Grixis Delver is a midrange, aggro-control deck that utilizes the namesake card, Delver of Secrets as a 1 mana 3/2 flyer that we can protect and keep our opponent off balance with counter magic, kill spells, and other forms of disruption. With access to the new Delve spells, such as Tasigur, the Golden Fang and Gurmag Angler, Grixis has been given some of the greatest creatures available in the format that can rival or even beat up on Delver’s old nemesis, Tarmogoyf.
1a. History of the deck
Grixis Delver is the evolution of the deck after the bannings of January 19, 2015 which banned Treasure Cruise, Dig Through Time, and Birthing Pod. Delver at that point in time was well known as the boogeyman of the format along with Pod decks. After the bannings, Wizards gave delver players new toys to try out in the form of Tasigur, the Golden Fang and Gurmag Angler, cards that were unknown whether or not they would be strong in the format of turn 4 kills. After Pro Tour Fate Reforged, Tasigur proved to be the breakout card of the format, and only Patrick Chapin seemed to know how strong Gurmag Angler was in his version of Esper Delve. Grixis Delver players before this event built the deck based on three key cards: Delver of Secrets, Young Pyromancer, and Dark Confidant, however their list just didn't have the payoff cards necessary to be considered at least tier 2. After adding tasigur, Murderous Cut, and later Angler, Delver was a force to be reckoned with. The deck was widely played on MTGO and was considered the deck created by the people since there were no major modern events at the time, and the deck was tuned after hours and hours of testing. After Dragons of Tarkir, Wizards gave Delver another card that pushed it even further, and spawned another grixis deck out from it as well thanks to Kolaghan's Command, which allowed Delver players a much stronger version of Electrolyze that would also make Snapcaster Mage even more value based than before.
1b. current iteration of the deck
The current Grixis Delver deck, according to MTGSalvation, is considered to be a tier 2 deck, and currently the 10th most played deck in the format. Players have backed away from original staples such as Remand in favor of cheaper cards like Dispel. The deck can be used in multiple ways, allowing the pilot to choose and tune their deck to play however they want. More control based, one can add Cryptic Command and Creeping Tar Pit. Midrange? Add some Thoughtseize or Inquisition of Kozilek. Aggressive? Spell Pierce and Forked Bolt as cheaper interaction to help you curve out faster.
1c. Why should YOU play the deck
Delver rewards tight plays and punishes bad ones, forcing the pilot to think carefully about their sequencing and how they interact with their opponent. You should play the deck if you like playing an aggressive deck that can shift gears if necessary and you want to have the time of your life combining the value of Snapcaster Mage and Kommand.
2. Components of the deck
This section focuses on the pieces that are played in the deck, which ones are needed in the deck, which ones can be altered on numbers, and which ones can be put into flex spots.
2a. The untouchables
Like the title, every Grixis Delver deck should include these cards in this number.
2b. The Tweakables
These are cards that should see play in some number in the deck, but the number is up to you for if you want to alter them. They do not have to be in there, but they are recommended.
2e. Lands
The manabase from this deck ranges from 18-19 lands. Lands normally include 8 fetches that can fetch for basic island while also being able to fetch for mountain and swamps. the cards one should play first if available is Scalding Tarn and Polluted Delta. If you want to have more fetches than that, you can use 1-2 Bloodstained Mire.
4 Shocks are normally used as well, 2 Steam Vents, 1 Watery Grave, and 1 Blood Crypt which give you options on what to fetch for in the early or late turns. If your opening hand has 1 fetch land, it is normally best to grab a Steam Vents in the first few turns since that is what most colors of the deck consists of. Fetch for a Watery Grave if your opening hand has more black mana necessary than red. Players have also found fetching a basic in tandem with their shock land helps ease the pain from fetching. For example: Fetch for Steam Vents and Swamp or fetch for Watery Grave and Mountain in the early turns to turn on almost all spells in the deck for a smaller amount of life than fetching for 2 shock lands.
Decks sometimes range from 4-5 basic lands in the deck. Most current versions of the deck run 2 island, 1 mountain, and 1 swamp, but some add another island when they lean more heavily upon Blood Moon as hate for junk, jund, bloom titan, and Tron decks.
The rest of the spots for the manabase is dependent on what you already use for the rest of the lands. 1 Darkslick Shores is mostly used since it allows one to have open both blue and black mana in the first few turns of the game without causing any damage to oneself. It also allows you to tap blue sources under a Choke situation, which is also a plus. Sulfur Falls is the best UR land that doesn't deal damage when entering untapped. While it would be better to have a Darkslick Shores version of UR, it still allows you to have a dual color land enter untapped if you control at least an island or a mountain, and also untaps under Choke. We are soon receiving a UR man land from the BFZ block, so that may be a replacement for Sulfur Falls when it arrives, but we will have to wait and see.
3. Matchups
Here, one can find basic strategies against some of the more played decks of the format.
3a. tier 1
Burn: Game one is always tough, try to counter however much you can and fetch basics when necessary to slow down the bleeding. Landing a delve creature is the best road block and chance you have winning game 1. Games 2 and 3 bring in any lifegain effects you got such as Vampiric Link and disruption like Spellskite and Dispel. Delve creatures are the key to winning.
Twin: Tempo is the name of the game here. Land an early threat, protect it as much as possible and burn your opponent out game one. Watch out for end of turn Deceiver Exarch into Splinter Twin. Game 2 and 3 Twin normally sides out the combo and plays like a bad control deck. Discard effects are best brought in here if you got any. Spellskite is awesome here since it does double duty, protecting your creatures while protecting you from the twin combo.
Jund: Get ready for a grind. Spell Pierce will be your best friend in the early game, slamming turn 1 delver or turn 2 delve creature or turn 2 pyro with spell pierce to protect turn 3 from Lilliana of the Veil. Snap + Kommand to help you fight through the grind. Trade 1 for 1 if necessary, but try to burn them out as soon as possible. Game 2 and 3 is even more grindy, bring in Engineered Explosives as a method of dealing with Choke. Spot removal is a premium this matchup alongside any other value cards you have.
Merfolk: They will come out of the gates as fast as possible, so your job is to use your bolts and Terminates to kill as you see them. Kommand away creatures and their Aether Vial so your counter magic can assist game one. Game 2 and 3, dont rely on counter magic too much since they are likely to have Aether vial turn 1, so bring in spot removal and artifact removal.
Grixis Control: Similar to twin, but without the worry of the turn 4 combo, just more removal. Similar plan of tempo, play early threat, counter spells, attack and burn out for win. Game 2 and 3 will be grindy just like against jund, but discard effects are strong since it helps against counter magic and sweepers they are likely to bring in.
Affinity: The fastest deck to play to the board, Forked Bolt effects are the key to winning this matchup alongside Spell Snare since it can counter their major win conditions like Arcbound Ravager, Cranial Plating, Steel Overseer and from origins, Hangarback Walker. Game 2 and 3 bring in any removal, Spellskite, and Hurkyl's Recall if you have it since it can deal with Etched Champion, ravager counters, overseer counters, and thopter tokens. Favorable matchup if you play it right.
3b. tier 2
Mirror: Possibly my favorite match, it will be a grindy game. Whoever is on the play will likely be the aggressor while the person on the draw is the controller. Take your time, use your removal wisely, and try to get value plays out while your opponent is tapped out or you know the coast is clear through Probe. Game 2 and 3, play similar to g1. If on the play, get aggressive with your sideboard, add in removal and cheap disruption. On the draw, add payoff cards if you have them like Ashiok, Nightmare Weaver, Jace, Architect of Thought, etc.
Tron: Like the famous Hedgehog said, “Gotta go fast!”, this is your strategy all 3 games. They will win if you cannot kill them fast since they have the largest spells in the format. Games 2 and 3 Thoughseize is the best card to have, don't try to Snap Kommand here, focus on Snap bolt to kill fast.
Zoo: Zoo comes in 2 variants most of the time, Naya Zoo and Domain Zoo which uses all 5 colors of mana. This is a hyper aggressive deck with big beaters, so spot removal here is best. You are the control player here, so answer 1 for 1 or attempt to get some 2 for 1s with Kommand and Snapcaster mage, but watch out for Loxodon Smiter in your opponent's hand if you choose to force discard. Payoff cards like Jace and Ashiok can be used to help stop the bleeding and find you more creatures/removal spells with their - abilities.
Ad Nauseam: This is a spell based combo deck, where your tempo roll will determine the match. Play a early creature as fast as you can, disrupting their mana rocks and spells as you can, and race them to win game 1. Their combo works like this: 1. Angel's Grace + Ad Nauseam + Lightning Storm. They prevent loss for the turn, draw their entire deck from Nauseam, then discard enough cards for lethal to lightning storm. 2. Phyrexian Unlike instead of angels grace for same effect as 1. Spoils of the Vault can replace Ad Nauseum as well. Bring in discard effects and hard counter magic, and be prepared for Pact of Negation, Pure Intentions, and Leyline of Sanctity.
Collected Abzan: They have 2 options in fighting you, and you have to determine it as fast and early as you can. Plan A: Kitchen Finks or Murderous Redcap + Sacrifice outlet (normally Viscera Seer)+ an effect to remove -1/-1 counters (Anafenza, kin-tree spirit or Melira, Sylvok Outcast) to gain an infinite amount of life or deal infinite damage while scrying the card they want to the top of their library. Plan B: Grind you out with Eternal Witness and Restoration Angel effects. Spot removal and sweepers like pyroclasm and Rough // tumble are all stars post board, but with spot removal watch out for spellskite.
Amulet Bloom: Extremely Explosive deck using Primeval Titan or Hive Mind as their win cons. Kill Prime time on sight, saving counter magic IF ABLE to stop Hive mind or pact of negation. Game 2 and 3 bring in spellskite to stop prime time from gaining haste and double strike from their lands, duress or thoughtseize to fight their hand, and hard counters like negate and dispel for the pacts.
Infect: Easy matchup if you came prepared with forked bolt or electrolyze. If not, you should still be fine with lighting bolt and terminates. 1 for 1 removal and sweepers are the name of the game here alongside an early beater. NOTE: use your removal AFTER their combat step OR on YOUR turn. Don't play into their gameplan by giving their creatures more power/toughness, hex proof, unblockable, while countering your spells. If you got spellskite, bring it in. Infect has a tough time winning against it. Watch out for Twisted Image if you do bring it in though.
Scapeshift: Their plan is to get 7 lands into play ASAP, cast Scapeshift, grabbing 6 mountains and 1 Valakut, the Molten Pinnacle to deal 18 damage to you minimum. High Value target for counter magic is Scapeshift, but be cautious for counter magic of their own since they are a control/combo deck. G2-3 bring discard and extra counter magic while watching out for Obsitnate Baloth.
Bogles: Possibly one of our hardest matchups, G1 you have to have a lot of counter magic/discard with a clock to have a chance. Stop any life gain effects you see. Their creatures all have hex proof besides Kor Spiritdancer, so terminate and cut are pretty much useless. G2-3 is where we can fight back, Spellskite stops their creatures from being enchanted, Thoughtseize and Inquisition are preferred discard because we can take their 1 creature from their hand turn 1 and stop them dead, engineered explosives helps kill enchantments and creatures, and sacrifice outlets like tribute to hunger force them to kill their creature without their totem enchantments to save them. Watch out for Leyline of Sanctity!
WUR Control: A worse version of Grixis Control using white for path to exile, restoration angel, Celestial Colonnade, sometimes Kitchen Finks, and sometimes Geist of Saint Traft. Relatively easy matchup, you can tempo or grind them out as long as they don't resolve a Sphinx's Revelation or have snapcaster in play and flash in resto angel. G2-3 Hand disruption and hard counter magic is key to win.
Junk: Another difficult matchup, similar to jund but plays Siege Rhino, path to exile, and [/card]Lingering Souls[/card] instead of red. Lingering Souls is the reason why we normally lose this matchup, due to the lack of being traded 1 for 1, hard to counter since they can just flashback, and blocks our dudes effectively. Cards like Forked bolt, electrolyze, and engineered explosives are the answers to the Souls. Jace, Ashiok, and other payoff cards help the grind against Abzan. Blood Moon shuts them down if they don't play around it g2, although right now most abzan players know to play around it g2-3 by fetching up basics. Some have tried Ghost Quarter and Spreading Seas as new land based hate for the matchup.
3c. other decks
Lantern Control: Lantern control is a prison deck that uses either Ghirapur Aether Grid or mill as its win con. Yeah, let that soak in. Mill is their win con. So Thought scour on yourself may not be the best idea when using the card. You need to have snapcaster mage for this matchup post board if you want a chance to win. Ensnaring Bridge shuts down our creatures from attacking if they have less cards in hand than their power. The key here is artifact sweepers such as engineered explosives, Vandalblast, Shatterstorm, or Hurkyl's Recall, NOTE if you use recall on them, do it at their end step to force them to discard some of their cards and force them to slowly rebuild. Removal spells like terminate and cut are useless this match, so remove them. Thought seize, duress, and inquisition can be your friends, but watch out for leyline of sanctity if they do decide to run them.
More Matchups to Come...
4. Sideboard and options
Your sideboard should be adjusted towards your meta. If you know your meta ahead of time, find the cards that are most useful there.
6. Tips and Tricks you should know when playing the deck
6a. Delver + upkeep interactions
Delver’s trigger can act as a pseudo scry. If you don't like the top card during your upkeep, you can fetch, Thought Scour yourself, or Vendilion Clique yourself as just a few ways of interacting with the top of your deck. Also don't forget you can set up delver with Serum Visions
6b. Snapcaster + Kolaghan's Command
Value town. If a snap is in the yard, almost always choose to bring snap back, and depending on the match, force discard, shock, or shatter. Continue the chain for as long as you can and see your opponent’s hand get shredded
6c. Kolaghan's command vs spellskite
Spellskite CAN redirect both Shock and Shatter to it. Sometimes its best to force discard and shatter or reanimate and shatter rather that shock and shatter.
6d. Electrolyze and forked bolt vs spellskite
If you direct 1 point of damage to spellskite and the other to another target, spellskite cannot redirect the other point since he is already a target of the spell.
6e. serum visions and fetchland
Almost always fetch before casting visions. Dont want the cards you kept on top to get shuffled away!
Could be competitive a version without Snapcaster in your opinion?
Not grixis delver, but if you want to play a delver deck without snaps, you could try UR Undoing Delver (or iGrow) http://www.mtgsalvation.com/forums/the-game/modern/deck-creation-modern/625277-igrow-urx-undoing-delver the UR version runs abbot instead
...Now back on topic, thanks for the updated primer @Redvader, I am finally switching from jeskai to grixis this weekend since I'll be getting the last cards I was missing from the deck, and I hope to give some feedback on my experience with it
At an FNM level, it can be. At any level higher than that, it cannot. Snapcaster is an integral part of the deck, and functions the way it does thanks to him.
Here's my list, kind of tweaked off of Caleb D's list- put in Deprives as I feel a hard counter to anything helps a lot in more grindy games and the drawback isn't terrible in this deck as it can operate on two lands pretty well. I used to run a 2/2 split of Angler and Tas but found that I just like having a third Angler.
Thinking of trying the Rise/Fall MB in place of the Electrolyze
Good job Redvader !
Actually, I read this thread since 2 months or so but it is the first I post here and I play Grixis Delver since 4 months.
I will go to a local tournament the next week and I would like to know what are your thought on my list. Some decks of my LGS are Mono U Tron, Abzan Liege, Patriot Control, Burn, Junk or Bogles.
Here is my list :
By the way, I don't have enough money for a third SCM, a playset of Scalding Tarn or Blood Moon.
Let me know what you think about my 75.
i would try for a third SCM when you can! You should have 2 more bloodstaind mires if you are going without the tarns.not a fan of the strands to be honest. The mires at least is completely useful. You could just do 6 fetches too and just add the mires.
I don't have a problem with your list, though I would probably cut a pyromancer for another angular. With only 2 SCMs you can risk out with more delve.
Basic Edits:
-1 Gurmag angler for +! electrolyze
I saw a ton of affinity last week, having another one of these effects will be great, and is also useful against the GBx decks for the card draw game 1.
-2 Ghost Quarter for +2 Spreading Seas
I like Ghost Quarter last week, just didn't like giving them an untapped basic of their choice, here, they get an island, and I can draw a card off it too. This is new tech I am trying out to see its affects. I tested it online and the game i used it against Junk I won, so that helps.
6c. Kolaghan's command vs spellskite
Spellskite CAN redirect both Shock and Shatter to it. Sometimes its best to force discard and shatter or reanimate and shatter rather that shock and shatter.
6d. Electrolyze and forked bolt vs spellskite
If you direct 1 point of damage to spellskite and the other to another target, spellskite cannot redirect the other point since he is already a target of the spell.
What is the difference between the 6c and 6d? In case of shatter the Spellskite and shocks something else, how can the Spellskite redirect the shock? It is the target of the spell already.
What is the difference?
Kolaghan's command is different in the case that it mentions the word "target" for each mode, so spellskite can change individual targets there to it. Electrolyze and formed bolt only use target once, so you can point 1 point of damage at spellskite and at another creature of player, and since spellskite is already considered a target for that instance, it cannot redirect the other one as well.
As for new Jace, too slow for delver. In a control/twin deck sure he can be good, but here he is too slow. As a budget snap he's alright, but no real replacement for him in competitive matches
I am currently working on building my first modern deck and Grixis Delver looks like fun. I have about 2/3 of the cards so far (naturally, I'm missing the Snaps and Tarns--I'm concerned about not being able to get 4 Tarns, which explains the Mires) for the hypothetical list I'm building toward. I arrived at this list based on card availability locally, my limited knowledge of the card interactions, and comparing several different Grixis Delver lists I found online. Just wondering if the list looks like a reasonable choice for FNMs. (As much as the lands and Snaps will set me back, I don't think I can consider Blood Moons.)
Hello everyone, I am a player porting over from MonoUTron/Storm to sate my hunger for a tempo deck. I am currently investing in the pieces for this deck, but don't want to drop the full $200 for a playset of snappy's just yet. Is it possible to run more MD discard and Abbot of Keral Keep until I find the cash for Mr. Bolt-snap-bolt
Hello everyone, I am a player porting over from MonoUTron/Storm to sate my hunger for a tempo deck. I am currently investing in the pieces for this deck, but don't want to drop the full $200 for a playset of snappy's just yet. Is it possible to run more MD discard and Abbot of Keral Keep until I find the cash for Mr. Bolt-snap-bolt
In grindy match ups The snap/Kommand interaction is what keeps you afloat, not to mention how scary bolt snap bolt end of turn swing for two can be on an empty board, it's a lynchpin card of the deck
Basic Edits:
-1 Gurmag angler for +! electrolyze
I saw a ton of affinity last week, having another one of these effects will be great, and is also useful against the GBx decks for the card draw game 1.
-2 Ghost Quarter for +2 Spreading Seas
I like Ghost Quarter last week, just didn't like giving them an untapped basic of their choice, here, they get an island, and I can draw a card off it too. This is new tech I am trying out to see its affects. I tested it online and the game i used it against Junk I won, so that helps.
How do you like the two pyromancers? I found as a 1 of I was happy when he popped up but with two I'd always see both and found him less effective.
I like the spreading seas tech I'll have to try it out
I have done a small amount of play testing with options 1 + 2 so far. 3Ang/2Tas often led to problems of having two Angs in my opening hand, which I hated. I would usually have to wait a long time to power out the 2nd Ang. Even the 1st Ang was a bit annoying because I sometimes had to nuke my whole graveyard to get him out fast, and that left me no targets for K-Command or Snappy for a while.
2 Ang/2 Tasi was a lot safer because I almost never got two in my opening hand, but I often got 0 in my opening hand. If my delver dies, I really want a delve fatty to power out quickly and take over the game, and it sucked not having one.
I haven't tried the 2 Ang / 3 Tasi configuration yet. I know the drawback to this is you can't have 2 Tasis on your side due to the legend rule . . . but honestly, I almost think it's worth the risk because I feel Tasi is so much better than Ang. Not only can you usually power him out a turn faster due to the cheaper cc, but his ability allows you to easily grind out the win is long as you have a counterspell handy to protect him from removal. It's almost like playing a K-Command every turn. Tasi is always the delve fattie I want to see, not Angler.
I play 3 Tasigur 2 Angler for the same reason you mentioned in that it is easier to cast and alot of times you wouldnt play more than 1 fatty on the board to matter anyway. The agony of having to delve away an extra bolt to get an angler into play is not something I enjoy. I also prefer seeing tasigur mid/lategame as it enables card advantage so having 3 in my deck makes an opponent's path or terminate easier to swallow.
I personally hate playing more than 2 tasigur, having 2 in hand is equivalent to a dead card, same as drawing one when you already have one in play. I would rather have 2 tasigur and 3 gurmag if i were running 5 delve creatures, similar to the control list
Introduction to the deck
Grixis Delver is a midrange, aggro-control deck that utilizes the namesake card, Delver of Secrets as a 1 mana 3/2 flyer that we can protect and keep our opponent off balance with counter magic, kill spells, and other forms of disruption. With access to the new Delve spells, such as Tasigur, the Golden Fang and Gurmag Angler, Grixis has been given some of the greatest creatures available in the format that can rival or even beat up on Delver’s old nemesis, Tarmogoyf.
1a. History of the deck
Grixis Delver is the evolution of the deck after the bannings of January 19, 2015 which banned Treasure Cruise, Dig Through Time, and Birthing Pod. Delver at that point in time was well known as the boogeyman of the format along with Pod decks. After the bannings, Wizards gave delver players new toys to try out in the form of Tasigur, the Golden Fang and Gurmag Angler, cards that were unknown whether or not they would be strong in the format of turn 4 kills. After Pro Tour Fate Reforged, Tasigur proved to be the breakout card of the format, and only Patrick Chapin seemed to know how strong Gurmag Angler was in his version of Esper Delve. Grixis Delver players before this event built the deck based on three key cards: Delver of Secrets, Young Pyromancer, and Dark Confidant, however their list just didn't have the payoff cards necessary to be considered at least tier 2. After adding tasigur, Murderous Cut, and later Angler, Delver was a force to be reckoned with. The deck was widely played on MTGO and was considered the deck created by the people since there were no major modern events at the time, and the deck was tuned after hours and hours of testing. After Dragons of Tarkir, Wizards gave Delver another card that pushed it even further, and spawned another grixis deck out from it as well thanks to Kolaghan's Command, which allowed Delver players a much stronger version of Electrolyze that would also make Snapcaster Mage even more value based than before.
1b. current iteration of the deck
The current Grixis Delver deck, according to MTGSalvation, is considered to be a tier 2 deck, and currently the 10th most played deck in the format. Players have backed away from original staples such as Remand in favor of cheaper cards like Dispel. The deck can be used in multiple ways, allowing the pilot to choose and tune their deck to play however they want. More control based, one can add Cryptic Command and Creeping Tar Pit. Midrange? Add some Thoughtseize or Inquisition of Kozilek. Aggressive? Spell Pierce and Forked Bolt as cheaper interaction to help you curve out faster.
1c. Why should YOU play the deck
Delver rewards tight plays and punishes bad ones, forcing the pilot to think carefully about their sequencing and how they interact with their opponent. You should play the deck if you like playing an aggressive deck that can shift gears if necessary and you want to have the time of your life combining the value of Snapcaster Mage and Kommand.
2. Components of the deck
This section focuses on the pieces that are played in the deck, which ones are needed in the deck, which ones can be altered on numbers, and which ones can be put into flex spots.
2a. The untouchables
Like the title, every Grixis Delver deck should include these cards in this number.
4 Snapcaster Mage
4 Lightning Bolt
4 Thought Scour
4 Serum Visions
2b. The Tweakables
These are cards that should see play in some number in the deck, but the number is up to you for if you want to alter them. They do not have to be in there, but they are recommended.
2c. Flex spots
2d. Budget options
2e. Lands
The manabase from this deck ranges from 18-19 lands. Lands normally include 8 fetches that can fetch for basic island while also being able to fetch for mountain and swamps. the cards one should play first if available is Scalding Tarn and Polluted Delta. If you want to have more fetches than that, you can use 1-2 Bloodstained Mire.
4 Shocks are normally used as well, 2 Steam Vents, 1 Watery Grave, and 1 Blood Crypt which give you options on what to fetch for in the early or late turns. If your opening hand has 1 fetch land, it is normally best to grab a Steam Vents in the first few turns since that is what most colors of the deck consists of. Fetch for a Watery Grave if your opening hand has more black mana necessary than red. Players have also found fetching a basic in tandem with their shock land helps ease the pain from fetching. For example: Fetch for Steam Vents and Swamp or fetch for Watery Grave and Mountain in the early turns to turn on almost all spells in the deck for a smaller amount of life than fetching for 2 shock lands.
Decks sometimes range from 4-5 basic lands in the deck. Most current versions of the deck run 2 island, 1 mountain, and 1 swamp, but some add another island when they lean more heavily upon Blood Moon as hate for junk, jund, bloom titan, and Tron decks.
The rest of the spots for the manabase is dependent on what you already use for the rest of the lands. 1 Darkslick Shores is mostly used since it allows one to have open both blue and black mana in the first few turns of the game without causing any damage to oneself. It also allows you to tap blue sources under a Choke situation, which is also a plus.
Sulfur Falls is the best UR land that doesn't deal damage when entering untapped. While it would be better to have a Darkslick Shores version of UR, it still allows you to have a dual color land enter untapped if you control at least an island or a mountain, and also untaps under Choke. We are soon receiving a UR man land from the BFZ block, so that may be a replacement for Sulfur Falls when it arrives, but we will have to wait and see.
3. Matchups
Here, one can find basic strategies against some of the more played decks of the format.
3a. tier 1
Burn: Game one is always tough, try to counter however much you can and fetch basics when necessary to slow down the bleeding. Landing a delve creature is the best road block and chance you have winning game 1. Games 2 and 3 bring in any lifegain effects you got such as Vampiric Link and disruption like Spellskite and Dispel. Delve creatures are the key to winning.
Twin: Tempo is the name of the game here. Land an early threat, protect it as much as possible and burn your opponent out game one. Watch out for end of turn Deceiver Exarch into Splinter Twin. Game 2 and 3 Twin normally sides out the combo and plays like a bad control deck. Discard effects are best brought in here if you got any. Spellskite is awesome here since it does double duty, protecting your creatures while protecting you from the twin combo.
Jund: Get ready for a grind. Spell Pierce will be your best friend in the early game, slamming turn 1 delver or turn 2 delve creature or turn 2 pyro with spell pierce to protect turn 3 from Lilliana of the Veil. Snap + Kommand to help you fight through the grind. Trade 1 for 1 if necessary, but try to burn them out as soon as possible. Game 2 and 3 is even more grindy, bring in Engineered Explosives as a method of dealing with Choke. Spot removal is a premium this matchup alongside any other value cards you have.
Merfolk: They will come out of the gates as fast as possible, so your job is to use your bolts and Terminates to kill as you see them. Kommand away creatures and their Aether Vial so your counter magic can assist game one. Game 2 and 3, dont rely on counter magic too much since they are likely to have Aether vial turn 1, so bring in spot removal and artifact removal.
Grixis Control: Similar to twin, but without the worry of the turn 4 combo, just more removal. Similar plan of tempo, play early threat, counter spells, attack and burn out for win. Game 2 and 3 will be grindy just like against jund, but discard effects are strong since it helps against counter magic and sweepers they are likely to bring in.
Affinity: The fastest deck to play to the board, Forked Bolt effects are the key to winning this matchup alongside Spell Snare since it can counter their major win conditions like Arcbound Ravager, Cranial Plating, Steel Overseer and from origins, Hangarback Walker. Game 2 and 3 bring in any removal, Spellskite, and Hurkyl's Recall if you have it since it can deal with Etched Champion, ravager counters, overseer counters, and thopter tokens. Favorable matchup if you play it right.
3b. tier 2
Mirror: Possibly my favorite match, it will be a grindy game. Whoever is on the play will likely be the aggressor while the person on the draw is the controller. Take your time, use your removal wisely, and try to get value plays out while your opponent is tapped out or you know the coast is clear through Probe. Game 2 and 3, play similar to g1. If on the play, get aggressive with your sideboard, add in removal and cheap disruption. On the draw, add payoff cards if you have them like Ashiok, Nightmare Weaver, Jace, Architect of Thought, etc.
Tron: Like the famous Hedgehog said, “Gotta go fast!”, this is your strategy all 3 games. They will win if you cannot kill them fast since they have the largest spells in the format. Games 2 and 3 Thoughseize is the best card to have, don't try to Snap Kommand here, focus on Snap bolt to kill fast.
Zoo: Zoo comes in 2 variants most of the time, Naya Zoo and Domain Zoo which uses all 5 colors of mana. This is a hyper aggressive deck with big beaters, so spot removal here is best. You are the control player here, so answer 1 for 1 or attempt to get some 2 for 1s with Kommand and Snapcaster mage, but watch out for Loxodon Smiter in your opponent's hand if you choose to force discard. Payoff cards like Jace and Ashiok can be used to help stop the bleeding and find you more creatures/removal spells with their - abilities.
Ad Nauseam: This is a spell based combo deck, where your tempo roll will determine the match. Play a early creature as fast as you can, disrupting their mana rocks and spells as you can, and race them to win game 1. Their combo works like this: 1. Angel's Grace + Ad Nauseam + Lightning Storm. They prevent loss for the turn, draw their entire deck from Nauseam, then discard enough cards for lethal to lightning storm. 2. Phyrexian Unlike instead of angels grace for same effect as 1. Spoils of the Vault can replace Ad Nauseum as well. Bring in discard effects and hard counter magic, and be prepared for Pact of Negation, Pure Intentions, and Leyline of Sanctity.
Collected Abzan: They have 2 options in fighting you, and you have to determine it as fast and early as you can. Plan A: Kitchen Finks or Murderous Redcap + Sacrifice outlet (normally Viscera Seer)+ an effect to remove -1/-1 counters (Anafenza, kin-tree spirit or Melira, Sylvok Outcast) to gain an infinite amount of life or deal infinite damage while scrying the card they want to the top of their library. Plan B: Grind you out with Eternal Witness and Restoration Angel effects. Spot removal and sweepers like pyroclasm and Rough // tumble are all stars post board, but with spot removal watch out for spellskite.
Elves: Similar plan for fighting elves as Collected Abzan, spot removal and sweepers if you got them. High Value targets: Ezuri, Renegade Leader, Heritage Druid, and Elvish Archdruid.
Amulet Bloom: Extremely Explosive deck using Primeval Titan or Hive Mind as their win cons. Kill Prime time on sight, saving counter magic IF ABLE to stop Hive mind or pact of negation. Game 2 and 3 bring in spellskite to stop prime time from gaining haste and double strike from their lands, duress or thoughtseize to fight their hand, and hard counters like negate and dispel for the pacts.
Infect: Easy matchup if you came prepared with forked bolt or electrolyze. If not, you should still be fine with lighting bolt and terminates. 1 for 1 removal and sweepers are the name of the game here alongside an early beater. NOTE: use your removal AFTER their combat step OR on YOUR turn. Don't play into their gameplan by giving their creatures more power/toughness, hex proof, unblockable, while countering your spells. If you got spellskite, bring it in. Infect has a tough time winning against it. Watch out for Twisted Image if you do bring it in though.
Scapeshift: Their plan is to get 7 lands into play ASAP, cast Scapeshift, grabbing 6 mountains and 1 Valakut, the Molten Pinnacle to deal 18 damage to you minimum. High Value target for counter magic is Scapeshift, but be cautious for counter magic of their own since they are a control/combo deck. G2-3 bring discard and extra counter magic while watching out for Obsitnate Baloth.
Bogles: Possibly one of our hardest matchups, G1 you have to have a lot of counter magic/discard with a clock to have a chance. Stop any life gain effects you see. Their creatures all have hex proof besides Kor Spiritdancer, so terminate and cut are pretty much useless. G2-3 is where we can fight back, Spellskite stops their creatures from being enchanted, Thoughtseize and Inquisition are preferred discard because we can take their 1 creature from their hand turn 1 and stop them dead, engineered explosives helps kill enchantments and creatures, and sacrifice outlets like tribute to hunger force them to kill their creature without their totem enchantments to save them. Watch out for Leyline of Sanctity!
WUR Control: A worse version of Grixis Control using white for path to exile, restoration angel, Celestial Colonnade, sometimes Kitchen Finks, and sometimes Geist of Saint Traft. Relatively easy matchup, you can tempo or grind them out as long as they don't resolve a Sphinx's Revelation or have snapcaster in play and flash in resto angel. G2-3 Hand disruption and hard counter magic is key to win.
Junk: Another difficult matchup, similar to jund but plays Siege Rhino, path to exile, and [/card]Lingering Souls[/card] instead of red. Lingering Souls is the reason why we normally lose this matchup, due to the lack of being traded 1 for 1, hard to counter since they can just flashback, and blocks our dudes effectively. Cards like Forked bolt, electrolyze, and engineered explosives are the answers to the Souls. Jace, Ashiok, and other payoff cards help the grind against Abzan. Blood Moon shuts them down if they don't play around it g2, although right now most abzan players know to play around it g2-3 by fetching up basics. Some have tried Ghost Quarter and Spreading Seas as new land based hate for the matchup.
3c. other decks
Lantern Control: Lantern control is a prison deck that uses either Ghirapur Aether Grid or mill as its win con. Yeah, let that soak in. Mill is their win con. So Thought scour on yourself may not be the best idea when using the card. You need to have snapcaster mage for this matchup post board if you want a chance to win. Ensnaring Bridge shuts down our creatures from attacking if they have less cards in hand than their power. The key here is artifact sweepers such as engineered explosives, Vandalblast, Shatterstorm, or Hurkyl's Recall, NOTE if you use recall on them, do it at their end step to force them to discard some of their cards and force them to slowly rebuild. Removal spells like terminate and cut are useless this match, so remove them. Thought seize, duress, and inquisition can be your friends, but watch out for leyline of sanctity if they do decide to run them.
More Matchups to Come...
4. Sideboard and options
Your sideboard should be adjusted towards your meta. If you know your meta ahead of time, find the cards that are most useful there.
4a. Common Sideboard options
4a1. Vs Aggro
4a2. Vs Combo
4a3. Vs Midrange
4a4. Vs Control
5. Professional players' input on the deck
5a. CalebD
http://www.channelfireball.com/videos/channel-calebd-modern-grixis-delver-2/
http://www.channelfireball.com/videos/channel-calebd-modern-grixis-delver-in-a-modern-fest-prelim/
http://www.channelfireball.com/articles/more-origins-spoilers-and-a-delver-update/
https://www.youtube.com/watch?v=qEl8rIbUZaA
http://www.starcitygames.com/article/31289_Grixis-In-Modern.html
6. Tips and Tricks you should know when playing the deck
6a. Delver + upkeep interactions
Delver’s trigger can act as a pseudo scry. If you don't like the top card during your upkeep, you can fetch, Thought Scour yourself, or Vendilion Clique yourself as just a few ways of interacting with the top of your deck. Also don't forget you can set up delver with Serum Visions
6b. Snapcaster + Kolaghan's Command
Value town. If a snap is in the yard, almost always choose to bring snap back, and depending on the match, force discard, shock, or shatter. Continue the chain for as long as you can and see your opponent’s hand get shredded
6c. Kolaghan's command vs spellskite
Spellskite CAN redirect both Shock and Shatter to it. Sometimes its best to force discard and shatter or reanimate and shatter rather that shock and shatter.
6d. Electrolyze and forked bolt vs spellskite
If you direct 1 point of damage to spellskite and the other to another target, spellskite cannot redirect the other point since he is already a target of the spell.
6e. serum visions and fetchland
Almost always fetch before casting visions. Dont want the cards you kept on top to get shuffled away!
http://www.mtgsalvation.com/forums/the-game/modern/tier-2-modern/598510-grixis-delver
On my tombstone, please write "Now his body fuels the Treasure Cruise"
Or you could Kommand him back...
Check out my Youtube Page for online Magic Content!
https://www.youtube.com/channel/UCcq-a5rTSNclFCS2o4_lVFw
Modern:
BURGrixis DelverRUB
URUR DelverRU
URBlue MoonRU
RIPURUR TwinRURIP
Legacy:
URBGrixis DelverBRU
RUBGrixis PyromancerRUB
Commander:
URMelek, Izzet ParagonRU
URBJeleva, Nephalia's ScourgeRUB
LegacyUBRDelverRBU
Against bogles i would bring in discard effects like thoughtseize, duress, and inquisition of kozilek. Spellskite is the best card in the matchup since it screws over any new enchantments that come into play. Self-Inflicted Wound is another good piece of hate that also goes to the face.
Against tron I don't like inquisition, since it doesn't hit any of their big spells like mindslaver or cryptic Command. I like thoughtseize, duress, Ghost Quarter, and surgical Extraction as ways of dealing with their combo pieces. Shatter effects are pretty good here as well.
Against abzan in general, junk or liege, spot removal is key. Deathmark, Terminate, Go for the Throat, and dismember[/card. Against liege, I recommend forked bolt effects, izzet staticaster, and sweepers like engineered explosives and rough // tumble
Against control focus on discard effects and cheap counter magic like dispel, you are favored this match.
On my tombstone, please write "Now his body fuels the Treasure Cruise"
Or you could Kommand him back...
Check out my Youtube Page for online Magic Content!
https://www.youtube.com/channel/UCcq-a5rTSNclFCS2o4_lVFw
Modern:
BURGrixis DelverRUB
URUR DelverRU
URBlue MoonRU
RIPURUR TwinRURIP
Legacy:
URBGrixis DelverBRU
RUBGrixis PyromancerRUB
Commander:
URMelek, Izzet ParagonRU
URBJeleva, Nephalia's ScourgeRUB
...Now back on topic, thanks for the updated primer @Redvader, I am finally switching from jeskai to grixis this weekend since I'll be getting the last cards I was missing from the deck, and I hope to give some feedback on my experience with it
Flipping Delvers since 2011
MY DECKS
Modern: UR Izzet Delver
Pauper: U Delver Faeries | R Red Burn | GInfect
Commander: WB Athreos, God of Passage | UR Keranos Spellslinger | GWU Derevi, Tempo Tactician | BGU Tasigur, the Golden Fang | RW Feather, the Redeemed
On my tombstone, please write "Now his body fuels the Treasure Cruise"
Or you could Kommand him back...
Check out my Youtube Page for online Magic Content!
https://www.youtube.com/channel/UCcq-a5rTSNclFCS2o4_lVFw
Modern:
BURGrixis DelverRUB
URUR DelverRU
URBlue MoonRU
RIPURUR TwinRURIP
Legacy:
URBGrixis DelverBRU
RUBGrixis PyromancerRUB
Commander:
URMelek, Izzet ParagonRU
URBJeleva, Nephalia's ScourgeRUB
Thinking of trying the Rise/Fall MB in place of the Electrolyze
1x Blood Crypt
2x Bloodstained Mire
1x Darkslick Shores
2x Island
1x Mountain
4x Polluted Delta
4x Scalding Tarn
2x Steam Vents
1x Swamp
1x Watery Grave
Creatures (14)
4x Delver of Secrets
3x Gurmag Angler
4x Snapcaster Mage
2x Tasigur, the Golden Fang
1x Young Pyromancer
1x Forked Bolt
2x Gitaxian Probe
4x Serum Visions
3x Deprive
1x Dispel
1x Electrolyze
2x Kolaghan's Command
4x Lightning Bolt
1x Murderous Cut
1x Spell Pierce
3x Terminate
4x Thought Scour
1x Countersquall
2x Dispel
1x Dreadbore
1x Duress
1x Engineered Explosives
1x Ghost Quarter
1x Grim Lavamancer
1x Hurkyl's Recall
1x Rakdos Charm
1x Rise // Fall
1x Spellskite
1x Surgical Extraction
2x Thoughtseize
i would try for a third SCM when you can! You should have 2 more bloodstaind mires if you are going without the tarns.not a fan of the strands to be honest. The mires at least is completely useful. You could just do 6 fetches too and just add the mires.
I don't have a problem with your list, though I would probably cut a pyromancer for another angular. With only 2 SCMs you can risk out with more delve.
4 Delver of Secrets
2 Gurmag Angler
4 Snapcaster Mage
2 Tasigur, the Golden Fang
2 Young Pyromancer
Instants 20
1 Electrolyze
2 Kolaghan's Command
4 Lightning Bolt
2 Mana Leak
1 Murderous Cut
2 Spell Pierce
2 Spell Snare
2 Terminate
4 Thought Scour
1 Blood Crypt
4 Bloodstained Mire
1 Darkslick Shores
2 Island
1 Mountain
4 Polluted Delta
2 Steam Vents
1 Sulfur Falls
1 Swamp
1 Watery Grave
Sorceries 8
1 Forked Bolt
3 Gitaxian Probe
4 Serum Visions
1 Engineered Explosives
1 Spellskite
2 Spreading Seas
2 Vampiric Link
1 Dismember
2 Dispel
1 Hurkyl's Recall
1 Negate
1 Surgical Extraction
1 Deathmark
1 Forked Bolt
1 Rough // Tumble
Basic Edits:
-1 Gurmag angler for +! electrolyze
I saw a ton of affinity last week, having another one of these effects will be great, and is also useful against the GBx decks for the card draw game 1.
-2 Ghost Quarter for +2 Spreading Seas
I like Ghost Quarter last week, just didn't like giving them an untapped basic of their choice, here, they get an island, and I can draw a card off it too. This is new tech I am trying out to see its affects. I tested it online and the game i used it against Junk I won, so that helps.
On my tombstone, please write "Now his body fuels the Treasure Cruise"
Or you could Kommand him back...
Check out my Youtube Page for online Magic Content!
https://www.youtube.com/channel/UCcq-a5rTSNclFCS2o4_lVFw
Modern:
BURGrixis DelverRUB
URUR DelverRU
URBlue MoonRU
RIPURUR TwinRURIP
Legacy:
URBGrixis DelverBRU
RUBGrixis PyromancerRUB
Commander:
URMelek, Izzet ParagonRU
URBJeleva, Nephalia's ScourgeRUB
What is the difference between the 6c and 6d? In case of shatter the Spellskite and shocks something else, how can the Spellskite redirect the shock? It is the target of the spell already.
What is the difference?
What are your opinions about the new Jace?
I have only 3 SCM, so I am considering to put him in the deck as the fourth SCM...
As for new Jace, too slow for delver. In a control/twin deck sure he can be good, but here he is too slow. As a budget snap he's alright, but no real replacement for him in competitive matches
On my tombstone, please write "Now his body fuels the Treasure Cruise"
Or you could Kommand him back...
Check out my Youtube Page for online Magic Content!
https://www.youtube.com/channel/UCcq-a5rTSNclFCS2o4_lVFw
Modern:
BURGrixis DelverRUB
URUR DelverRU
URBlue MoonRU
RIPURUR TwinRURIP
Legacy:
URBGrixis DelverBRU
RUBGrixis PyromancerRUB
Commander:
URMelek, Izzet ParagonRU
URBJeleva, Nephalia's ScourgeRUB
1 Blood Crypt
2 Bloodstained Mire
1 Darkslick Shores
3 Island
1 Mountain
4 Polluted Delta
2 Scalding Tarn
2 Steam Vents
1 Sulfur Falls
1 Swamp
1 Watery Grave
// Creatures
4 Delver of Secrets
2 Gurmag Angler
4 Snapcaster Mage
2 Tasigur, the Golden Fang
3 Young Pyromancer
1 Forked Bolt
3 Gitaxian Probe
1 Go for the Throat
2 Kolaghan's Command
4 Lightning Bolt
2 Mana Leak
1 Remand
4 Serum Visions
1 Spell Pierce
2 Spell Snare
1 Terminate
4 Thought Scour
2 Dispel
1 Dreadbore
1 Flashfreeze
1 Izzet Staticaster
1 Magma Spray
1 Negate
1 Rakdos Charm
1 Terminate
3 Thoughtseize
2 Vampiric Link
1 Vandalblast
In grindy match ups The snap/Kommand interaction is what keeps you afloat, not to mention how scary bolt snap bolt end of turn swing for two can be on an empty board, it's a lynchpin card of the deck
How do you like the two pyromancers? I found as a 1 of I was happy when he popped up but with two I'd always see both and found him less effective.
I like the spreading seas tech I'll have to try it out
3 Angler/ 2 Tasigur
vs.
2 Angler/ 2 Tasigur
vs.
2 Angler/ 3 Tasigur?
I have done a small amount of play testing with options 1 + 2 so far. 3Ang/2Tas often led to problems of having two Angs in my opening hand, which I hated. I would usually have to wait a long time to power out the 2nd Ang. Even the 1st Ang was a bit annoying because I sometimes had to nuke my whole graveyard to get him out fast, and that left me no targets for K-Command or Snappy for a while.
2 Ang/2 Tasi was a lot safer because I almost never got two in my opening hand, but I often got 0 in my opening hand. If my delver dies, I really want a delve fatty to power out quickly and take over the game, and it sucked not having one.
I haven't tried the 2 Ang / 3 Tasi configuration yet. I know the drawback to this is you can't have 2 Tasis on your side due to the legend rule . . . but honestly, I almost think it's worth the risk because I feel Tasi is so much better than Ang. Not only can you usually power him out a turn faster due to the cheaper cc, but his ability allows you to easily grind out the win is long as you have a counterspell handy to protect him from removal. It's almost like playing a K-Command every turn. Tasi is always the delve fattie I want to see, not Angler.
Thoughts?
On my tombstone, please write "Now his body fuels the Treasure Cruise"
Or you could Kommand him back...
Check out my Youtube Page for online Magic Content!
https://www.youtube.com/channel/UCcq-a5rTSNclFCS2o4_lVFw
Modern:
BURGrixis DelverRUB
URUR DelverRU
URBlue MoonRU
RIPURUR TwinRURIP
Legacy:
URBGrixis DelverBRU
RUBGrixis PyromancerRUB
Commander:
URMelek, Izzet ParagonRU
URBJeleva, Nephalia's ScourgeRUB