I have tested this deck out to some extent, and can honestly say that it plays great. The only thing I am curious about is whether or not I should try yako's build, which requires Lingering Spirits, or should I try to run the full build that Bone posted?
I will say that Runechanter's Pike is a godsend in this deck. Since we play mostly Instants and Sorceries, RP seems to boost the deck's overall power. I am also considering taking 2 Intangible Virtues for 2 Honor of the Pure, but that depends on which build has better results.
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That is actually a good suggestion. When doing my playtesting, I found that people are hesitant to deal with Doomed Traveler because of the Spirit Token. In fact, unless I block with him, he sits there for most games.
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That is actually a good suggestion. When doing my playtesting, I found that people are hesitant to deal with Doomed Traveler because of the Spirit Token. In fact, unless I block with him, he sits there for most games.
You also aren't running Honor, which is part of what makes Traveler do so much work.
The point of the 1 swamp and evolving wilds is for the lingering souls buyback effect the wilds to search out if need please leave feedback thanks guys
Just some questions,
1.) Is it possible to up your Moorland Haunt into 3? If yes, what card do you think you can cut to include it?
2.) What is the optimal number of lands for this deck if there are 3 Moorland Haunt?
3.) If you have both sets of Seachrome Coast and Glacial Fortress. Also 3 Moorland Haunt in your manabase. What do you think is the optimal number split of Plains and Islands?
This is the most current version of my variant. I have had little time to test it, but I went off of some of the suggestions I have read, both towards my variant and all others, and then built a sideboard for the top decks in the current meta. I am also taking into account the end results of the Pro Tour, and I am almost positive that there are going to be more Miracle decks popping up.
First, and probably the most noticeable besides the inclusion of my sideboard, is the Sever the Bloodline is my SB. With the splash of Black in Main for Lingering Souls, I figured I could squeeze one silver bullet into my SB for other token decks. I may bump this card up to 2 if I feel it has improved the deck post-siding, but I have not yet tested it.
Next up is a main deck change. I removed a Plains for another Oblivion Ring. 22 Land was a bit much, and I would always draw one when I did not need it. I removed a Plains because I already had plenty of White in the Mana Base for what I needed. I needed more removal against Naya-Pod, and chose to take another Oblivion Ring because it is an answer to the bigger problem: Birthing Pod.
Other changes are minimal, and really have not affected the overall synergy of the deck. Runechanter's Pike is a great card, but it does not always stay in main. I have sided it out a few times for my Purges against Zombies and Vampires. Other times, I take out Gitaxian Probes for my counterspells or removal. I will post an actual list of what I side out and in against each of the top decks later on.
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I'm amazed you're running Moorland Haunt in a deck with only 8 creatures. If someone DoJ's you once, you're in trouble, and even if you manage to start getting creature tokens out, if they have another one in their hand, you're history.
I'm amazed you're running Moorland Haunt in a deck with only 8 creatures. If someone DoJ's you once, you're in trouble, and even if you manage to start getting creature tokens out, if they have another one in their hand, you're history.
That is why the counterspells are there. And the thing about Moorland Haunt is that even though I only run 8 creature spells, if one dies, I have no way to return it, so it is better off being removed to get me a 1/1 Flyer, rather than just sit in the grave. There are only 2 Moorland Haunts in the deck, so its not that big of a deal if I don't draw them.
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First and foremost, I am shocked that my local card shops lacked Dungeon Geists. Normally they have at least 12 in stock, but today they only had one. Because of that, I was unable to build a solid SB, and had to use Corrosive Gales, which I never sided in.
Secondly, I will explain my future changes that a pro player suggested to me. But before that, on to the match pairings and results. I will not go into great details, due to time restraints and several other factors.
Vs. U/G Defiant Infection
I will admit I underestimated this in game one. Match lasted 3 turns, with him leading with Glistener Elf. I played my land, cast Ponder, placed a Delver into my hand followed by a land and Vapor. He draws, plays a forest, casts Livewire, hits me for on, and passes. I draw my land, cast Delver, and pass my turn. He draws, plays an Island, equips Livewire, casts Vapor Snags my Delver, and then swings. Before damage, he casts 3 Mutagenic Growths. I was stunned.
I won Game two with two flipped Delvers picking him apart, and my realization that Divine Offerings can hit Ichorclaw Myr. I felt like an idiot.
Game 3 he won in a similar fashion as the first, just two turns later.
1-2 0-1
Vs. U/B Control
I will not go into great detail since the deck my opponent was using was sub-par at best. First game was two Delvers taking him apart, and the second was 4 Intangible Virtues and 1 Spirit.
3-2/1-1
Vs. B/G Infection
First game was bad for me. Had to muligan to 5 to get a hand that had less than 4 lands and a T1 play. He won thanks to a Phyrexian Crusader.
Second game I won thanks to Delver flipping on T2, followed by enough counterspells to ensure an easy victory. Game 3 was lost when Skithiryx, the Blight Dragon landed on T3 thanks to 2 Birds being down. There was no answer in my hand, and with Wolf's Run down, I knew it was a lost cause.
4-4/1-2
Vs. Mono White Humans
Game One I was outpaced from the beginning. Champion of the Parish T1, Loyal Cathar T2, Elite Inquisitor T3, and Honor T4. I had drawn little that could help me out. Bad part was, I had nothing to use in my SB against the deck, besides Oblivion Rings and enchantment hate.
Game 2 lasted longer, with me knocking him down to about 9 health with a Delver and a bunch of Spirits. He casts hits me with one of 2 Champions and passes. I draw Intangible Virtue, and smiled because I could now attack and defend. I cast it, and attack with everything. He casts 4 Righteous Blows, wiping my board. I pass, he casts Gather the Townsfolk, and swings for the win.
4-6/1-3
Vs. B/R Vampires
Game one was easy to win. I drew two Delvers in my opening hand with a Ponder, 2 Islands, a Gitaxian Probe, and a Moorland Haunt. I cast Delvers T1 and T2, Ponder on T2 to get a plains and placing a Lingering Souls on top. He casts Faithless Looting and passes. I reveal, flip Delvers, and then chip away at his life. He casts a Blademaster and swings, only to be met by a 1/1 Spirit Token. He conceded shortly after that.
Game two was a bit more fun. I drew Lingering Souls, Plains, Swamp, Runechanter's Pike Glacial Fortress, Ponder, and Vapor Snag. I end up playing only a single Island all game, but used Lingering Souls and Runechanter's Pike in combination with several other cards I drew. In the end, he could not keep up.
6-6/2-3
All in all, the numbers of total wins and total losses shows me that I need more practice with it. Yes, I can blame the deck all night, but in the end it was my own inexperience and lack of playtesting that lead to my losses. Anyways, as I stated earlier, a person who goes to tournaments and gets in the top 16 often made a few suggestions to better improve this variant.
-1 Island
-1 Intangible Virtue
+1 Swamp
+1 Dungeon Geist (remove from SB to Main)
+1 Sever the Bloodline(to SB)
He made very clear points on the above changes. First of all, Lingering Souls' flashback is a huge reason to play it at all. Even though you can argue that I use 5 "swamps" with Evolving Wilds, it still does not stop the fact that I still only run 1 swamp, and if multiple Lingering Souls are in the grave, 1 swamp won't cut it.
Main boarding a Dungeon Geist gives us better control over the game as it grows later into the match. It can also stop some rather annoying creatures at that.
Now, the guy saw Sever the Bloodlines in my SB and laughed. He told me I should add another to the SB to ensure I draw it in crucial matches, and that the added swamp allows me to use the flashback if it gets that late into a game.
So, all in all, that is the end result of my first true playtesting.
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Your O-rings should stay. Virtues are fine as a 2-of, but there are a few things to change.
1. Lose the Reaver, he is far too expensive. Go with Dungeon Geist instead. Much faster, better control, easier to cast.
2. Gitaxian Probe is, as I have learned, a rather poor card as a 4-of. Drop 2, add in 2 Moorland Haunts. You have plenty of creatures for it.
Anyways, I have to ask, what is everyone's opinion on Dissipate? I removed one Captain to try it out. The owner of my LCS used to play in the Grand Prix that they hold in my area suggested that I try that. He then suggested I get another Dungeon Geist to run 3 in Main for added control.
He and Matt, the Pro Tour player, both laughed at my Sever the Bloodlines in my SB. We played a few games, him using Mage-blade. He asked, after my 3rd loss, why I thought I was losing so much. I told him that I lost because I couldn't do anything, and he kinda chuckled. He told me that my Variant was unfocused. I was running two decks in one, and it fell apart easily. So, I am rework the deck. Will post an update later on.
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Hey guys after messing around with my earlier build, I can confidently say that Geist of Saint Traft tests AMAZINGLY well in this deck. Captain + Geist are a match made in heaven. Seriously.
-2 Fiend Hunter
+2 Geist of Saint Traft
This simple change has skyrocketed my W's and the strength of the deck tenfold.
Edit: And to be perfectly honest, Moorland Haunt has been nothing but dead for me, and when I draw it I am partially disappointed. Rarely do I have any actual creatures hit the graveyard. And if I do, there are much more important things this deck runs to spend mana on than a single token.
if i could afford GoST then I totally would pop that in there.
contemplating Angelic Wall too... opinions?
GoST makes all the difference. And honestly, Angelic Wall has proven to be a great SB card against fellow spirit decks, it just stops their delver in it's tracks.
For the deck, it's a bit expensive in terms of being a 5 MC because this deck has things up and running by turn 3, so if I drew into monk, it'd just slow down the game for me. It's the same reason I don't run reaver(s). And I just don't think I could ever fit her in as the deck is really tight as is. Vigilance is awesome, but she would have to have flying to win me over.
Only 19 lands? Will test if 19 lands will be stable enough for this kind of deck.
I'm having a difficult time with the land count. If I set the lands to 21 there is a tendency to draw multiple lands at times where I want spells.
If I set the land count to 20 or less, at times I get 1 or no lands at all in my opening hand. Mulliganing to 6 is ok but sometimes mulligan to 5 or less is a death knell for this deck.
I don't get it, my Delver of secrets won't flip to the wanted 3/2 flyer as consistent as i would like it to. I play more than 20 instants and sorceries, why is Delver of secrets good in this deck?
First of all, a decklist would be nice. Secondly, it is the synergy between the two that make Delver great.
On to the Favorable Winds discussion. I am actually a bit curious on this as well, since it boosts all things with Flying, and not just tokens or White cards. In fact, it might be best to run a 2-2 split with them, or a 2-1 split depending. I will test it out on Friday and post my results. I will also be keeping track of plays, rather than going on memory, so that any mistakes can be pointed out clearly. Learning from another person's mistakes is better than making them yourself.
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favorable winds makes delver/lingering souls pretty nice. to pump delver but take away vigiliance from I.Virtue is a decent trade in my testing. also means turn 2 4/3 flyer sometimes
Yes, Favorable Winds is nice in that it hits all "creatures" in the deck, which is more than any of the other anthem effects we currently run. I am definitely trying it as a 2-1 split, meaning 2 Winds 1 Virtue.
Also, I am contemplating putting Mental Misstep into my SB for decks that run Gut Shot, Shock, Pillar of Flames, Tragic Slip, and any other 1-drop removal. Also can shut down Humans rather effectively.
Gh@st, I will warn you now, running 8 Enchantments ruins your chances to flip Delver consistently. Cut 2 Winds, and bump Snag and Leak up to 4 each. Also, Doomed Traveler is not a good card without Honor of the Pure to pump it. If you insist on running him, remove the Virtues for Honors, otherwise they will sit there for a while. Aside from that, I am concerned that 18 lands is too few. 19 is understandable, but 18 is pushing your luck.
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1x Negate
4x Mana Leak
3x Vapor Snag
4x Midnight Haunting
2x Righteous Blow
1x Vanishment
4x Ponder
3x Gitaxian Probe
6x Island
6x Plains
4x Glacial Fortress
2x Evolving Wilds
2x Moorland Haunt
2x Mindshrieker
4x Doomed Traveler
4x Delver of Secrets Flip
4x Drogskol Captain
2x Angelic Wall
3x Celestial Purge
4x Feeling of Dread
2x Faith's Shield
4 Glacial Fortress
2 Moorland Haunt
4 Evolving Wilds
6 Plains
6 Island
4 Delver of Secrets
4 Doomed Traveler
4 Drogskol Captain
Enchants
4 Intangible Virtue
2 Oblivion Ring
4 Ponder
3 Gitaxian Probe
Instants
4 Midnight Haunting
3 Vapor Snag
3 Mana Leak
3 Runechanter's Pike
I have tested this deck out to some extent, and can honestly say that it plays great. The only thing I am curious about is whether or not I should try yako's build, which requires Lingering Spirits, or should I try to run the full build that Bone posted?
I will say that Runechanter's Pike is a godsend in this deck. Since we play mostly Instants and Sorceries, RP seems to boost the deck's overall power. I am also considering taking 2 Intangible Virtues for 2 Honor of the Pure, but that depends on which build has better results.
Currently Running:
Nothing, I have just gotten back after a long hiatus, and am just now starting to rebuild my collection.
Currently Running:
Nothing, I have just gotten back after a long hiatus, and am just now starting to rebuild my collection.
4 Glacial Fortress
4 Cavern of Souls
2 Moorland Haunt
6 Plains
6 Island
Creatures
4 Delver of Secrets
3 Doomed Traveler
3 Drogskol Captain
2 Geist of Saint Traft
2 Intangible Virtue
2 Angelic Destiny
2 Oblivion Ring
Sorceries
4 Ponder
3 Gitaxian Probe
Instants
4 Midnight Haunting
3 Vapor Snag
3 Mana Leak
3 Runechanter's Pike
Let me know what everyone thinks on this, looking for some feedback!
You also aren't running Honor, which is part of what makes Traveler do so much work.
4x Drogskol Captain
4x Lingering Souls
1x Midnight Haunting
2x Curse of Echos
2x Geist Honered Monk
4x Doomed Traveler
4x Delever
4x Mana Leak
4x Vapor Snag
4x Ponder
2x Phantasmal Image
2x Tandem Lookout
2x Gitaxian Probe
8x Island
8x Plains
2x Evolving Wilds
1x Swamp
2x Moorland Haunt
The point of the 1 swamp and evolving wilds is for the lingering souls buyback effect the wilds to search out if need please leave feedback thanks guys
Just some questions,
1.) Is it possible to up your Moorland Haunt into 3? If yes, what card do you think you can cut to include it?
2.) What is the optimal number of lands for this deck if there are 3 Moorland Haunt?
3.) If you have both sets of Seachrome Coast and Glacial Fortress. Also 3 Moorland Haunt in your manabase. What do you think is the optimal number split of Plains and Islands?
I would appreciate your kind advice. Thanks!
4 Seachrome Coast
4 Glacial Fortress
3 Moorland Haunt
3 Plains
Is probably how I'd run it.
4 Glacial Fortress
4 Evolving Wilds
5 Island
4 Plains
2 Moorland Haunt
1 Swamp
Creatures: 8
4 Delver of Secrets
4 Drogskol Captain
4 Intangible Virtue
3 Oblivion Ring
Sorcery: 11
4 Lingering Souls
4 Ponder
3 Gitaxian Probe
Instants: 10
4 Midnight Haunting
3 Vapor Snag
3 Mana Leak
3 Runechanter's Pike
3 Celestial Purge
2 Dungeon Geist
2 Revoke Existence
2 Flashfreeze
2 Demystify
2 Negate
1 Sever the Bloodline
1 Oblivion Ring
This is the most current version of my variant. I have had little time to test it, but I went off of some of the suggestions I have read, both towards my variant and all others, and then built a sideboard for the top decks in the current meta. I am also taking into account the end results of the Pro Tour, and I am almost positive that there are going to be more Miracle decks popping up.
Main Deck Changelist:
-1 Plains
-4 Doomed Traveler
+1 Oblivion Ring
+4 Lingering Souls
Sideboard Changelist:
+3 Celestial Purge
+2 Dungeon Geist
+2 Revoke Existence
+2 Flashfreeze
+2 Demystify
+2 Negate
+1 Sever the Bloodline
+1 Oblivion Ring
First, and probably the most noticeable besides the inclusion of my sideboard, is the Sever the Bloodline is my SB. With the splash of Black in Main for Lingering Souls, I figured I could squeeze one silver bullet into my SB for other token decks. I may bump this card up to 2 if I feel it has improved the deck post-siding, but I have not yet tested it.
Next up is a main deck change. I removed a Plains for another Oblivion Ring. 22 Land was a bit much, and I would always draw one when I did not need it. I removed a Plains because I already had plenty of White in the Mana Base for what I needed. I needed more removal against Naya-Pod, and chose to take another Oblivion Ring because it is an answer to the bigger problem: Birthing Pod.
Other changes are minimal, and really have not affected the overall synergy of the deck. Runechanter's Pike is a great card, but it does not always stay in main. I have sided it out a few times for my Purges against Zombies and Vampires. Other times, I take out Gitaxian Probes for my counterspells or removal. I will post an actual list of what I side out and in against each of the top decks later on.
Currently Running:
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That is why the counterspells are there. And the thing about Moorland Haunt is that even though I only run 8 creature spells, if one dies, I have no way to return it, so it is better off being removed to get me a 1/1 Flyer, rather than just sit in the grave. There are only 2 Moorland Haunts in the deck, so its not that big of a deal if I don't draw them.
Currently Running:
Nothing, I have just gotten back after a long hiatus, and am just now starting to rebuild my collection.
5 Plains
6 Island
1 Swamp
4 Glacial Fortress
4 Evolving Wilds
2 Moorland Haunt
Creatures: 8
4 Drogskol Captain
4 Delver of Secrets
4 Lingering Souls
4 Midnight Haunting
4 Ponder
4 Mana Leak
3 Vapor Snag
2 Gitaxian Probe
Enchants/Artifacts: 9
4 Intangible Virtue
3 Runechanter's Pike
2 Oblivion Ring
3 Celestial Purge
2 Revoke Existence
2 Flashfreeze
2 Demystify
2 Corrosive Gale
1 Divine Offering
1 Oblivion Ring
1 Dungeon Geist
1 Sever the Bloodline
First and foremost, I am shocked that my local card shops lacked Dungeon Geists. Normally they have at least 12 in stock, but today they only had one. Because of that, I was unable to build a solid SB, and had to use Corrosive Gales, which I never sided in.
Secondly, I will explain my future changes that a pro player suggested to me. But before that, on to the match pairings and results. I will not go into great details, due to time restraints and several other factors.
Vs. U/G Defiant Infection
I will admit I underestimated this in game one. Match lasted 3 turns, with him leading with Glistener Elf. I played my land, cast Ponder, placed a Delver into my hand followed by a land and Vapor. He draws, plays a forest, casts Livewire, hits me for on, and passes. I draw my land, cast Delver, and pass my turn. He draws, plays an Island, equips Livewire, casts Vapor Snags my Delver, and then swings. Before damage, he casts 3 Mutagenic Growths. I was stunned.
I won Game two with two flipped Delvers picking him apart, and my realization that Divine Offerings can hit Ichorclaw Myr. I felt like an idiot.
Game 3 he won in a similar fashion as the first, just two turns later.
1-2 0-1
Vs. U/B Control
I will not go into great detail since the deck my opponent was using was sub-par at best. First game was two Delvers taking him apart, and the second was 4 Intangible Virtues and 1 Spirit.
3-2/1-1
Vs. B/G Infection
First game was bad for me. Had to muligan to 5 to get a hand that had less than 4 lands and a T1 play. He won thanks to a Phyrexian Crusader.
Second game I won thanks to Delver flipping on T2, followed by enough counterspells to ensure an easy victory. Game 3 was lost when Skithiryx, the Blight Dragon landed on T3 thanks to 2 Birds being down. There was no answer in my hand, and with Wolf's Run down, I knew it was a lost cause.
4-4/1-2
Vs. Mono White Humans
Game One I was outpaced from the beginning. Champion of the Parish T1, Loyal Cathar T2, Elite Inquisitor T3, and Honor T4. I had drawn little that could help me out. Bad part was, I had nothing to use in my SB against the deck, besides Oblivion Rings and enchantment hate.
Game 2 lasted longer, with me knocking him down to about 9 health with a Delver and a bunch of Spirits. He casts hits me with one of 2 Champions and passes. I draw Intangible Virtue, and smiled because I could now attack and defend. I cast it, and attack with everything. He casts 4 Righteous Blows, wiping my board. I pass, he casts Gather the Townsfolk, and swings for the win.
4-6/1-3
Vs. B/R Vampires
Game one was easy to win. I drew two Delvers in my opening hand with a Ponder, 2 Islands, a Gitaxian Probe, and a Moorland Haunt. I cast Delvers T1 and T2, Ponder on T2 to get a plains and placing a Lingering Souls on top. He casts Faithless Looting and passes. I reveal, flip Delvers, and then chip away at his life. He casts a Blademaster and swings, only to be met by a 1/1 Spirit Token. He conceded shortly after that.
Game two was a bit more fun. I drew Lingering Souls, Plains, Swamp, Runechanter's Pike Glacial Fortress, Ponder, and Vapor Snag. I end up playing only a single Island all game, but used Lingering Souls and Runechanter's Pike in combination with several other cards I drew. In the end, he could not keep up.
6-6/2-3
All in all, the numbers of total wins and total losses shows me that I need more practice with it. Yes, I can blame the deck all night, but in the end it was my own inexperience and lack of playtesting that lead to my losses. Anyways, as I stated earlier, a person who goes to tournaments and gets in the top 16 often made a few suggestions to better improve this variant.
-1 Island
-1 Intangible Virtue
+1 Swamp
+1 Dungeon Geist (remove from SB to Main)
+1 Sever the Bloodline(to SB)
He made very clear points on the above changes. First of all, Lingering Souls' flashback is a huge reason to play it at all. Even though you can argue that I use 5 "swamps" with Evolving Wilds, it still does not stop the fact that I still only run 1 swamp, and if multiple Lingering Souls are in the grave, 1 swamp won't cut it.
Main boarding a Dungeon Geist gives us better control over the game as it grows later into the match. It can also stop some rather annoying creatures at that.
Now, the guy saw Sever the Bloodlines in my SB and laughed. He told me I should add another to the SB to ensure I draw it in crucial matches, and that the added swamp allows me to use the flashback if it gets that late into a game.
So, all in all, that is the end result of my first true playtesting.
Currently Running:
Nothing, I have just gotten back after a long hiatus, and am just now starting to rebuild my collection.
4x Delver of Secrets
4x Doomed Traveler
4x Drogskul Captain
2x Fiend Hunter
2x Drogskul Reaver
4x Mana Leak
4x Vapor Snag
4x Gitaxian Probe
4x Ponder
4x Midnight Haunting
2x Intangible Virtue
2x Oblivion Ring
7x Plains
7x Islands
4x Glacial Fortress
2x Evolving Wilds
One alternative I've been kicking around is:
-2 Oblivion Ring
+1 Intangible Virtue
+1 Moorland Haunt
EDH: Captain Sisay Tokens
Standard: White Weenie :symw:, UW Control:symwu:
1. Lose the Reaver, he is far too expensive. Go with Dungeon Geist instead. Much faster, better control, easier to cast.
2. Gitaxian Probe is, as I have learned, a rather poor card as a 4-of. Drop 2, add in 2 Moorland Haunts. You have plenty of creatures for it.
Anyways, I have to ask, what is everyone's opinion on Dissipate? I removed one Captain to try it out. The owner of my LCS used to play in the Grand Prix that they hold in my area suggested that I try that. He then suggested I get another Dungeon Geist to run 3 in Main for added control.
He and Matt, the Pro Tour player, both laughed at my Sever the Bloodlines in my SB. We played a few games, him using Mage-blade. He asked, after my 3rd loss, why I thought I was losing so much. I told him that I lost because I couldn't do anything, and he kinda chuckled. He told me that my Variant was unfocused. I was running two decks in one, and it fell apart easily. So, I am rework the deck. Will post an update later on.
Currently Running:
Nothing, I have just gotten back after a long hiatus, and am just now starting to rebuild my collection.
-2 Fiend Hunter
+2 Geist of Saint Traft
This simple change has skyrocketed my W's and the strength of the deck tenfold.
Edit: And to be perfectly honest, Moorland Haunt has been nothing but dead for me, and when I draw it I am partially disappointed. Rarely do I have any actual creatures hit the graveyard. And if I do, there are much more important things this deck runs to spend mana on than a single token.
Edit (x2): Updated decklist!
4 Glacial Fortress
3 Evolving Wilds
2 Moorland Haunt
5 Plains
4 Island
1 Swamp
4 Delver of Secrets
4 Doomed Traveler
4 Drogskol Captain
2 Geist of Saint Traft
Enchants
4 Intangible Virtue
2 Oblivion Ring
4 Ponder
4 Lingering Souls
3 Gitaxian Probe
Instants
4 Midnight Haunting
3 Vapor Snag
3 Mana Leak
4 Drogskol Captain
2 Dungeon Geists
1 Geist-Honored Monk
1 Niblis of the Breath
2 Niblis of the Urn
2 Phyrexian Metamorph
1 Midnight Haunting
4 Lingering Souls
4 Ponder
4 Favorable Winds
2 Intangable Virtue
3 Oblivion Ring
4 Vapor Snag
if i could afford GoST then I totally would pop that in there.
contemplating Angelic Wall too... opinions?
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Favorable Wings Is interesting, and I plan to run it, along with Intangible Virtue
Virtue pumps spirit token flyers, Winds pumps delver, and Captain pumps geist + my tokens. It's quite amazing.
and if I can get two captains out, oh man is it a tough game for my opponent.
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GoST makes all the difference. And honestly, Angelic Wall has proven to be a great SB card against fellow spirit decks, it just stops their delver in it's tracks.
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Tahngarth, Talruum Hero
TRADE ME!!!
For the deck, it's a bit expensive in terms of being a 5 MC because this deck has things up and running by turn 3, so if I drew into monk, it'd just slow down the game for me. It's the same reason I don't run reaver(s). And I just don't think I could ever fit her in as the deck is really tight as is. Vigilance is awesome, but she would have to have flying to win me over.
-UPDATED-
I'm liking winds more and more.
4 Glacial Fortress
2 Evolving Wilds
2 Moorland Haunt
5 Plains
4 Island
1 Swamp
4 Delver of Secrets
4 Doomed Traveler
4 Drogskol Captain
2 Geist of Saint Traft
Enchants
2 Intangible Virtue
2 Oblivion Ring
4 Favorable Winds
4 Ponder
4 Lingering Souls
2 Gitaxian Probe
Instants
4 Midnight Haunting
3 Vapor Snag
3 Mana Leak
Only 19 lands? Will test if 19 lands will be stable enough for this kind of deck.
I'm having a difficult time with the land count. If I set the lands to 21 there is a tendency to draw multiple lands at times where I want spells.
If I set the land count to 20 or less, at times I get 1 or no lands at all in my opening hand. Mulliganing to 6 is ok but sometimes mulligan to 5 or less is a death knell for this deck.
First of all, a decklist would be nice. Secondly, it is the synergy between the two that make Delver great.
On to the Favorable Winds discussion. I am actually a bit curious on this as well, since it boosts all things with Flying, and not just tokens or White cards. In fact, it might be best to run a 2-2 split with them, or a 2-1 split depending. I will test it out on Friday and post my results. I will also be keeping track of plays, rather than going on memory, so that any mistakes can be pointed out clearly. Learning from another person's mistakes is better than making them yourself.
Currently Running:
Nothing, I have just gotten back after a long hiatus, and am just now starting to rebuild my collection.
Currently Playing
UTron
Tahngarth, Talruum Hero
TRADE ME!!!
Also, I am contemplating putting Mental Misstep into my SB for decks that run Gut Shot, Shock, Pillar of Flames, Tragic Slip, and any other 1-drop removal. Also can shut down Humans rather effectively.
Gh@st, I will warn you now, running 8 Enchantments ruins your chances to flip Delver consistently. Cut 2 Winds, and bump Snag and Leak up to 4 each. Also, Doomed Traveler is not a good card without Honor of the Pure to pump it. If you insist on running him, remove the Virtues for Honors, otherwise they will sit there for a while. Aside from that, I am concerned that 18 lands is too few. 19 is understandable, but 18 is pushing your luck.
Currently Running:
Nothing, I have just gotten back after a long hiatus, and am just now starting to rebuild my collection.