Think Twice is more important to Esper than any other draw spell. Accept no substitutes. 3-of at minimum. Mana Leak is awkward enough in a deck that plans on tapping out on turn 3 and never looking back.
Admittedly, Ponder is still quite good since Esper worries less about consistently playing lands and more about playing lands in the right order. Forbidden Alchemy gives slightly better selection and the possibility of card advantage in the late, late game, but it's still awkward.
This guy gets it.
Another thing I really like about Forbidden Alchemy is it's ability to dig for an answer. I often need either a removal spell, a sweeper or another land. I can tap 3 EOT on my opponents turn, see 4 cards and that's enough. I think I've found something to save my ass on every Forbidden Alchemy. If I need to respond to my opponents last turn, ponder is just a lot less powerful.
I'd run 1 or 2 Increasing Confusion. Perfect card to sac via Liliana of the Veil, and it works as a finisher (normally 10-12 cards ehen played from the gy).
Ok now some i deas of mine adding moorland haunts
more lingering or more midnight
more st traft
please post some i deas if would be very helpful
This'll help you get more feedback. Messy posts are often ignored. It might be a good idea to fix your post in this manner.
Regarding the deck. There are tons of Delver-decks out there, and many are posted on this site. I would suggest trying to copy those that seem the most fun for you to play (if that made sense). Yes, add Moorland Haunts. It's one of the best cards in any U/w Delver deck. No, Lingering Souls is not good in a U/w build (you've only got 3 sources of black mana). Add 4 more lands. 21 is the lowest I've been when it comes to lands, and I feel every single one of them is needed.
EDIT: I'm not a moderator. Feel free to delete my post if I'm out of line, dear mods.
Stay clear of the spirit version. I've played tons of tournaments with both lists, and only made top 8 with the mageblade version. Won a local tournament last weekend, and I'll take my UW build this weekend as well.
My meta is UW humans, R/G ramp, UB contorl, Esper Delver, Esper Spirits, UB control and even the odd UB infect.
But it's practically a dead card if you have nothing in the graveyard.
This is one of my favourite plays:
My opponent declares attackers. I respond by playing Snapcaster Mage targeting Vapor Snag. Snapcaster blocks (sometimes trading with an attacker), dies and is ressurected EOT via Moorland Haunt. Next turn I equip a sword and smile. It's such an amazing tempo "combo". This happens a lot, and it's the main reason I play 3 Moorland Haunts.
Serious question not being an arse. How is this different/better than esper control?
A good question tbh. I guess it's NOT better than esper control. Also, I don't like playing three colors. My opening hand (with proven lists) is often 3 blue cards, all white mana and the next 5 cards I draw are black.
I also find it better to sit on more cards for the late/mid game instead of going into topdeck mode a few turns in with my yard full of counterspells.
Wow, this is strange to see a deck so similar to mine. I've been running black/ white control since October.
I'm also running 3 Spellskite MB and love them. Sometimes they're just a waste but more often they stop early Stromkirk Nobles or now Strangleroot Geists. I like to hold on to one to use before dropping my bomb creature.
My meta is very token and delver heavy. I want to actually run 4 Tragic Slip mainboard now.
My main issues are with other control decks. Its a bit rough not having the blue but I don't want to simply run a solar flare deck. A new pain for me is the undying and hexproof mono-green aggro decks. I might swap the Curses in the SB for more BSZ's. The Inkmoth's have won me a few games when both players are topdeck mode. I'll also use them to get a removal spell out of my opponent's hand before dropping my finisher creature. I think they're great and hardly ever have issues getting the double mana for Distress and DoJ early.
How do you survive the late game against control? Both our decks do well against aggro (at least I think your deck does as well) seeing as we pack tons of removal. But control is a problem. Do you feel the urge to splash blue for card draw? I don't like to play blue in every deck... It seems to be the biggest disadvantage to this deck. Drawing nothing but land, land and more lands in the mid-late game.
Any idea on what to add that we can sink some mana into in the late game?
So, I got tired of playing my delver deck. So I thought I'd make a different deck based on cards I had lying around and to my surprise it has been testing rather well.
The deck IS slow and I pretty much need a sweeper on turn 4-5 to live. I try to ramp up at bit (Solemn and Sphere) but I don't want to be flooded seeing as I have no card draw (apart from Solemn).
Some card choice explanations: Massacre Wurm:
MVP vs spirit tokens. Curse of Death's Hold turn 4 or 5 into Massacre Wurm seals the deal. He is useless against non-token decks though, and I side him out for Wurmcoil Engines. He is still maindeck since there are spirit tokens all over my meta.
Spellskite:
He makes it hard for my opponent to get rid of my threats and works as an early blocker. As long as I have a premanent he is not a dead card. I do however suffer the cost of 2 life when I activate him - and this slow deck doesn't like that. Not at all. I'd love to get some input on my choice of maindecking 3.
Lingering Souls:
Buys me time, gives me tons of value (4 for 1) and can even work as a finisher. Most commonly seen in company with Drogskol Captain or Honor of the Pure etc., but it works wonders all by itself as well.
Curce of Death's Hold:
Shuts down activated Inkmot Nexus, and is another weapon against all those tokens flying around. Another slow card, but perfect for a meta full of tempered steel, delver and token decks.
The rest is pretty much your typical list. Constructive feedback is welcome!
My Beta Sol Ring. It's far from mint, and has been sitting in my trade binder for ages. NEVER to be traded, ofc. I just like to let him get some attention. Love that card
I've grown a little sour on this guy. Sure he's okay against humans to an extent but he is absolutley horrible in the mirror. Don't really like him anymore.
Oh yeah. Between Niblis of the Urn, Vapor Snag, Faith's Shield, Disperse and pro red/white from Swords of War and Peace, there won't be any problems getting through with Geist. I might side PL back in against humans, as he does a better joob in this matchup. But against most decks (all the ramp decks in my meta, I'm looking at you) he gets in for 3 dmg once, and then he's on defense chumping a Thrun.
I know I should expect multiples. I'm fine with that. But through all my 17 years of opening boosters/boxes, I have never seen so many multiples. 4 rares that are x3?
I got 18 different rares. There are 38 rares in the set. I'll shut ut if this is what I can expect from 36 boosters, but I'd like to get a second opinion from you guys. Thanks.
I run 1 Gut Shot and 1 Dismember in my main. I have 2 more Gut Shot in my sideboard, along with another Dismember. I always side out or in Gut Shots for game 2, depending on my opponent.
Deck list here, if you want to see the whole thing.
OP:
You might want to fix the following in the decklist:
4 Chrome Seacoast
3 Haunted Moor
For those who aren't 100% familiar with the list
On topic (sort of):
Elite Inquisitor has become somewhat better with the new set, yes. BUT even though he's got protection from vampires and the new (and old) zombies, he is very vulnerable to removal. He's up there, but not MD material (atleast not yet).
No mention of Mutagenic Growth? I run 2 in my main deck, and I'm not removing them any time soon. I'm in a RDW, WRR and UW humans meta, and MG saves me time and time again against those decks.
This guy gets it.
Another thing I really like about Forbidden Alchemy is it's ability to dig for an answer. I often need either a removal spell, a sweeper or another land. I can tap 3 EOT on my opponents turn, see 4 cards and that's enough. I think I've found something to save my ass on every Forbidden Alchemy. If I need to respond to my opponents last turn, ponder is just a lot less powerful.
This'll help you get more feedback. Messy posts are often ignored. It might be a good idea to fix your post in this manner.
Regarding the deck. There are tons of Delver-decks out there, and many are posted on this site. I would suggest trying to copy those that seem the most fun for you to play (if that made sense). Yes, add Moorland Haunts. It's one of the best cards in any U/w Delver deck. No, Lingering Souls is not good in a U/w build (you've only got 3 sources of black mana). Add 4 more lands. 21 is the lowest I've been when it comes to lands, and I feel every single one of them is needed.
EDIT: I'm not a moderator. Feel free to delete my post if I'm out of line, dear mods.
My meta is UW humans, R/G ramp, UB contorl, Esper Delver, Esper Spirits, UB control and even the odd UB infect.
This is one of my favourite plays:
My opponent declares attackers. I respond by playing Snapcaster Mage targeting Vapor Snag. Snapcaster blocks (sometimes trading with an attacker), dies and is ressurected EOT via Moorland Haunt. Next turn I equip a sword and smile. It's such an amazing tempo "combo". This happens a lot, and it's the main reason I play 3 Moorland Haunts.
A good question tbh. I guess it's NOT better than esper control. Also, I don't like playing three colors. My opening hand (with proven lists) is often 3 blue cards, all white mana and the next 5 cards I draw are black.
I also find it better to sit on more cards for the late/mid game instead of going into topdeck mode a few turns in with my yard full of counterspells.
I think Solemn Simulacrum and Evolving Wilds do a good job at this already, but thanks
How do you survive the late game against control? Both our decks do well against aggro (at least I think your deck does as well) seeing as we pack tons of removal. But control is a problem. Do you feel the urge to splash blue for card draw? I don't like to play blue in every deck... It seems to be the biggest disadvantage to this deck. Drawing nothing but land, land and more lands in the mid-late game.
Any idea on what to add that we can sink some mana into in the late game?
3 Spellskite
4 Solemn Simulacrum
3 Grave Titan
2 Massacre Wurm
1 Elesh Norn, Grand Cenobite
Other - 21
2 Sphere of the Suns
3 Doom Blade
3 Oblivion Ring
4 Lingering Souls
2 Day of Judgement
3 Black Sun's Zenith
1 Unburial Rites
3 Curse of Death's Hold
3 Gideon Jura
Lands - 25
4 Isolated Chapel
2 Evolving Wilds
9 Plains
10 Swamp
2 Divine Offering
2 Wurmcoil Engine
3 Ratchet Bomb
2 Revoke Existence
3 Surgical Extraction
1 Batterskull
2 Timely Reinforcements
The deck IS slow and I pretty much need a sweeper on turn 4-5 to live. I try to ramp up at bit (Solemn and Sphere) but I don't want to be flooded seeing as I have no card draw (apart from Solemn).
Some card choice explanations:
Massacre Wurm:
MVP vs spirit tokens. Curse of Death's Hold turn 4 or 5 into Massacre Wurm seals the deal. He is useless against non-token decks though, and I side him out for Wurmcoil Engines. He is still maindeck since there are spirit tokens all over my meta.
Spellskite:
He makes it hard for my opponent to get rid of my threats and works as an early blocker. As long as I have a premanent he is not a dead card. I do however suffer the cost of 2 life when I activate him - and this slow deck doesn't like that. Not at all. I'd love to get some input on my choice of maindecking 3.
Gideon Jura:
I don't see him around a lot these days. One of the reasons I have him is to destroy Mirran Crusaders, but he's got tons of other uses. He loves to attack after a Day of Judgement/Black Sun's Zenith
Lingering Souls:
Buys me time, gives me tons of value (4 for 1) and can even work as a finisher. Most commonly seen in company with Drogskol Captain or Honor of the Pure etc., but it works wonders all by itself as well.
Curce of Death's Hold:
Shuts down activated Inkmot Nexus, and is another weapon against all those tokens flying around. Another slow card, but perfect for a meta full of tempered steel, delver and token decks.
The rest is pretty much your typical list. Constructive feedback is welcome!
My Beta Sol Ring. It's far from mint, and has been sitting in my trade binder for ages. NEVER to be traded, ofc. I just like to let him get some attention. Love that card
Why? I've had him for 18 years. 'nuff said!
I'm doing the following to my deck today:
- 2 Porcelain Legionnaire
+ 2 Niblis of the Urn
Oh yeah. Between Niblis of the Urn, Vapor Snag, Faith's Shield, Disperse and pro red/white from Swords of War and Peace, there won't be any problems getting through with Geist. I might side PL back in against humans, as he does a better joob in this matchup. But against most decks (all the ramp decks in my meta, I'm looking at you) he gets in for 3 dmg once, and then he's on defense chumping a Thrun.
Deck list for ref.:
4x Mana Leak
1x Mutagenic Growth
4x Vapor Snag
2x Gut Shot
3x Thought Scour
1x Faith's Shield
Sorcery (8)
4x Ponder
4x Gitaxian Probe
Artifact (3)
3x Sword of War and Peace
9x Island
4x Glacial Fortress
4x Seachrome Coast
3x Moorland Haunt
Creature (14)
4x Snapcaster Mage
4x Geist of Saint Traft
4x Delver of Secrets
2x Niblis of the Urn
2x Disperse
2x Flashfreeze
2x Divine Offering
3x Celestial Purge
1x Revoke Existence
1x Gut Shot
2x Phantasmal Image
2x Midnight Haunting
2x Porcelain Legionnaire
Pretty much the same list as Ben Isgur's list from SCG Richmond this weekend. Not by intent, but still...
I opened a box (36 boosters) just now. Out of 36 rares, I got 5 mythics. That's fine. But I wonder if this is normal:
3x Hellrider
2x Flayer of the Hatebound
2x Alpha Brawl
2x Curse of Bloodletting
2x Ghoultree
3x Predator ooze
3x Wolfbitten Captive
2x Increasing Savagery
3x Geralf's Mindcrusher
2x Havengul Runebinder
2x Séance
2x Grim Backwoods
2x Jar of Eyeballs
2x Fiend of the Shadows
I know I should expect multiples. I'm fine with that. But through all my 17 years of opening boosters/boxes, I have never seen so many multiples. 4 rares that are x3?
I got 18 different rares. There are 38 rares in the set. I'll shut ut if this is what I can expect from 36 boosters, but I'd like to get a second opinion from you guys. Thanks.
I run 1 Gut Shot and 1 Dismember in my main. I have 2 more Gut Shot in my sideboard, along with another Dismember. I always side out or in Gut Shots for game 2, depending on my opponent.
Deck list here, if you want to see the whole thing.
4x Mana Leak
2x Mutagenic Growth
4x Vapor Snag
1x Gut Shot
1x Dismember
2x Midnight Haunting
Creature (15)
3x Porcelain Legionnaire
4x Snapcaster Mage
4x Geist of Saint Traft
4x Delver of Secrets
9x Island
1x Plains
4x Glacial Fortress
4x Seachrome Coast
3x Moorland Haunt
Sorcery (8)
4x Ponder
4x Gitaxian Probe
Artifact (3)
3x Sword of War and Peace
2x Disperse
3x Flashfreeze
2x Celestial Purge
3x Revoke Existence
1x Dismember
2x Gut Shot
2x Sword of Feast and Famine
Ehm, ok..? I think you can make that change, if that's what you want.
Are you trying to discuss a deck used in a tournament? Or are you randomly posting your deck list? Deck lists go here.
I'm not a moderator, but I'm sure this'll get moved. Feel free to elaborate on why you posted this. A question to us readers is a good start
EDIT: You added the last sentence. Something to discuss
Yes. Gut Shot is much better. Perfect for the mirror. Curiosity never helped me much when I tested it. Another Plains would be too much if you ask me.
You might want to fix the following in the decklist:
4 Chrome Seacoast
3 Haunted Moor
For those who aren't 100% familiar with the list
On topic (sort of):
Elite Inquisitor has become somewhat better with the new set, yes. BUT even though he's got protection from vampires and the new (and old) zombies, he is very vulnerable to removal. He's up there, but not MD material (atleast not yet).