Above is a delver list listed as U/R from Kyoto in top 8. i am a Death and Taxes player, but looking to build Delver , U/R at first. This list has Monastery Mentor but no way to get it out. do you think this was just a typo or was there a reason for this?
It looks like this list might have some trouble against Omnitell of the tier decks because it's fairly one-dimensional (soft counters) in terms of disruption. Delver might be a fast enough clock to get them before they assemble a hand and manabase that can go off through a Force or two, but I don't see either Snapcaster Mage or True-Name Nemesis being threatening enough to do so.
Hi everyone, I'm new to this forum and i'm testing the following list. I'm trying to build a sort of canadia without green. The strenght of this deck the semplicity, which I can play 3 Blood Moon in side. A 3rd turn Blood Moon can be a GG in a lot of matches.
Can you give some advise about this list please:
2 Grim Lavamancer
2 Eidolon of the Great Revel
1 True-Name Nemesis
3 Young Pyromancer
I want to repeat that this is not a Burn deck, is more like a canadian, more tempo. So I decided to don't play Chain Lightning, however I decided to play Eidolon. He could put a great clock for the opponent, who try to close his tech or try to find answers to my threats.
Did someone test a list like this?
*Sorry for my english
So the only thing I'm seeing is eidolon will be hitting you pretty good too. Delver lists you have cantrips that will trigger him and frankly we don't want that. So I'd drop him. Personally I'd run 2 snapcaster mage in their place.
Also I've been seeing a lot of people talking about how awesome delver becomes with black vise. While I really don't see vise being insane in legacy I know I've dropped a few into my U/R sideboard. It seems to me what I want for match-up where I'm playing against someone who wants to play control vs. me. I drop my counter packages and side in 3 vise and a few other board cards. But then again I get to do almost no tournaments these days so I could be very wrong on that one.
My argument would be: using a cantrip entirely or largely to set up +2 damage (beyond Lightning Bolt) is MUCH worse than paying the same card cost to wipe all creatures off the board, or to get an Angel army.
Even if you just rely on casting it off a blind Miracle trigger, one problem is that you're forced to cast it exactly then instead of when it would be most advantageous. That, or pay the hilarious regular cost of 6.
Alternately, my sig. If I wanted big finishers I'd sooner use Fireblast, but I'm not even sure I could easily find room for that, so Wrath is pretty far down in terms of viability.
Just ran this at a local 11 person event. Went with a more tempo style deck focusing on counter spells and young pyromancer, instead of more aggro via stormchaser mage. (Tossed shock in last minute for instant instead of sorcery speed burn.)
Took match one in 3 games against a midrange BUG Depths build. Game one & three were similar. Got a delver and hit a couple times after it finally flipped, then finished off with some burn. price of progress was great. Lost game 2 because they were able to get a Dark Depths token. I saw toxic deluge game 1 so holding back creatures in game 3 helped work around that a lot.
Won match 2 against mono black reanimator / turbo depths hybrid. They got stuck with 2 hymn to tourach but only one black source, or they may have won a game. I held my counters for reanimate spells and took it in 2 games.
Lost march 3 to 12 post. First game was pretty quick, they resolved a turn 4 Ugin that I wasn't able to deal with. Game 2 was slow/grinder. They resolved a turn 2 Chalice with one counter, then a ratchet bomb. I resolved a blood moon turn 3 though which locked them out pretty good. (They were holding a thought knot seer I didn't know of.) I had a choice to kill either the ratchet bomb to protect my blood moon, or the chalice to allow me to cast my 2 delvers, serum visions, and bolt and go aggro. Went aggressive and wished I went for the ratchet bomb.
Match 4 paired with U/B Reanimator and was able to power through a Griselbrand due to early damage and a price of progress. Lost game 2 to Griselbrand. Plus they got a creature in play last turn that prevented me from attacking. Game 3 I got a good tempo early on. Turn one landed a grim lavamancer, which got in for about 8 damage including a couple attacks with a not-flipped delver. Finished again with price of progress to hit them for 8 damage.
I didn't really get much use out of the bedlam reveler though. I liked having one late game, but I think I'll drop to one in the sideboard next time. (I got stuck with one a couple times unable to cast it early - likely due to going with more counter spell's over burn.
How have you guys been liking Young Pyromancer? I'm tried running a couple so far and it seems to work well. I feel like Cryptic Serpent gives UR Delver a stronger midgame threat that dodges most removal, which makes going into a more tempo style build rather than aggro seem to have more potential. Thoughts?
Additonally, here's my current decklist. The creature base is what I'm most uncertain about:
I think Young Pyromancer is great - it's helped me squeak out those extra points of damage when they were needed consistently. They need to answer it, but it often provides a token or two even when they have an answer.
The only issue I have with it is that Young Pyromancer and Monastery Swiftspear seem to be opposite ends of the spectrum in terms of strategy. (I'll want to hold my burn / counters when pyromancer is down, but with swiftspear I want to play them pre-attack.) That said, I'm starting to think the flexibility of both playstyles in one deck is the real strength of this deck... (tempo them out till you can finish with burn.)
I did try going from 4 down to 3 pyromancers to make room for a bit more burn.
My main concern is with Bedlam Revelers. I tried 2 in my deck (with 3 pyros, 4 delvers and swiftspears) ... Half the time I got stuck with a reveler in my hand. Even with cantrips and spells galore, there were a few times I wasn't able to cast it. That may be solved also by working in something that fills the yard like Thought Scour. That said, the other half of the time it was gas due to the card draw.
For those playing this deck archtype, how crucial are the volcanic islands in rhe mana base? Building this for gp santa clara and i have access to all of it except the volcs. If i substitute, go basics or steam vents? Or is the shock damage of even 3 lands too much damage for the current legacy meta? Any advice is much appreciated. Thanks
So, Probe just got the ban. Is this deck still a contender without the free spell? Do we now run a combination of more burn spells, cantrips, and maybe Mutagenic Growth or Gut Shot to supplement the loss of Probe? What is everyone's thoughts?