oh from chasm skulker...hmmm..seems a bit janky and expensive.
meaning
T1 - delver
T2 - Thing in ice (maybe pop a git probe for a counter)
T3 - play chasm skulker (hope it doesn't get killed) + best case another phyrexian mana spell for +1 counter (another +1 counter on Thing if it's probe)
T4 - play Fate Transfer and hope it doesn't get spell snare'd (which I assume will return once eldrazi are out of the picture) or countered by some other method.
would it not be easier to play multiples of apostles blessing, gut shot, git probe, mut growth and just get it to flip on turn 2 or 3? Yes you'd take a lot of life but if you flip and then protect on turns 3/4 then you win in 3-4 turns after it's flipped...and sooner if delver flips or you snap bolt snap
how many copies of [Vampiric Link][/card] do u guys think i should run in my sb? there are a good amount of burn decks in my meta, and they mostly have no way to deal with this, i'm running 1 right now but might consider upping it to two.
At one time I ran 3 copies. It is a game saver vs burn and I even ran it in the mirror and was able to stick around longer than my opponent b/c of the life gain. 2 is enough tho.
Anyone else testing taking Spell Snare out of the deck? I love the spell, but it gets me in trouble a lot. A two-of in the main gives me a fair chance to counter a 2-drop on the draw, but other than that sweet interaction, the spell is very narrow. It's a truly terrible topdeck in the mid-to-late game against most matchups, and having one in the graveyard makes activating Tasigur a virtual brick.
That's just my own theorizing, I'm going to replace my two with Countersqualls in the main. The two spells handle different threats, but I've been looking for room for the Countersqualls for a while, so I'm interested to see how they play.
I wouldn't remove Snare. Maybe drop to one in the main? Yeah it's not the best draw late in the game but it has proven its worth more times than not for me. I'll never play without it.
I run 2 blood moons and 3 fulminator mages in my sideboard. Fulminator mage is better than Molten rain in my opinion b/c you can get it back with Kcommand at the end of their turn. Also a bit more flexible mana cost as well.
murderous cut, tasigur, angler, terminate, kcommand are better than dshoals, goyf, mandrills, and simic charm
Also when making claims like this, try to put valid evidence behind it. kutcher was the most recent victor of a large modern event, showing that temur is just as valid as grixis is. Both decks are reasonable options that can be strong if the user has a large amount of knowledge on both their own deck, and the metagame as a whole.
not sure there is such thing as valid evidence. A single win at a modern event isn't valid evidence either. These discussions are all opinion basically..i'm sure we could all argue for one over another.
I'll be a bit more descriptive or provide further insight to why I think such things going forward.
yeah, I never intend to get Mogis to 'devote'..only there for a sac or 2 damage. ALso, we have Keranos (5cmc), sower, Jace, slaughter games all in a SB here or there so four mana isn't that much for a one-of in the SB. I can see where Thasa is better though. May still give it a go and see what happens...definitely not going to carry him to a tourney anytime soon
Currently I've moved away from Search and back to a full playset of AV and am much happier.
meaning
T1 - delver
T2 - Thing in ice (maybe pop a git probe for a counter)
T3 - play chasm skulker (hope it doesn't get killed) + best case another phyrexian mana spell for +1 counter (another +1 counter on Thing if it's probe)
T4 - play Fate Transfer and hope it doesn't get spell snare'd (which I assume will return once eldrazi are out of the picture) or countered by some other method.
would it not be easier to play multiples of apostles blessing, gut shot, git probe, mut growth and just get it to flip on turn 2 or 3? Yes you'd take a lot of life but if you flip and then protect on turns 3/4 then you win in 3-4 turns after it's flipped...and sooner if delver flips or you snap bolt snap
what am I missing about Fate Transfer. Where are the counters you are moving onto TII?
4 delver
4 thing in ice
4 Snapcaster
1 Tasigur
3 young pyro
4 polluted delta
4 scalding tarn
1 blood crypt
1 watery grave
3 steam vents
1 sulfur falls
2 Island
1 mountain
1 swamp
4 bolts
4 slip through space
4 gitaxian probe
4 terminate
2 Mizzium skin (does hexproof stay on post flip?)
3 inquisition of Kozilek
1 dispel
4 remand
At one time I ran 3 copies. It is a game saver vs burn and I even ran it in the mirror and was able to stick around longer than my opponent b/c of the life gain. 2 is enough tho.
I wouldn't remove Snare. Maybe drop to one in the main? Yeah it's not the best draw late in the game but it has proven its worth more times than not for me. I'll never play without it.
not sure there is such thing as valid evidence. A single win at a modern event isn't valid evidence either. These discussions are all opinion basically..i'm sure we could all argue for one over another.
I'll be a bit more descriptive or provide further insight to why I think such things going forward.
first time post. been on UR delver (and now grixis delver) for about a year now and love the current direction of this deck