So has Looting become a necessary part of the deck now? I am assuming it is a replacement for thought scour?
Also, when you say Jund them, I am assuming you want the deck to basically become a GR midrange beats deck
Also, lastly, Bomat Courier...why is he good. I cannot see how he will be anything than a 1/1 that dies to literally everything...what am I missing? Is he good enough to lower Delver flipping chance?
Faithless Looting a necessity? I don't know about that. But I do know that I've hated Thought Scour for a long time because you get no selection. Looting gives you plenty of selection, and once you adapt to playing around the card disadvantage, it's just awesome. I love how if you need a Bolt, it can find you one at the cost of one mana and pitching cards not relevant to the matchup, game, or boardstate. And yeah, it replaces Scour insofar as it fills the yard for Hooting Mandrills and Tarmogoyf, while at the same time letting us see more of our deck per game. I'll be playing Looting until they ban it.
As far as Jund them: https://youtu.be/2VlGmtRbbOU?t=10m36s
The subtext is you trade resources until you start drawing bombs off the top, like Huntmaster and Hazoret, in this case, which beats any cards Humans plays in terms of raw quality.
As far as Bomat being good, Jordan's (ashtonkutcher) article explains it well:
The one-power Bomat Courier doesn’t pressure via damage, but via card advantage. Leaving the Construct unchecked results in us drawing multiple cards for a low mana investment, a mechanic that has historically broken tempo decks. Unlike a niche combat keyword like deathtouch, every opponent cares to some degree about card advantage from our deck, since we’ve got everything in there: reach, permission, and of course, more threats. So they’re all incentivized to remove Courier.
I've only been on this build for a week, but I've been way happier with Bomat than I have been with other threats I've played in this deck beyond Delver, Goyf, and Hooter. I've got a strong dislike for Young Pyromancer because it dies to everything and is secretly a 3 drop, at least. I love Snapcaster, but it's also a 3 drop, really, and moreover relies on the graveyard, which sucks. I've played a one-of Savage Knuckleblades before, but it's a hard 3 drop, and sucks to lose it to Fatal Push. Now Bomat dies to everything, but it's not graveyard reliant, goes nicely with Faithless Looting to empty your hand, grows Goyf twice, and attacks right now. Yeah, it's not super hard hitting, but it hits in for chip damage and being able to draw a card or three off it in the midgame feels huge. I like it quite a bit more than any of the other threats I've tried except Snapcaster Mage, but I've been blown out by Rest in Piece enough to want something like 6 or 8 threats that don't fold to gravehate, especially with the coming uptick due to the Vengevine deck.
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I can't say I'm pleased to see you and must warn you I may have to do something about it.
EDH: UGEdric
Pauper: URDelver
Modern: UGRDelver
Draft my cube: Eric's 390 Unpowered
Extraction is a house. I feel like I should have been running it for years. Traverse->Snap as a follow up for the second Extraction has come up a lot in just a short while.
I also wouldn’t say Looting is a necessity in this deck. If the meta swung back the other way and Jund was more prevalent I’m not sure you could justify it. It’s been in and out for me in a flex slot as a one of and I’ve been generally dissatisfied with it. It unfortunately does mean you have to run at least 2 thought scour which isn’t very good but does the trick. Being able to fix hands where you have too many Mandrills is really useful here though and game one if your counters or burn are dead you can turn them into fuel which is nice, but it’s not a card I want to cast twice from hand in the same game.
I still gotta assume Clique is better than Obstructionist here but neither seem aggressive enough outside of the sideboard where they both have their applications. Stifle is a unique effect that’s very powerful but is a little too narrow for modern at three mana. It’s essentially a more expensive squelch when cycled and is probably too expensive when just hardcast. If you’re bringing it in to hate out something specific it could make sense but game 1 there are too many matchups where it’s just a 3/1 for 3.
Remand is awesome...but you don’t want to be stuck with a hand full of Remands against fast decks like Burn because you won’t get many chances to cast it where they won’t just recast the spell right away and there are quite a few decks it’s bad against. Additionally there are simply spells that we can’t let resolve as our removal sucks so that means Mana Leak in some number is essential here. Remand can complement it as a 1 of which I have done in the past but you primarily have to lean on leak. Against decks like Tron, KCI, Valakut decks, etc Remand is awesome as it provides you the tempo of a hard counter but replaces itself to help you find more interaction. Combined with snapcaster Mage getting a player to tap out two turns in a row to get time walked twice is brutal. This is a true tempo deck and remand is absolutely playable here but I wouldn’t run it over another counterspell, I would run it in the slot of a cantrip because that’s what it is. It just costs two mana with the upside of being a time walk.
Deprive is certainly better then Knot here as we rarely have extra grave fuel to spare but I would only run 3-4 two mana counters in the main at the very most and the rest in the sideboard. Fast decks are hoping game 1 you get clogged up with counterspells as they dump their hand.
4 spirebluff is far too many I would max out at two to give you more basics in order to run Blood Moon in the board, I really wouldn’t play the deck without it.
So much Burn running around my shop lately. I'm 0-3 in the last two weeks against Burn, and 3-5 overall. Feels bad. So I'm trying out a Feed the Clan in the board, and running a 2/2 split of Pierce / Denial rather than just 3 Denials. Also I cut the Hazoret in the board for a 2nd Huntmaster. I've probably been playing really poorly and not mulliganing aggressively enough in that I'm not thinking hard enough about how my hand lines up with my opponent's deck.
I tend to set micro goals for myself each week based on previous mistakes. One week it was to miss zero Delver or Bauble triggers, because I did that the week before. Another it was to keep better track of life total, since I had missed an opponent's fetch one time the week before and it meant all the difference in combat math. My goal this week is to beat Burn.
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I can't say I'm pleased to see you and must warn you I may have to do something about it.
EDH: UGEdric
Pauper: URDelver
Modern: UGRDelver
Draft my cube: Eric's 390 Unpowered
I tend to set micro goals for myself each week based on previous mistakes. One week it was to miss zero Delver or Bauble triggers, because I did that the week before. Another it was to keep better track of life total, since I had missed an opponent's fetch one time the week before and it meant all the difference in combat math. My goal this week is to beat Burn.
I just wanted to touch on this, although it's not specifically related to the deck, and kind of just my opinion. You should focus on the goals that are fully within your control. I believe these are often called "objectives" which are measurable and contribute to your overall "goal" which is the outcome you want.
I really like the approach you are taking, because when you make a mistake, you are specifically focusing on correcting that mistake to improve. Not missing those triggers and tracking life totals accurately are great objectives. They give you something specific and measurable to work on that contribute to an overall goal of winning more games/matches. Pretty recently, I decided to work on my combat math, especially when trying to play around different cards the opponent could have. Before that, I was working on mulliganing based on what the opponent was playing (not keeping playable but slow hands against decks like Tron, even if it meant mulliganing to four or five, because a slow hand is so unlikely to get a win in that matchup).
I don't think your goal this week should be to beat Burn. I guess that isn't really accurate because that's the outcome you want, but I don't think you should focus on that. I think you should focus on an objective like "I want to manage my life total better," or "I want to mulligan more aggressively against Burn (for postboard games, or when you know the local opponent is on Burn)." I think making sure you focus on things like this is better for you, because it gives you something more specific that you are trying to improve, which is a lot easier than trying to simultaneously improve on all aspects of magic involved in a game against Burn, and it also helps to prevent tilt. It's a lot harder to be upset about a loss when you know that you did what you could and made better decisions than you would have before. Good luck!
@mnesci some unsolicited comments about the last game in that video:
- Throw the Bolt at face end step a lot earlier? Then if you draw a land, you can represent Snap-Cere or whatever and Snap-Bolt on end step. Makes clock faster and lets you spend your mana. A couple turns in a row I was sure you would cast it but then didn't.
- Sideboarding: Leak is great vs Affinity for Champion. They are pretty mana-strapped post-board. You can Leak their power cards or, if they do nothing/play something you can kill, throw removal end step. I like Snag in this matchup too to blow out Ravager counters/Plating swings/combat math in general (sometimes we are racing).
the card itself really isn't worth the card board its printed on...does it serve a purpose? Sure its a blue 1 drop that might not be a 1/1. I would not put it in a list and expect to win a PTQ or GP though.
Quick update from my side: going back to Wild Nacatl. Lost a few too many games against linear combo-style decks like Tron because I wasn't able to convert my Bolts into wins once they'd stabilized, in large part because of Bomat not just dealing damage instead of storing cards. But it was fun while it lasted!
the card itself really isn't worth the card board its printed on...does it serve a purpose? Sure its a blue 1 drop that might not be a 1/1. I would not put it in a list and expect to win a PTQ or GP though.
I tried to mix Chaughey's and Ashton's lists, and the results are pretty good.
11 one cmc relevant drops
24 Inst./Sorc. for delver flips
Hierarch's damage are always relevant. A 5/5 mandrill is much scarier than a 4/4 since it can trade with smashers, anglers and kills tasigurs. Bomat becomes a goblin guide with upside. In general shaves a couple of turns for killing opponents. And gives mana doubling U and G (you can even fetch for mountain the first turns sometimes, a thing I've reraly done).
Many slots from main and side can be flex and deck can be customized. But It works pretty well in this configuration.
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Decks played: Modern:
0 Affinity;
URG Delver
URGW Countercats
(Here you can find some video contents about Countercats and Temur Delver decks)
Interesting things to note about those MTGO league results.
45 Different Archetypes out of a possible 50! Of which 16 were aggro, 8 combo, 11 control and 15 mid-range.
And if that's an approximate representation of the field then RUG Delver is sitting in a pretty good position.
Our bad matchups based on Chaughey's spreadsheets are Eldrazi, GR Aggro, Hardened Scales, Humans, Jund, Mardu Pyro, Merfolk and UW Control--although I'd possibly disagree with GR Aggro being a difficult matchup. Furthermore, Eldrazi, Jund, Merfolk, GR Aggro and Mardu Pyromancer are mostly faded out due to the rise of Humans, Jeskai, Tron, Bridgevine, etc. So if we can just fade Humans, Temur Delver should do be in a good spot to do well in future tournaments.
Alas those data are not a good picture of the current metagame. This is surely better (n. with winning %)
Decks Meta %
Humans 11,36%
Gx Tron 8,47%
Burn 8,03%
Jeskai Control 7,31%
UW Control 6,97%
Mardu Pyro 6,03%
Affinity 5,49%
KCI 5,04%
Hollow one 4,75%
Jund 3,94%
Grixis Shadow 3,83%
Titanshift 3,74%
CoCo 3,44%
Infect 3,33%
Storm 3,28%
Bogles 2,38%
Elves 2,29%
HS Affo 1,85%
D&T 1,83%
Bridgevine 1,58%
U Moon 1,39%
Ponza 1,39%
Merfolk 1,17%
ETron 1,08%
Surely HS Affinity has a greater meta share online and it will soon adjust in paper too. I'd switch the 2 decks percentage right now.
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Decks played: Modern:
0 Affinity;
URG Delver
URGW Countercats
(Here you can find some video contents about Countercats and Temur Delver decks)
So fun fact about this: I've known of the existence of this deck and this primer for awhile but never built the deck and finally decided to this past Tuesday, basing it off some of the lists I've seen in the last few pages and only changing some minor slots. Having never played the deck before, I joined a Friendly Leagut and 5-0'd, then jumped to that competitive league and 5-0'd as well, so at the time of that posting the deck had run insanely well for me and it feels very solid overall. Since then I have managed to lose some matches, but one thing I noticed is every match I lost felt winnable, and I felt like I lost because of mistakes I made, which in my experience isn't always the case in the format of the "matchup lottery". So basically thanks to everyone who contributes here for turning me on to my next Modern deck, I'll post the matchups from those two leagues below in case anyone has questions, though I'm not sure how much I can contribute considering I just started playing with this deck.
FRIENDLY:
-Hollow One 2-1
-Burn 2-0
-UW Control 2-1
-Bogles 2-1
-Tron 2-1
Welcome to the thread
Pretty impressive 10-0! All tiers! Wow! Congratulations!
Just a question: how did you side against HS affinity and UW control?
About the "matchup lottery": as demonstrated by ktkenshinx in the state of modern thread, it's just a false impression, since legacy and modern mw% at high level are the same. just fyi.
I'm looking to do something similar to your RUG Delver lists in Modern, except without the Red. I think I finally hammered out a main 60 that I like, but I'm having issues building the sideboard. Would you guys mind aiding me in some suggestions for the sideboard? Here's the list for reference...
Sorry if this isn't exactly in line with the primer... If there's a better place to post this, I'll take suggestions where and remove my post from the thread. Thanks everyone!
I can’t say much about the reasoning for a lot of my sideboard, I just went with what felt like it should work based on gut feeling, since I had no experience with how the deck would play out. I will be replacing one Grudge with a DRev and picking up an EE (it was excluded because I didn’t have any and didn’t feel like buying them lol), but I have to ask: what GY hate do we use? I don’t really see any in a lot of the lists.
For the earlier question about how I sideboarded vs UW and HS:
UW Control:
+Dispel +Mana Leak
-Vapor Snags
I experimented with Blood Moon but decided it probably wasn’t worth it. I feel like I want more for that MU though as it does feel atrocious. How do experienced players often sideboard for the control MU?
Hardened Scales:
+2 Grudge +1 Abrade +1 Rejection
-2 Pyro -1 Stubby -1 Flooting (I often made this cut, not sure if correct. In fact, I’m curious if Flooting is better than Thought scour in the deck, would love to get input on that as well.)
I’ve faced Hardenes Scales a lot thus far and the MU seems really iffy. It sometimes does feel like a coin toss between whether I have more removal or they have more threats, and sometimes I just tap down too far and die, though I’ll attribute that to inexperience with the MU.
I'm looking to do something similar to your RUG Delver lists in Modern, except without the Red. I think I finally hammered out a main 60 that I like, but I'm having issues building the sideboard. Would you guys mind aiding me in some suggestions for the sideboard? Here's the list for reference...
Sorry if this isn't exactly in line with the primer... If there's a better place to post this, I'll take suggestions where and remove my post from the thread. Thanks everyone!
It's actually pretty difficult to build a sideboard from scratch without knowing how the deck performs. Just looking at it, a build without red is pretty dangerous imho. Bolts accelerates by a couple of turns opponents kills and removes annoying creatures, so I just can't understand why you want to cut it. Moreover you have only source of card disadvantage in shoals and bounces.
In any case I'd surely play some EE, some Artifacts removals, maybe a couple of dismembers... I can't say more, I'm sorry.
I can’t say much about the reasoning for a lot of my sideboard, I just went with what felt like it should work based on gut feeling, since I had no experience with how the deck would play out. I will be replacing one Grudge with a DRev and picking up an EE (it was excluded because I didn’t have any and didn’t feel like buying them lol), but I have to ask: what GY hate do we use? I don’t really see any in a lot of the lists.
For the earlier question about how I sideboarded vs UW and HS:
UW Control:
+Dispel +Mana Leak
-Vapor Snags
I experimented with Blood Moon but decided it probably wasn’t worth it. I feel like I want more for that MU though as it does feel atrocious. How do experienced players often sideboard for the control MU?
Hardened Scales:
+2 Grudge +1 Abrade +1 Rejection
-2 Pyro -1 Stubby -1 Flooting (I often made this cut, not sure if correct. In fact, I’m curious if Flooting is better than Thought scour in the deck, would love to get input on that as well.)
I’ve faced Hardenes Scales a lot thus far and the MU seems really iffy. It sometimes does feel like a coin toss between whether I have more removal or they have more threats, and sometimes I just tap down too far and die, though I’ll attribute that to inexperience with the MU.
One of the best piece of GY Hate is Surgical extraction and it's useful against Bridgevine, Storm, dredge, and other combo...
I feel Looting much better than Scour since it provides card selection (you have to keep extra lands and useless spell to have something to discards but with 19 lands it's quite easy to do it since our deck works well with only 3-4 lands). If you read old chaughey's post it's explained very well.
Against UW I've been trying Hazoret the fervent, Chandra, torch of defiance and huntmaster of the fells, but I found them quite difficult to resolve. I like Chandra the most since it's pretty difficult to remove for them; Hazoret second thanks to haste (even if among path to exile, oust, planeswalkers' abilities and terminus it doesn't last long enough), huntmaster isn't worth probably.
I like bomat courier a lot in this match-up since it provides some damage and in the late game some card drawing. It's tricky to play though.
I’m really interested in this deck but my meta is full of ramp, aggro and big creatures decks. I’m not sure how this deck would perform against this meta. Could someone share their experience for these matchups?
You are a little too generic, so I'll answer generically too . Aggro is quite decent, the other two are on average. If you tell us the decks we can be more precise.
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Decks played: Modern:
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URG Delver
URGW Countercats
(Here you can find some video contents about Countercats and Temur Delver decks)
Eldrazi and knight stompy may not be very good match up.
Sultai should be much better due to hard removal.
Matchups where you can profitably use bolts and firespouts should be easy. Otherwise you may struggle a lot.
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Decks played: Modern:
0 Affinity;
URG Delver
URGW Countercats
(Here you can find some video contents about Countercats and Temur Delver decks)
What does everyone think of Mission Briefing for this deck? It flips Delver, can set up Delver flips with Surveil, fuels Delve and can make goyf bigger, it just seems solid. Is there any reason the clock provided by Snapcaster is better than this? Or could it replace something else for the deck?
What does everyone think of Mission Briefing for this deck? It flips Delver, can set up Delver flips with Surveil, fuels Delve and can make goyf bigger, it just seems solid. Is there any reason the clock provided by Snapcaster is better than this? Or could it replace something else for the deck?
I didn't test, so I can be wrong.
I won't trade a 2/1 for suveil 2 paying UU instead of 1U in the process. The main reason to play snapcaster is card advantage. MB is not. I don't like it much.
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URG Delver
URGW Countercats
(Here you can find some video contents about Countercats and Temur Delver decks)
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Faithless Looting a necessity? I don't know about that. But I do know that I've hated Thought Scour for a long time because you get no selection. Looting gives you plenty of selection, and once you adapt to playing around the card disadvantage, it's just awesome. I love how if you need a Bolt, it can find you one at the cost of one mana and pitching cards not relevant to the matchup, game, or boardstate. And yeah, it replaces Scour insofar as it fills the yard for Hooting Mandrills and Tarmogoyf, while at the same time letting us see more of our deck per game. I'll be playing Looting until they ban it.
As far as Jund them: https://youtu.be/2VlGmtRbbOU?t=10m36s
The subtext is you trade resources until you start drawing bombs off the top, like Huntmaster and Hazoret, in this case, which beats any cards Humans plays in terms of raw quality.
As far as Bomat being good, Jordan's (ashtonkutcher) article explains it well:
I've only been on this build for a week, but I've been way happier with Bomat than I have been with other threats I've played in this deck beyond Delver, Goyf, and Hooter. I've got a strong dislike for Young Pyromancer because it dies to everything and is secretly a 3 drop, at least. I love Snapcaster, but it's also a 3 drop, really, and moreover relies on the graveyard, which sucks. I've played a one-of Savage Knuckleblades before, but it's a hard 3 drop, and sucks to lose it to Fatal Push. Now Bomat dies to everything, but it's not graveyard reliant, goes nicely with Faithless Looting to empty your hand, grows Goyf twice, and attacks right now. Yeah, it's not super hard hitting, but it hits in for chip damage and being able to draw a card or three off it in the midgame feels huge. I like it quite a bit more than any of the other threats I've tried except Snapcaster Mage, but I've been blown out by Rest in Piece enough to want something like 6 or 8 threats that don't fold to gravehate, especially with the coming uptick due to the Vengevine deck.
EDH: UGEdric
Pauper: UR Delver
Modern: UGR Delver
Draft my cube: Eric's 390 Unpowered
I also wouldn’t say Looting is a necessity in this deck. If the meta swung back the other way and Jund was more prevalent I’m not sure you could justify it. It’s been in and out for me in a flex slot as a one of and I’ve been generally dissatisfied with it. It unfortunately does mean you have to run at least 2 thought scour which isn’t very good but does the trick. Being able to fix hands where you have too many Mandrills is really useful here though and game one if your counters or burn are dead you can turn them into fuel which is nice, but it’s not a card I want to cast twice from hand in the same game.
I still gotta assume Clique is better than Obstructionist here but neither seem aggressive enough outside of the sideboard where they both have their applications. Stifle is a unique effect that’s very powerful but is a little too narrow for modern at three mana. It’s essentially a more expensive squelch when cycled and is probably too expensive when just hardcast. If you’re bringing it in to hate out something specific it could make sense but game 1 there are too many matchups where it’s just a 3/1 for 3.
Remand is awesome...but you don’t want to be stuck with a hand full of Remands against fast decks like Burn because you won’t get many chances to cast it where they won’t just recast the spell right away and there are quite a few decks it’s bad against. Additionally there are simply spells that we can’t let resolve as our removal sucks so that means Mana Leak in some number is essential here. Remand can complement it as a 1 of which I have done in the past but you primarily have to lean on leak. Against decks like Tron, KCI, Valakut decks, etc Remand is awesome as it provides you the tempo of a hard counter but replaces itself to help you find more interaction. Combined with snapcaster Mage getting a player to tap out two turns in a row to get time walked twice is brutal. This is a true tempo deck and remand is absolutely playable here but I wouldn’t run it over another counterspell, I would run it in the slot of a cantrip because that’s what it is. It just costs two mana with the upside of being a time walk.
Deprive is certainly better then Knot here as we rarely have extra grave fuel to spare but I would only run 3-4 two mana counters in the main at the very most and the rest in the sideboard. Fast decks are hoping game 1 you get clogged up with counterspells as they dump their hand.
4 spirebluff is far too many I would max out at two to give you more basics in order to run Blood Moon in the board, I really wouldn’t play the deck without it.
I tend to set micro goals for myself each week based on previous mistakes. One week it was to miss zero Delver or Bauble triggers, because I did that the week before. Another it was to keep better track of life total, since I had missed an opponent's fetch one time the week before and it meant all the difference in combat math. My goal this week is to beat Burn.
EDH: UGEdric
Pauper: UR Delver
Modern: UGR Delver
Draft my cube: Eric's 390 Unpowered
I just wanted to touch on this, although it's not specifically related to the deck, and kind of just my opinion. You should focus on the goals that are fully within your control. I believe these are often called "objectives" which are measurable and contribute to your overall "goal" which is the outcome you want.
I really like the approach you are taking, because when you make a mistake, you are specifically focusing on correcting that mistake to improve. Not missing those triggers and tracking life totals accurately are great objectives. They give you something specific and measurable to work on that contribute to an overall goal of winning more games/matches. Pretty recently, I decided to work on my combat math, especially when trying to play around different cards the opponent could have. Before that, I was working on mulliganing based on what the opponent was playing (not keeping playable but slow hands against decks like Tron, even if it meant mulliganing to four or five, because a slow hand is so unlikely to get a win in that matchup).
I don't think your goal this week should be to beat Burn. I guess that isn't really accurate because that's the outcome you want, but I don't think you should focus on that. I think you should focus on an objective like "I want to manage my life total better," or "I want to mulligan more aggressively against Burn (for postboard games, or when you know the local opponent is on Burn)." I think making sure you focus on things like this is better for you, because it gives you something more specific that you are trying to improve, which is a lot easier than trying to simultaneously improve on all aspects of magic involved in a game against Burn, and it also helps to prevent tilt. It's a lot harder to be upset about a loss when you know that you did what you could and made better decisions than you would have before. Good luck!
Interested in RUG (Temur) Delver in Modern? Find gameplay with live commentary at https://www.youtube.com/channel/UC8UcKe8jVh1e2N4CHbd3fhg
- Throw the Bolt at face end step a lot earlier? Then if you draw a land, you can represent Snap-Cere or whatever and Snap-Bolt on end step. Makes clock faster and lets you spend your mana. A couple turns in a row I was sure you would cast it but then didn't.
- Sideboarding: Leak is great vs Affinity for Champion. They are pretty mana-strapped post-board. You can Leak their power cards or, if they do nothing/play something you can kill, throw removal end step. I like Snag in this matchup too to blow out Ravager counters/Plating swings/combat math in general (sometimes we are racing).
Counter-Cat
Colorless Eldrazi Stompy
Modern:
4 Wild Nacatl
4 Delver of Secrets
4 Tarmogoyf
3 Hooting Mandrills
1 Snapcaster Mage
Instants 19
4 Lightning Bolt
2 Spell Pierce
2 Mana Leak
4 Path to Exile
2 Thought Scour
3 Mutagenic Growth
1 Opt
1 Spell Snare
4 Serum Visions
1 Chart a Course
2 Sleight of Hand
Lands 18
4 Misty Rainforest
3 Scalding Tarn
2 Flooded Strand
1 Stomping Ground
1 Hallowed Fountain
1 Steam Vents
1 Temple Garden
1 Island
1 Breeding Pool
1 Forest
2 Wooded Foothills
2 Pyroclasm
2 Spreading Seas
2 Huntmaster of the Fells
1 Hazoret the Fervent
1 Snapcaster Mage
1 Shapers' Sanctuary
1 Ancient Grudge
1 Destructive Revelry
1 Engineered Explosives
1 Surgical Extraction
1 Faithless Looting
Counter-Cat
Colorless Eldrazi Stompy
3 Noble Hierarch
4 Bomat Courier
3 Hooting Mandrills
4 Tarmogoyf
4 Lightning Bolt
2 Tarfire
2 Forked Bolt
2 Vapor Snag
2 Spell Pierce
2 Stubborn Denial
2 Mana Leak
4 Faithless Looting
4 Serum Visions
1 Forest
2 Island
4 Misty Rainforest
4 Scalding Tarn
2 Wooded Foothills
2 Steam Vents
1 Stomping Ground
1 Breeding Pool
1 Basilisk Collar
1 Damping Sphere
1 Engineered Explosives
1 Hazoret the Fervent
1 Huntmaster of the Fells
2 Blood Moon
1 Ancient Grudge
1 Destructive Revelry
2 Surgical Extraction
1 Mana Leak
1 Chandra, Torch of Defiance
1 Firespout
1 Anger of the Gods
I tried to mix Chaughey's and Ashton's lists, and the results are pretty good.
11 one cmc relevant drops
24 Inst./Sorc. for delver flips
Hierarch's damage are always relevant. A 5/5 mandrill is much scarier than a 4/4 since it can trade with smashers, anglers and kills tasigurs. Bomat becomes a goblin guide with upside. In general shaves a couple of turns for killing opponents. And gives mana doubling U and G (you can even fetch for mountain the first turns sometimes, a thing I've reraly done).
Many slots from main and side can be flex and deck can be customized. But It works pretty well in this configuration.
Modern:
3 Hooting Mandrills
2 Snapcaster Mage
4 Tarmogoyf
2 Young Pyromancer
1 Dismember
4 Lightning Bolt
2 Mana Leak
4 Stubborn Denial
4 Vapor Snag
2 Tarfire
3 Faithless Looting
2 Forked Bolt
4 Serum Visions
1 Forest
2 Island
4 Misty Rainforest
1 Mountain
4 Scalding Tarn
1 Spirebluff Canal
2 Steam Vents
1 Stomping Ground
2 Wooded Foothills
2 Damping Sphere
2 Blood Moon
1 Dismember
1 Mana Leak
1 Abrade
2 Ancient Grudge
1 Ceremonious Rejection
1 Dispel
2 Feed the Clan
2 Firespout
Hope to read a comment from the pilot!
Modern:
Alas those data are not a good picture of the current metagame.
This is surely better (n. with winning %)
Humans 11,36%
Gx Tron 8,47%
Burn 8,03%
Jeskai Control 7,31%
UW Control 6,97%
Mardu Pyro 6,03%
Affinity 5,49%
KCI 5,04%
Hollow one 4,75%
Jund 3,94%
Grixis Shadow 3,83%
Titanshift 3,74%
CoCo 3,44%
Infect 3,33%
Storm 3,28%
Bogles 2,38%
Elves 2,29%
HS Affo 1,85%
D&T 1,83%
Bridgevine 1,58%
U Moon 1,39%
Ponza 1,39%
Merfolk 1,17%
ETron 1,08%
Modern:
Greetings, I am the pilot.
So fun fact about this: I've known of the existence of this deck and this primer for awhile but never built the deck and finally decided to this past Tuesday, basing it off some of the lists I've seen in the last few pages and only changing some minor slots. Having never played the deck before, I joined a Friendly Leagut and 5-0'd, then jumped to that competitive league and 5-0'd as well, so at the time of that posting the deck had run insanely well for me and it feels very solid overall. Since then I have managed to lose some matches, but one thing I noticed is every match I lost felt winnable, and I felt like I lost because of mistakes I made, which in my experience isn't always the case in the format of the "matchup lottery". So basically thanks to everyone who contributes here for turning me on to my next Modern deck, I'll post the matchups from those two leagues below in case anyone has questions, though I'm not sure how much I can contribute considering I just started playing with this deck.
FRIENDLY:
-Hollow One 2-1
-Burn 2-0
-UW Control 2-1
-Bogles 2-1
-Tron 2-1
COMPETITIVE:
-Hardened Scales 2-1
-Mardu Pyromancer 2-1
-Tron 2-0
-Humans 2-1
-Storm 2-1
Pretty impressive 10-0! All tiers! Wow! Congratulations!
Just a question: how did you side against HS affinity and UW control?
About the "matchup lottery": as demonstrated by ktkenshinx in the state of modern thread, it's just a false impression, since legacy and modern mw% at high level are the same. just fyi.
Modern:
I'm looking to do something similar to your RUG Delver lists in Modern, except without the Red. I think I finally hammered out a main 60 that I like, but I'm having issues building the sideboard. Would you guys mind aiding me in some suggestions for the sideboard? Here's the list for reference...
1 Nimble Obstructionist
4 Tarmogoyf
4 Delver of Secrets
4 Mishra's Bauble
4 Serum Visions
4 Thought Scour
4 Stubborn Denial
4 Vapor Snag
2 Spell Pierce
4 Simic Charm
4 Disrupting Shoal
4 Scalding Tarn
1 Wooded Foothills
2 Botanical Sanctum
2 Breeding Pool
1 Forest
3 Island
Sorry if this isn't exactly in line with the primer... If there's a better place to post this, I'll take suggestions where and remove my post from the thread. Thanks everyone!
I can’t say much about the reasoning for a lot of my sideboard, I just went with what felt like it should work based on gut feeling, since I had no experience with how the deck would play out. I will be replacing one Grudge with a DRev and picking up an EE (it was excluded because I didn’t have any and didn’t feel like buying them lol), but I have to ask: what GY hate do we use? I don’t really see any in a lot of the lists.
For the earlier question about how I sideboarded vs UW and HS:
UW Control:
+Dispel +Mana Leak
-Vapor Snags
I experimented with Blood Moon but decided it probably wasn’t worth it. I feel like I want more for that MU though as it does feel atrocious. How do experienced players often sideboard for the control MU?
Hardened Scales:
+2 Grudge +1 Abrade +1 Rejection
-2 Pyro -1 Stubby -1 Flooting (I often made this cut, not sure if correct. In fact, I’m curious if Flooting is better than Thought scour in the deck, would love to get input on that as well.)
I’ve faced Hardenes Scales a lot thus far and the MU seems really iffy. It sometimes does feel like a coin toss between whether I have more removal or they have more threats, and sometimes I just tap down too far and die, though I’ll attribute that to inexperience with the MU.
It's actually pretty difficult to build a sideboard from scratch without knowing how the deck performs. Just looking at it, a build without red is pretty dangerous imho. Bolts accelerates by a couple of turns opponents kills and removes annoying creatures, so I just can't understand why you want to cut it. Moreover you have only source of card disadvantage in shoals and bounces.
In any case I'd surely play some EE, some Artifacts removals, maybe a couple of dismembers... I can't say more, I'm sorry.
One of the best piece of GY Hate is Surgical extraction and it's useful against Bridgevine, Storm, dredge, and other combo...
I feel Looting much better than Scour since it provides card selection (you have to keep extra lands and useless spell to have something to discards but with 19 lands it's quite easy to do it since our deck works well with only 3-4 lands). If you read old chaughey's post it's explained very well.
Against UW I've been trying Hazoret the fervent, Chandra, torch of defiance and huntmaster of the fells, but I found them quite difficult to resolve. I like Chandra the most since it's pretty difficult to remove for them; Hazoret second thanks to haste (even if among path to exile, oust, planeswalkers' abilities and terminus it doesn't last long enough), huntmaster isn't worth probably.
I like bomat courier a lot in this match-up since it provides some damage and in the late game some card drawing. It's tricky to play though.
Modern:
You are a little too generic, so I'll answer generically too . Aggro is quite decent, the other two are on average. If you tell us the decks we can be more precise.
Modern:
Sultai should be much better due to hard removal.
Matchups where you can profitably use bolts and firespouts should be easy. Otherwise you may struggle a lot.
Modern:
I didn't test, so I can be wrong.
I won't trade a 2/1 for suveil 2 paying UU instead of 1U in the process. The main reason to play snapcaster is card advantage. MB is not. I don't like it much.
Modern: