, the life gain is good against burn, and its hated out by Stony Silence, Ancient Grudge, and other anti-Affinty cards (which are still in people sideboards cause that deck is annoying to lose too).
(ps I could see unbanning sword, and then printing a good anti-enchantment/anti-Artifact card, to help deal with both Jeskai Ascendancy, Sword, and affinity)
4 Birds Of Paradise
3 Noble Hierarch
2-Drops
2 Voice of resurgence
1 Wall Of roots
1 Thalia, Guardian of thraben
1 Phantasmal Image
1 Spirit of the Labyrinth
1 Scavenging ooze
1 Ethersworn Canonist
1 Qasali Pridemage
1 Spellskite
3-Drops
2 Vendilion Clique
1 Deceiver Exarch
1 Eternal Witness
1 Aven Mindcensor
1 Fiend Hunter
1 Geist Of Saint Traft
1 Kitchen Finks
4-Drops
4 Restoration Angel
1 Murderous Redcap
1 Glen Elendra Archmage
1 Linvala, Keeper of Silence
4 Birthing Pod
1 Kiki-Jiki, Mirror Breaker
1 Zealous Conscripts
Lands
3 Grove of the Burnwillows
1 Stomping Ground
1 Hallowed Fountain
1 Steam Vents
1 Breeding Pool
1 Sacred Foundry
1 Temple Garden
1 Forest
1 Plains
2 Gavony Township
4 Flooded Strand
4 Wooded Foothills
1 Cascade Bluffs
2 Path to Exile
1 Sigarda, Host of Herons
2 Shatterstorm
2 Fiery Justice
1 Avalanche Riders
1 Combust
2 Negate
1 Izzet Staticaster
1 Reclamation Sage
1 Kitchen Finks
1 Keranos, God of Storms
So Let me explain some of the choices I made
Aven Mindcensor,Geist Of Saint Traft, 4Restoration angel, and 2Vendilion Clique. I chose this set of cards because I felt it would improve my B/G/x match up, and my U/W/R match up, as both match ups i beilve are about Making them tapout on their turn, and hard to deal with threats. The Keranos, God of Storms and Sigarda, Host Of herons serve the same purpose out of the sideboard, Which I do believe Thrun, The last Troll could be good enough out of the side as well.
1 Kiki-jiki, Mirror Breaker, 1 Deceiver Exarch, and 1 Phantasmal Image. I never ran into a situation where I wanted more than 1 of these, and I needed some space. While it is good to have more combo pieces in some match ups, I believe for the most part you only need these 1 of each for most match ups.
Ethersworn Canonist, Spirit Of the labyrinth, Thalia, Guardian of Thraben, and Fiend Hunter. the ethersworn canonist is mainly for the ascendancy deck as i was having a really tough time beating it, while Eidolon of Rhetoric may be better, i believed that i needed more 2 than 3 in the deck, for the ascendancy match up i was also thinking of running a Eidolon of the great revel, But it feels a bit weird to have it. Spirit of the labyrinth is for the delver and control decks, and somewhat the ascendancy decks. I find it invaluable against Cruise,and it beats hard in other match ups. Thalia, Guardian of Thraben is for any deck with lots of spells, ascendany, delver, storm, control,she's just a hell of a pain. Fiend Hunter is so i have a main deck out to Linvala, Keeper of silence, He's also been quite nice against aggro decks, and once against twin (when I was running chord).
no Chord of calling I found the card to be under preforming, and never good. also cutting themlet me cut a few Wall of roots which has let me add some good Bullets.
3 Grove Of the Burnwillows and 1 cascade Bluffs. I found myself drawing way to many grove, and relised that i didn't need double green as much, but needed red and blue (clique and kiki-jiki) It could just be wrong, and i could just put a Island in place of the bluffs. Also the fetch lands are in those colours because i wanted to test them out, as they are cheaper irl, and i didn't expect many blood moons.
1 Kitchen Finks the card is great, don't get me wrong, I just needed space, and it never felt like a core part of the deck. i did endup having a bad time against burn, but adding a second to the sideboard seems good, as you generally only need 1, because of the full 4Restoration angel, However if there was more burn or zoo, i could see going up to 2-3 maindeck.
The sideboard is pretty self explaintory, i found affinty, twin and Scapeshift to be meh matchups, and put hate cards accordingly. I could see running a Magus of the moon over Avalanche riders, as you generally don't need your coloured lands, with a pod and mana dorks out. But the combo and angel and riders is back breaking in the amtchups where its good, and seeing as i am running a fullset of angels, it was hard to not run it.
Also Volcanic Fallout is an instant.
Snare is pretty great.
MD karakas would also help. idk about the clasm, could be good, maybe Volcanic fallout could be better, since its pretty great against delver and merfolk too.
I find it interesting that you have no vengevines, as that seems to be one of the best reasons to play the deck, having hasty 4/3 usally beats most decks.
hindsite being that the hand was completly unkeepable from the lack of counter magic, But I just had to try it and see how it worked.