Question why is this discussion taking place on here instead of Reddit? Isnt reddit a little easier to make separate topics within a RUG Delver Subreddit?
Definitely feel free to continue talking about the deck over there if you prefer 🙃
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 dont think that any one of them is really strictly better than another. They all seem to have an argument to be played, but I am not sure that one clearly stands out from the rest. What we have to determine is which one is the best in the most often situations. I read something about MTG Quartile or something like that were it evaluated cards individually based upon the 4 different main board states in MTG. Can we use that to determine the superior spell possibly?
I agree that all variations of that card are similar in playability, but the percentage points you can get with whichever you pick are really important, hence why I've never really considered Echoing Truth, but am interested in Perilous Voyage. I like the idea of drawing a card whenever you bounce a nonland with CMC 2 or less, and think that such a card would be playable. If scry 2 is even close, it is worth looking into.
I believe you are referring to Quadrant Theory, which is mostly used for Limited. It examines the usefulness of a card when you are developing your board, are ahead on board, are behind on board, and when the board is even (often stalled). I don't think it will be that helpful here just because of how similar these cards are. We could compare the additional effects of each card at these stages of the game (for example, how good is scrying 2 versus costing one less mana), but that sounds about as difficult as estimating the EV of each additional effect (how often will scry 2 lead to us winning versus bouncing a bunch of permanents with the same name).
Question why is this discussion taking place on here instead of Reddit? Isnt reddit a little easier to make separate topics within a RUG Delver Subreddit?
Reddit is definitely a better place to simultaneously have multiple discussions about the deck! It is definitely easier to organize, given that this is but a single thread. However, deck-specific subreddits tend to not get a lot of traffic. It is more likely for less-enfranchised (in our discussions) users to stumble upon this thread and get into RUG Delver than they are to come across such a subreddit. This thread also usually only has action every few days.
Pretty standard list except for a couple of things I'm going to explain:
I found Charta a course very good. It helps a lot against controls and midrange and mitagates the downside of shoal. Even if you draw and discard it's more than acceptable since you can discard dead draw or a card type needed to grow goyf.
Two tarfires because I want burn spell and 5/6 goyfs
Planeswalkers in side are needed in my opinion. While chandra is ok since she helps in many situation acting as a removal, or doing the last damage or drawing you cards in game of attrition, Saheeli is only a trial. Theoretically copying a creature (or giving it haste if you cast it after the pw) can be good and speed up the clock a bit. So it is tinkering the draw and pinging opponents. But I have to test her more, 'cause I'm not sure that the power level is the one we need (I think se could be better in a counter-cats list since you have more creatures to copy). If I feel her underwhelming I'm going to replace her with another Chandra.
The counters suite tries to cover most match-up. Disdainful can counter some eldrazi, titan, scapeshift, through the breach, siege rhino, some planeswalker and many other awful cards.
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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)
I was hoping someone would try out Chart a Course. That card looks fantastic against matchups in which we care more about card advantage than tempo. I also really like the synergy you point out with Shoal. Course even offers an additional 2 CMC Blue spell you can pitch. That probably pushes Shoals consistency considerably.
On the topic of Chart, I feel like there is a completely different (okay, not that different, but different enough) build of Delver to be discovered. Chart a Course can probably give enough card advantage to not need Traverse. You can easily support any number of Shoal at that point, and I'd probably want a couple to catch up on tempo if I am running a playset of Chart. Easy access to card advantage means we could rely more heavily on Vapor Snag effects, and be more aggressive.
I'm not sure that build would be any good, or what the cuts from what people play now would be, but Chart a Course just seems really interesting.
On the topic of Chart, I feel like there is a completely different (okay, not that different, but different enough) build of Delver to be discovered. Chart a Course can probably give enough card advantage to not need Traverse. You can easily support any number of Shoal at that point, and I'd probably want a couple to catch up on tempo if I am running a playset of Chart. Easy access to card advantage means we could rely more heavily on Vapor Snag effects, and be more aggressive.
I'm not sure that build would be any good, or what the cuts from what people play now would be, but Chart a Course just seems really interesting.
It would indeed be quite good 😏 Unfortunately, RUG lacks enough early threats to take full advantage of Chart. Delver, Goyf, and Mandrills are good, but the deck needs another powerful one-drop at 4 to push it over the edge and make Chart consistent enough to be run in high numbers.
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 was hoping someone would try out Chart a Course. That card looks fantastic against matchups in which we care more about card advantage than tempo. I also really like the synergy you point out with Shoal. Course even offers an additional 2 CMC Blue spell you can pitch. That probably pushes Shoals consistency considerably.
On the topic of Chart, I feel like there is a completely different (okay, not that different, but different enough) build of Delver to be discovered. Chart a Course can probably give enough card advantage to not need Traverse. You can easily support any number of Shoal at that point, and I'd probably want a couple to catch up on tempo if I am running a playset of Chart. Easy access to card advantage means we could rely more heavily on Vapor Snag effects, and be more aggressive.
I'm not sure that build would be any good, or what the cuts from what people play now would be, but Chart a Course just seems really interesting.
Before getting to that list I tried other. First I tried plain UR delver (with pyromancer and psionic blast) and wasn't that bad; then I tried to add green and the list I felt more confortable with was the one I posted. I love Traverse since if you discard to chart, is extremely easy to get delirium fast (adding the 2 scours, the 2 tribals and the 2 artifacts we already have). That's why I kept 2 of them. Spamming 5/6 goyfs is good
It would indeed be quite good Unfortunately, RUG lacks enough early threats to take full advantage of Chart. Delver, Goyf, and Mandrills are good, but the deck needs another powerful one-drop at 4 to push it over the edge and make Chart consistent enough to be run in high numbers.
I agree that another 1 drop will be the top. But unfortunately we don't have it (I don't like neither monastery swiftspear nor goblin guide). But I felt the discard of chart less penalizing than I thought.
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0 Affinity;
URG Delver
URGW Countercats
(Here you can find some video contents about Countercats and Temur Delver decks)
Here's a detailed explanation of how I got to that list and what Chart a Course does for us, as well as a comparison of the card's roles with Snapcaster's.
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.
That list actually looks really nice. Makes me want to give Counter Cat a shot. Now that I've embraced Bauble though, it's gonna kill me to give it up.
Speaking of people wanting more 1-drops for Chart a Course, what do you guys think about bringing back (I'm sure it never left for some people) Narnam Renegade? It still seems perfectly fine in the meta, and could be the extra bit of aggressiveness we need for Chart to be good.
I like the list a lot. A lot of the flex slots haven't been relevant often enough for me to know if they are good, but it is running nicely. My awful sample size (10 matches) so far in MTGO Comp Leagues has me at 50% (3-2 and 2-3), which really doesn't mean much, but it's something.
Back to Chart, I'm thinking a list could look something like this:
I'm not sure that's where we want to be, and I imagine figuring out when to sequence Chart a Course is going to lead to a lot of misplays. I also might want the Mountain back into the main with Traverse being gone.
Edit: By the way, how many Blood Moon do you guys bring in against Titanshift? I've been boarding in 2, but maybe 3 is better. It's really powerful, but they don't have many ways of interacting with it.
The problem with RUG's lack of a one-drop is deeper than you think. They're not just essential for Chart. Goyf still represents a ton of power/toughness for his cost, but he's not as resilient as he used to be. With Push in the format, running plenty of one-drops is essential to pull Fatal Pushes away from Tarmogoyf.
BGx adderesses this problem with targeted discard---IoK and TS both trade one mana for an opponent's Fatal Push. Counter-Cat addresses it by playing eight high-impact one-drops, which incidentally makes it simple to include Chart. But RUG has no way to address the issue, and stands to lose a ton of tempo to its Goyfs---frequently the first creature they can land---dying to a one-mana spell. Not even Shoal can offset that tempo loss over many matches.
Renegade is simply too weak and narrow IMO. Decks like Ad Nauseam that bring in Fatal Push will reserve it for our threats that matter, and let Renegade sit around swinging for two. Our one-drops have to actually pressure opponents enough that they play into our soft disruption.
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.
@ashton.
That's cheating. I just tried to stay temur and play moon.
Jokes aside, I wanted to see if temur had gained enough to remain three colors.
The only problem I found with CC is that goyf is usually too small against some decks (mainly eldrazi and some zoos). In any case I'll surely try your list.
@ashton.
That's cheating. I just tried to stay temur and play moon.
Jokes aside, I wanted to see if temur had gained enough to remain three colors.
The only problem I found with CC is that goyf is usually too small against some decks (mainly eldrazi and some zoos). In any case I'll surely try your list.
You have 4x Path for bigger creatures and go wider than Temur so having a 5/6 Goyf is superfluous.
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.
You're maybe right, but speaking of eldrazi I feel it a little more complicated. They have 4 chalices to thwart your path plan and most importantly a 4/5 goyf dies to dismember. Moreover they usually have more 5/5 creatures than we have path.
Last if you have more card types in you deck it's easier to recover from relics.
In any case that's only the case of that specific deck. In general I think CC still behaves a little better in this meta.
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URG Delver
URGW Countercats
(Here you can find some video contents about Countercats and Temur Delver decks)
You're maybe right, but speaking of eldrazi I feel it a little more complicated. They have 4 chalices to thwart your path plan and most importantly a 4/5 goyf dies to dismember. Moreover they usually have more 5/5 creatures than we have path.
Last if you have more card types in you deck it's easier to recover from relics.
In any case that's only the case of that specific deck. In general I think CC still behaves a little better in this meta.
Think you can play Tar over the 3rd Sleight/Chart if you want. Not Bauble for i/s count. Remember no Traverse and 11 creatures that don't care about the GY once in play (8 that never care) so "recovering" from Relic not as important either. CC is just more well-rounded than RUG so you don't need to worry about the same stuff as much; you have answers and ways around things.
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 encountered an interesting mulligan decision last night against Jund.
We are on the draw in game 3, and our 7 is Snapcaster, Traverse, Goyf, Denial, Tarfire, Delver, fetch (Flooded Strand but should be Tarn for discussion's sake). Given that we are playing against a deck with ~6 discard spells, I expected turn 1 Inquisition/Thoughtseize. This is also relevant for mulligans against Abzan, 8 Rack, and Shadow decks. For those who don't play Traverse, I've encountered spots like this one in which the "fixing" in our hand is Serum Visions.
Generally speaking, mulligans against discard decks get punished because they will pick your hand apart, and it is easier for them when you have fewer cards. On the other hand, our opponent can punish our keep by taking our mana fixing, and hoping that we don't draw lands. I decided to keep. Being on the draw helps if they take our fixing (more draw steps), but is moot because we would cast the fixing on turn 1 on the play anyways. I do like that the hand was stocked with relevant cards, and they were cheap enough on mana that I might even be able to put up something of a fight if stuck on 1 land for a few turns.
I would have kept.
You have a threat, a fixer and 2 piece of interaction one for spells and one for creatures that you can play with only one mana. Then if you draw a land (and you have 2 draw phases to do it) you have goyf and snap. It's an extremely difficult choice for your opponent. And you have more than one line to play whatever (s)he does.
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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)
It's a quite interesting list. At first glance I see it soft to rest in peace. Less to relic of progenitus due to the high number of cards like baubles and tarfire that rise the count of card types and let you refill the graveyard pretty fast.
I have a couple questions about yor choices:
first delay: it's a card I love, but I'd like to hear from you how it works in detail.
second: Rough // Tumble. Why the full set? And how do you address the lingering souls problem ( please don't tell me that Tumble can address it because I think it's a bit slow. )?
I'd like to hear about your sideboard choices and the deck behaviour in general.
Last: please use the "deck" tag next time (or edit your post) since it's difficult to remember all cards.
I am more weak than normal to graveyard hate but it rarely has been a problem since it refills fast enough for relic not to be a huge issue and when playing against white I simply add more threats game 2 like Huntmaster.
Delay has been outstanding being simply counterspell most of the time. The game is often over by the time it comes off suspend or the spell is no longer relevant. It is pure tempo and always good when you are ahead which is exactly what we want. Unlike Mana Leak and Remand that get worse overtime, Delay gets better because the further in the game we are the less chance the spell has of coming off a suspend. It realy helps grind out late game wins that other 2 mana counters do not.
Rough//Tumble sures up our weakest matchups like Merfolk. We win by sticking an early threat and riding it to victory we lose when they play low like we do and play more creatures than we have counters or removal. Goblins is a good example of a tough matchup that follows the same rule. It also is a 1 sided boardwipe most of the time.
Lingering Souls I bring in the Invasive Surgeries to removal all copies for their deck which is normally easy because you have multiple chances since they have flashback, and Huntmaster to out value them since it alows me to ping them one by one and trample over them.
The sideboard runs off of two basic principles. The first being that all one ofs are tutorable by Traverse the Ulvenwald, and the second all spells are cheap and able to be easily flashbacked with Snapcaster as well as flip Delver. It is built for small improvements for the most part to insure that we are efficiently interacting with our opponent on our terms.
The deck is overall extremely smooth feeling and helps with the jankiness that sometimes Modern Temur Delver falls into. It is more streamlined but more vulnerable to graveyard hate after boarding. Your game ones are normally better and game two your opponent often overcompensates and you end up just out valuing them, because game two your deck should get more precise where many decks lose consistency after sideboard.
Counter-Cat
Colorless Eldrazi Stompy
I agree that all variations of that card are similar in playability, but the percentage points you can get with whichever you pick are really important, hence why I've never really considered Echoing Truth, but am interested in Perilous Voyage. I like the idea of drawing a card whenever you bounce a nonland with CMC 2 or less, and think that such a card would be playable. If scry 2 is even close, it is worth looking into.
I believe you are referring to Quadrant Theory, which is mostly used for Limited. It examines the usefulness of a card when you are developing your board, are ahead on board, are behind on board, and when the board is even (often stalled). I don't think it will be that helpful here just because of how similar these cards are. We could compare the additional effects of each card at these stages of the game (for example, how good is scrying 2 versus costing one less mana), but that sounds about as difficult as estimating the EV of each additional effect (how often will scry 2 lead to us winning versus bouncing a bunch of permanents with the same name).
Reddit is definitely a better place to simultaneously have multiple discussions about the deck! It is definitely easier to organize, given that this is but a single thread. However, deck-specific subreddits tend to not get a lot of traffic. It is more likely for less-enfranchised (in our discussions) users to stumble upon this thread and get into RUG Delver than they are to come across such a subreddit. This thread also usually only has action every few days.
Interested in RUG (Temur) Delver in Modern? Find gameplay with live commentary at https://www.youtube.com/channel/UC8UcKe8jVh1e2N4CHbd3fhg
Here it is:
2 Snapcaster Mage
4 Tarmogoyf
1 Savage Knuckleblade
3 Hooting Mandrills
4 Lightning Bolt
2 Tarfire
3 Disrupting Shoal
1 Spell Snare
3 Stubborn Denial
2 Mana Leak
2 Thought Scour
1 Vapor Snag
4 Serum Visions
2 Traverse the Ulvenwald
3 Chart a Course
4 Scalding Tarn
4 Misty Rainforest
2 Steam Vents
1 Breeding Pool
1 Stomping Ground
3 Island
1 Mountain
1 Forest
1 Engineered Explosives
1 Pyroclasm
1 Anger of the Gods
3 Blood Moon
1 Ceremonious Rejection
1 Negate
1 Disdainful Stroke
1 Ancient Grudge
1 Destructive Revelry
2 Huntmaster of the Fells
1 Chandra, Torch of Defiance
1 Saheeli Rai
Pretty standard list except for a couple of things I'm going to explain:
Modern:
On the topic of Chart, I feel like there is a completely different (okay, not that different, but different enough) build of Delver to be discovered. Chart a Course can probably give enough card advantage to not need Traverse. You can easily support any number of Shoal at that point, and I'd probably want a couple to catch up on tempo if I am running a playset of Chart. Easy access to card advantage means we could rely more heavily on Vapor Snag effects, and be more aggressive.
I'm not sure that build would be any good, or what the cuts from what people play now would be, but Chart a Course just seems really interesting.
Interested in RUG (Temur) Delver in Modern? Find gameplay with live commentary at https://www.youtube.com/channel/UC8UcKe8jVh1e2N4CHbd3fhg
Counter-Cat
Colorless Eldrazi Stompy
That's exactly how I feel playing it.
Before getting to that list I tried other. First I tried plain UR delver (with pyromancer and psionic blast) and wasn't that bad; then I tried to add green and the list I felt more confortable with was the one I posted. I love Traverse since if you discard to chart, is extremely easy to get delirium fast (adding the 2 scours, the 2 tribals and the 2 artifacts we already have). That's why I kept 2 of them. Spamming 5/6 goyfs is good
I agree that another 1 drop will be the top. But unfortunately we don't have it (I don't like neither monastery swiftspear nor goblin guide). But I felt the discard of chart less penalizing than I thought.
Modern:
Cross-post from the Counter-Cat thread that's highly relevant to this discussion:
Counter-Cat
Colorless Eldrazi Stompy
Speaking of people wanting more 1-drops for Chart a Course, what do you guys think about bringing back (I'm sure it never left for some people) Narnam Renegade? It still seems perfectly fine in the meta, and could be the extra bit of aggressiveness we need for Chart to be good.
This is my current list:
4x Tarmogoyf
4x Hooting Mandrills
2x Snapcaster Mage
1x Savage Knuckleblade
1x Disrupting Shoal
2x Spell Snare
3x Stubborn Denial
2x Mana Leak
4x Lightning Bolt
1x Tarfire
1x Forked Bolt
1x Vapor Snag
1x Dismember
4x Serum Visions
3x Thought Scour
2x Traverse the Ulvenwald
3x Mishra's Bauble
4x Scalding Tarn
2x Wooded Foothills
2x Steam Vents
1x Breeding Pool
1x Stomping Ground
2x Island
1x Forest
1x Destructive Revelry
1x Entrancing Melody
2x Ceremonious Rejection
1x Flashfreeze
3x Blood Moon
2x Pyroclasm
1x Mountain
2x Huntmaster of the Fells
1x Bedlam Reveler
I like the list a lot. A lot of the flex slots haven't been relevant often enough for me to know if they are good, but it is running nicely. My awful sample size (10 matches) so far in MTGO Comp Leagues has me at 50% (3-2 and 2-3), which really doesn't mean much, but it's something.
Back to Chart, I'm thinking a list could look something like this:
4x Tarmogoyf
4x Hooting Mandrills
2x Narnam Renegade
1x Snapcaster Mage
3x Disrupting Shoal
3x Stubborn Denial
2x Mana Leak
1x Tarfire
1x Vapor Snag
1x Dismember
4x Serum Visions
3x Thought Scour
3x Chart a Course
3x Mishra's Bauble
4x Scalding Tarn
2x Wooded Foothills
2x Steam Vents
1x Breeding Pool
1x Stomping Ground
2x Island
1x Forest
I'm not sure that's where we want to be, and I imagine figuring out when to sequence Chart a Course is going to lead to a lot of misplays. I also might want the Mountain back into the main with Traverse being gone.
Edit: By the way, how many Blood Moon do you guys bring in against Titanshift? I've been boarding in 2, but maybe 3 is better. It's really powerful, but they don't have many ways of interacting with it.
Interested in RUG (Temur) Delver in Modern? Find gameplay with live commentary at https://www.youtube.com/channel/UC8UcKe8jVh1e2N4CHbd3fhg
BGx adderesses this problem with targeted discard---IoK and TS both trade one mana for an opponent's Fatal Push. Counter-Cat addresses it by playing eight high-impact one-drops, which incidentally makes it simple to include Chart. But RUG has no way to address the issue, and stands to lose a ton of tempo to its Goyfs---frequently the first creature they can land---dying to a one-mana spell. Not even Shoal can offset that tempo loss over many matches.
Renegade is simply too weak and narrow IMO. Decks like Ad Nauseam that bring in Fatal Push will reserve it for our threats that matter, and let Renegade sit around swinging for two. Our one-drops have to actually pressure opponents enough that they play into our soft disruption.
Counter-Cat
Colorless Eldrazi Stompy
That's cheating. I just tried to stay temur and play moon.
Jokes aside, I wanted to see if temur had gained enough to remain three colors.
The only problem I found with CC is that goyf is usually too small against some decks (mainly eldrazi and some zoos). In any case I'll surely try your list.
Modern:
Counter-Cat
Colorless Eldrazi Stompy
Last if you have more card types in you deck it's easier to recover from relics.
In any case that's only the case of that specific deck. In general I think CC still behaves a little better in this meta.
Modern:
Counter-Cat
Colorless Eldrazi Stompy
We are on the draw in game 3, and our 7 is Snapcaster, Traverse, Goyf, Denial, Tarfire, Delver, fetch (Flooded Strand but should be Tarn for discussion's sake). Given that we are playing against a deck with ~6 discard spells, I expected turn 1 Inquisition/Thoughtseize. This is also relevant for mulligans against Abzan, 8 Rack, and Shadow decks. For those who don't play Traverse, I've encountered spots like this one in which the "fixing" in our hand is Serum Visions.
Generally speaking, mulligans against discard decks get punished because they will pick your hand apart, and it is easier for them when you have fewer cards. On the other hand, our opponent can punish our keep by taking our mana fixing, and hoping that we don't draw lands. I decided to keep. Being on the draw helps if they take our fixing (more draw steps), but is moot because we would cast the fixing on turn 1 on the play anyways. I do like that the hand was stocked with relevant cards, and they were cheap enough on mana that I might even be able to put up something of a fight if stuck on 1 land for a few turns.
Would you keep or mull, and why?
Interested in RUG (Temur) Delver in Modern? Find gameplay with live commentary at https://www.youtube.com/channel/UC8UcKe8jVh1e2N4CHbd3fhg
You have a threat, a fixer and 2 piece of interaction one for spells and one for creatures that you can play with only one mana. Then if you draw a land (and you have 2 draw phases to do it) you have goyf and snap. It's an extremely difficult choice for your opponent. And you have more than one line to play whatever (s)he does.
Modern:
Creatures 14
4 Delver of Secrets
4 Gnarlwood Dryad
4 Tarmogoyf
2 Snapcaster Mage
Spells 28
4 Mishra's Bauble
4 Traverse the Ulvenwald
4 Serum Vision
4 Tarfire
4 Lightning Bolt
2 Spell Pierce
2 Spell Snare
4 Delay
Lands 18
1 Island
1 Mountain
1 Forest
4 Misty Rainforest
3 Scalding Tarn
3 Wooded Foothills
2 Breeding Pool
1 Steam Vents
1 Stomping Ground
1 Ghost Quarter
Sideboard 15
2 Natural State
2 Dispel
4 Rough//Tumble
1 Invasive Surgery
1 Ceremonious Rejection
1 Ghost Quarter
1 Huntmaster of the Fells
1 Spellskite
1 Phyrexian Revoker
1 Scavenging Ooze
I have a couple questions about yor choices:
Last: please use the "deck" tag next time (or edit your post) since it's difficult to remember all cards.
Modern:
#makegoyfgreatagain
http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=116692
Also, decided that at some point soon I'm getting a Temur sigil tattoo. I love this clan!
Modern: MONKEY GROW & Amulet Titan
Legacy: RG Lands
EDH: Merieke Ri Berit Esper Good stuff
Delay has been outstanding being simply counterspell most of the time. The game is often over by the time it comes off suspend or the spell is no longer relevant. It is pure tempo and always good when you are ahead which is exactly what we want. Unlike Mana Leak and Remand that get worse overtime, Delay gets better because the further in the game we are the less chance the spell has of coming off a suspend. It realy helps grind out late game wins that other 2 mana counters do not.
Rough//Tumble sures up our weakest matchups like Merfolk. We win by sticking an early threat and riding it to victory we lose when they play low like we do and play more creatures than we have counters or removal. Goblins is a good example of a tough matchup that follows the same rule. It also is a 1 sided boardwipe most of the time.
Lingering Souls I bring in the Invasive Surgeries to removal all copies for their deck which is normally easy because you have multiple chances since they have flashback, and Huntmaster to out value them since it alows me to ping them one by one and trample over them.
The sideboard runs off of two basic principles. The first being that all one ofs are tutorable by Traverse the Ulvenwald, and the second all spells are cheap and able to be easily flashbacked with Snapcaster as well as flip Delver. It is built for small improvements for the most part to insure that we are efficiently interacting with our opponent on our terms.
The deck is overall extremely smooth feeling and helps with the jankiness that sometimes Modern Temur Delver falls into. It is more streamlined but more vulnerable to graveyard hate after boarding. Your game ones are normally better and game two your opponent often overcompensates and you end up just out valuing them, because game two your deck should get more precise where many decks lose consistency after sideboard.