We used to run them, but I don't think they're as good as it used to be. If you can't back ut up with pressure the Tron decks ignore it, and they're mediocre versus Titanshift and Jund.
It's more versatile. Like Crumble shines against decks like Tron and Scapeshift, but it's mediocre against Eldrazi and Jund. With Molten Rain you still have decent hate against Tron and can side it in against Eldrazi and Jund.
Meh I always felt like the deck could do fine without them. They aren't ultra synergistic with anything, and more often than not I find myself playing the same gameplan regardless of what information I get.
I think people get too attached to then because they imagine situations were probe helped them sandbag cards or they got the turn 2 pyromancer with token, and they give probe more value than it actually has. The card is fine, but I rarely see the need to keep it in the MB as anything more than cantrips 9 and 10.
I love Electrolyze, but I feel like it'll be getting the axe in favor of a copy of Fatal Push as it deals with most of the stuff you want Electrolyze for and improves the matches were it shines as well.
Probably cut down on the Fulminators and the K-Commands. That strategy is better for the Control versions of the deck. I prefer the Molten rain-snap-molten rain plan over Fulminator-command-fulminator as it's more aggressive since you'll rarely have any time to swing with the fulminators for the 2 DMG. I'd take out either a Terminate or the Murderous Cut since you already have 3 fatal push + 2 other cards for whatever they can't hit. Probably get rid of Remand too for now. It's just poorly positioned in the meta atm.
Magma spray is a unique card that does not overlap with Push much at all. It exiles finks/voice and similar creatures that are likely to get recurred. The exile clause is very important.
What I'm saying is that he plays Magma Spray over cards like Nihil Spellbomb, Rakdos Charm, and Ravenous Trap. He does this not because Magma Spray is better than those at dealing with GY based strategies, but because they double down as extra removal for Infect, Affinity, Burn, Merfolk and Zoo variants.
So it seems counterintuitive to say "Well Fatal Push isn't that good to us because we're already winning those matches" and then to dilute your SB Graveyard hate to play a card that tries to do both things because you want to side it in for those matchups you're supposedly already winning(Somehow not winning enough that you need the Sprays, but winning them enough that you DON'T need push).
It makes no sense to me that he doesn't up his Push count, and then cuts on potential GY hate just so he can play a card that isn't as good as either dedicated hate or Fatal Push. Specially because last week he was talking about how not even 4 copies of Surgical make the dredge matchup good because Jones got stomped by Dredge with 4 on his board. So why cut them down and dilute your SB hate to play cards that are strictly worse and only help you with the matches that are supposed to be good already?
I think that he's on board with the whole "it's only good for matchups that are already good and doesn't improve your bad matchups"
I'm mostly on the side of the first comment. I'd rather play 2-3 copies in the 75 and make my good matchups 60-40s and open up space on my SB for the bad matchups. To me it's weird that he has 2 Magma Spray and a Go for the Throat on the board instead of ticking up his Fatal Push count on the MB and then filling those spots with dedicated hate instead of mediocre catch all cards IE Surgical Extractions/Ravenous Trap and Molten Rains/Crumble to Dusts. That way you are always a 60-40 against your good matchups and then bring 5+ Hate cards against the bad ones that you're already losing game 1 anyways.
It's not like not having Fatal Pushes in your MB is gonna do anything against turn 3 Karn or turn 1 Faithless Looting. Might as well make the deck always beat it's good matchups with the mainboard and then side into many powerful hate cards with your SB.
Elved is an excellent matchup IMO I usually just grind them out. As long as I Dispel their CoCos and kill their Ezuris I'll usually end up just burying them in card advantage. Kolaghan's Command and Bolt-Snap-Bolt usually do it for me. I also have Staticaster in the board(I do 2 Dispel,1 Anger, 1 EE, 1 Staticaster, 1 Damnation), but even then I can't see this deck losing to Elves consistently when it already stomps the grindier versions of the Collected Company decks.
I don't really get why everyone is worried about Fatal Push. We have 4 creatures that it doesn't hit (3 Tasigur, 1 Angler), 4 creatures that have already provided us with value (4 Snapcaster Mage), and 3 Creatures that can and more often than not will leave value behind after they are killed(3 Young Pyromancer).
Literally the only card it shuts down is Delver of Secrets, and that card is already fragile and dies to everything else, not to mention it's the weakest card in the deck. If the format is filled with Fatal Push we do good, as it's relatively dead against us.
I doubt it. In fact I feel like our deck already does much better against Fatal Push than others. Not a lot of other decks have only 14 creatures 4 of which cost 7+ mana.
That's fair. I'm coming from a metagame point of view. IMO delver is best positioned when the format slows down a bit, rather than when it's aggressive just like with Legacy, but then again the aggressive archetypes in Modern are more like creature based combo decks than truly aggro decks.
I think people get too attached to then because they imagine situations were probe helped them sandbag cards or they got the turn 2 pyromancer with token, and they give probe more value than it actually has. The card is fine, but I rarely see the need to keep it in the MB as anything more than cantrips 9 and 10.
Probably cut down on the Fulminators and the K-Commands. That strategy is better for the Control versions of the deck. I prefer the Molten rain-snap-molten rain plan over Fulminator-command-fulminator as it's more aggressive since you'll rarely have any time to swing with the fulminators for the 2 DMG. I'd take out either a Terminate or the Murderous Cut since you already have 3 fatal push + 2 other cards for whatever they can't hit. Probably get rid of Remand too for now. It's just poorly positioned in the meta atm.
What I'm saying is that he plays Magma Spray over cards like Nihil Spellbomb, Rakdos Charm, and Ravenous Trap. He does this not because Magma Spray is better than those at dealing with GY based strategies, but because they double down as extra removal for Infect, Affinity, Burn, Merfolk and Zoo variants.
So it seems counterintuitive to say "Well Fatal Push isn't that good to us because we're already winning those matches" and then to dilute your SB Graveyard hate to play a card that tries to do both things because you want to side it in for those matchups you're supposedly already winning(Somehow not winning enough that you need the Sprays, but winning them enough that you DON'T need push).
It makes no sense to me that he doesn't up his Push count, and then cuts on potential GY hate just so he can play a card that isn't as good as either dedicated hate or Fatal Push. Specially because last week he was talking about how not even 4 copies of Surgical make the dredge matchup good because Jones got stomped by Dredge with 4 on his board. So why cut them down and dilute your SB hate to play cards that are strictly worse and only help you with the matches that are supposed to be good already?
I'm mostly on the side of the first comment. I'd rather play 2-3 copies in the 75 and make my good matchups 60-40s and open up space on my SB for the bad matchups. To me it's weird that he has 2 Magma Spray and a Go for the Throat on the board instead of ticking up his Fatal Push count on the MB and then filling those spots with dedicated hate instead of mediocre catch all cards IE Surgical Extractions/Ravenous Trap and Molten Rains/Crumble to Dusts. That way you are always a 60-40 against your good matchups and then bring 5+ Hate cards against the bad ones that you're already losing game 1 anyways.
It's not like not having Fatal Pushes in your MB is gonna do anything against turn 3 Karn or turn 1 Faithless Looting. Might as well make the deck always beat it's good matchups with the mainboard and then side into many powerful hate cards with your SB.
Literally the only card it shuts down is Delver of Secrets, and that card is already fragile and dies to everything else, not to mention it's the weakest card in the deck. If the format is filled with Fatal Push we do good, as it's relatively dead against us.