CMC of 2 means it will be harder on the manabase to bait an engine for removal/counter and then revive
The black splash has bitten me a few times. And I am really really interested in adding Geist to the SB, as it really shores up removal heavy matchups (especially after sticking a shield on it). I do think the 2cmc will be relevant often, but I am still going to test it.
On another note, I've added 3 Swan Song MD, cutting 1 SV and 2 Repeal, running 15 land again. I've been really impressed with it so far, but also MTGO has been infested with burn decks of late. And I mean really infested. Last league I played in I faced 5 different burn pilots, and wound up 3-2 mostly on the back of swan song. We thwomp non-interactive decks regardless, so I haven't noticed cutting the SV or repeals much. Especially with the rise of UR phoenix decks, waiting until turn 3 to drop a Sram with Swansong protection has shifted that matchup to favorable.
I also think Swan Song helps with the #1 problem of this deck, which is that it's much stronger game 1 when the opponent doesn;t know what you're doing. When they are not under pressure and choose to tap out on turn 2/3 even if they have removal in hand, it generates free wins for us. If we manage to get to the high tables later in a big tournament, everyone will know our deck, and we lose that advantage. Swan Song helps to retain the advantage by punishing them for holding up mana. So far I've been really happy with it, but will keep testing, and post my findings.
Are you on 2 Serum Visions then? Is Invisible too slow, even with all the equipment? That one works with Claim // Fame
I've been playing around with it in the Friendly Leagues and local FNM's, and putting up similar X-1 and X-0 results. Now that I am familiar with it I will probably be taking it to the Competitive Leagues and larger local events. Thoughts?
So, Probe just got the ban. Is this deck still a contender without the free spell? Do we now run a combination of more burn spells, cantrips, and maybe Mutagenic Growth or Gut Shot to supplement the loss of Probe? What is everyone's thoughts?
Not sure if I like the Sleight of Hand's in that deck, I'd probably want more burn or threats. I do love the Unified Will in the sideboard. Super spicy.
First Match: Affinity - This was rough. Had the nuts game 1 and beat me down with a huge etched champion. Game 2 I had a Kozi's Return, but missplayed against Master of Etherium thinking it would wipe the board. Cleared his Vault Skirges but was already too low to turn it around. 0 - 2 Loss.
Second Match: Jeskai Breach Moon - My opening hand was full of fetches, a Lavarunner, and two Lavamancers. Kept it and basically played the tempo game hitting for 2 or 4 damage each turn. He dropped a blood moon turn 3, but I had a fetch ready to find an island. Game 2 was similar, except I kept a Spell Pierce in my opening hand and 2 Spirebluffs. I drew the 3rd one and kept pierce up every turn, only playing out a lavarunner and soulscar as my creatures. At one point, plays a snap and clique to block, killing both of my threats and the pierce away. Unfortunately, the clique drew me another spell pierce. The next turn he tried to Breach me, but pierced it and attacked for the win. 2 - 0 Win.
Third Match: UW Control - Had good opening hand heavy on lava runners. Opened with a serum visions, then t2 thought scoured into a lava runner. Around mid-game, she had 3 Wall of Omens against my 3 lava runners & single soul scar. A lot of turns were just attacking against the walls for 1 or 2 damage, and clearing them out with bolts. She played an Elspeth, Sun's Champion and almost stabilized. I had dealt enough incremental damage that I could finish the first game with bolt snap bolt for exactsies. Game 2 was similar, but she had a Leyline of Sanctity. My opening hand was filled with creatures and cantrips, with very little burn. I drew a single burn spell, and scoured 2 of the others into the yard, and saw 3 snapcasters. One bolt was aimed at a wall of omens to push through my lava runner and soul scar mage. Other turns I snap bolted the walls with a stormchaser mage to chip in for 2/3 more damage. The 2nd to last turn was interesting when she went to path my stormchaser. I cast a dispel (1st prowess trigger), she responds with a Spell Queller. I let it hit the board and exile the dispel, and then snap bolted the queller, adding a 2nd prowess trigger and killing the queller, which then unlocked my dispel to be cast for a 3rd prowess trigger and counter the path. In desperation she played a Jace on her turn and brainstormed for an answer, it was another path. I still had the 3rd snap for a dispel to close out the game on the swing back.
Overall I'm pretty happy with the performance of the deck. I think a 1 mana counter might be necessary in the main board, so I'm thinking about going for +2 Pierces and -2 Curios Obsessions from the SB. I don't think Blood Moon is a good sideboard card for this deck, because we rarely get to 3 mana. Right now I feel like I have a few too many cantrips, and would really like a few more cards to help out in flooding. Perhaps going up to an 18th land and maybe running 1-2 faithless lootings.
Some other ideas I've been toying with was something like "12-Bolts." Fiery Temper along with wiz light and bolt. We can have decent discard outlets in faithless looting and even Chart a Course. This also opens up Lightning Axe to deal with those creatures too big for bolts to handle.
Zerve, Congrats on the 2-1, sometimes affinity just does it's thing. I have been playing around with a slightly tweaked version of your list from around a week ago and some changes I would make from your most recent build would be -3 Thought Scour, -2 Snapcaster Mage (This is most commonly a three mana burn spell so I don't think running four is correct with the land count), -1 Opt, -2 Electrolize, then add +1 Forked Bolt, +2 Slip Through Space, +1 Faithless Looting, +2 Burst Lightning, +2 Spell Pierce (if your local meta is more Jund and/or Storm then Spell Snare will probably be better). I also think the Redirect could be a second Molten Rain. I'm also always on the fence between Smash to Smithereens and Abrade. So in a sense this tweak would allow you to still run a lower 17 lands due to the utility cantrips like Slip Through Space, while adding more burn and a bit of counter spell backup. The Faithless Looting is a great 1-of in my opinion as you can cast it mid game to discard unneeded cantrips/creatures/land for extra burn or whatever else you need.
Round 1: vs Storm
Game 1: Opponent mulliganed to 5 cards on the play. I played turn 1 Swiftspear over Goblin Guide to help prevent him drawing any needed lands off the mulligan on T1. T2 was followed by Serum Visions and Delver (set to flip next turn). He stumbles another turn and finally plays a bear which gets Searing Blaze'd with Spell Pierce backup
Game2: we both keep our 7, he starts with steam vents into Serum Visions, I go for the Goblin Guide, followed by T2 Delver + Visions. T3 he is down to 9 life and attempts to go for it by casting a Baral which is Spell Snared and leading to a concession.
Round 2: Vs Grixis Control
Game 1: I am on the play and start off with Goblin Guide drawing my opponent a polluted delta. His turn is fetch, shock, IoK taking Snapcaster. T2 is Swiftspear followed by Spike, he is now at 8. Opponent casts collective burtality killing my Goblin Guide and stripping a Forked Bolt out of my hand. On my turn I case Serum Visions, draw and play an Eidolon and scry a lighning bolt to the top. He does not draw a spell to let him survive and we go to G2 (btw even though I only saw a few cards I had him on Control over Shadow because of the IoK and not Thoughtseize)
Game 2: starts off like game 1 for the most part, he kills a few of my creatures but they had already swung at least once. T1 Swiftspear, T2 Goblin Guide and Visions, T3 Eidolon, which gets killed by a Push. He finally begins to stabilze after casting a Searh for Azcanta and bolting the Guide and Swiftspear, however my opponant makes a critical mistake when he cracks a land to from 4 to 3 life (I am in topdeck mode at this point). I draw a Bolt the next turn but hole it as I put them on having Cryptic Command. He passes, missing his land drop. I draw and Eidolon and attempt to play it, they Cryptic for Counter + Draw and I bolt in response. Win the match
Round 3: Vs BR Hollow One
Game 1: not very exciting here, he is on the play and fetches, shocks and casts Burning Inquery and gets my only 2 lands and a Delver out of my hand. I can't find a land by T3 and scoop it up before he can really tell what deck I am on.
In: +1 Spell Snare, +! Grim Lavamancer, +2 Abrade, +1 Shattering Spree, +1 Roast
Out: -2 Remand, -1 Forked Bolt, -1 Spell Pierce, -2 Eidolon (It's a Race and this card can hurt my more than him IMO)
G2: I play a Swiftspear to start off, opponent plays land + faithless looting and passes, ditching Phoenix and land. I cast a Lava Spike and get in for 2, bringing them down to 11. They cast Goblin Lore and land a single Hollow One, I snag EoT. I untap and cast Goblin Guide, Derum Visions, and Bolt. He does to 1 life and scoops.
G3: I have an okay hand of Shattering Spree, Vapor Snag, Swiftspear, Snare and 2 lands. I keep but their T1 is land go. I opted to play land and pass, hoping to gain some tempo by holding up Spell Snare for either a Golin Lore or Brutality. They instead cast faithless Looting and a Grim Lavamancer of their own. It was downhill from there as I could not remove the lavamancer, therefore none of my threats stayed, and my opponent got there with 2 Bloodghast's. Oh well.
Round 4: Vs Esper Control
Game 1: I have a quick start with double Goblin Guide and Lava Spike to put my opponent down to a low 8 (after a fetch shock, attempt to Push but gets Pierced). My opponent casts that white escilate card that has me sacrifice an attacking creature. With only a single Goblin Guide I case a Delver followed by Visions scrying a Snag and Land to the bottom. They cast Lingering Souls. Delver does not flip so I swing with a Goblin Guide and a Swiftspear from my hand, they single block the swiftspear and take 2. The flashback souls and pass. Delver flips to another Visions which I cast and swing with the team. They triple block Delver which I am fine with (must have though I had Electrolyze as I represented the correct mana for it). A bolt to the face is enough to win
Game 2: Shambling Vent by opponent and pass. I play Swiftspear. Land go from opponent, I cast Lava Spike, swing, and pass. Serum visons from opponent as well as a land and passe back. I draw a Goblin Guide and play it and swing. Opponent is at 10. Land go by opponent, representing Crypit Command mana. I Swing with the team, he activates Vent, before blocks are declared I Bolt it. Opponent casts Lingering Souls and flashes it back, my ground game is over but he is at six. I case Lava Spike, and attempt to cast Snapcaster to flashback Spike, they have Spell Snare. My following Turn I draw Forked Bolt and bolt down two spirits and swing, they quad block the Swiftwpear and I take them down to 5. My turn I swing for 3, they flash in Snapcaster which I Spell Snare, draws the concession.
Round 5: vs Ad Nauseum Storm
Game 1: fairly boring at first, they muligan to 5 and I keep 7, set up their combo, cast Pinted Prism and such and my hand is not super fast. I had a Delver flip on T3 off a Remand, I cast a Swiftspear and Lava Spike leaving only a single Steam Vents. In my EoT my opponent though it was clear to go for the combo and sacrificed Prisim and pitch Simiam Spirit Guide to cast Ad Nauseum, I counter with spell pierce it and we go to G2
Game 2: Opponent plays UW scry land putting on the bottom, I play Goblin Guide, followed by another Goblin Guide T2 (opponent plays another UW scry land), I follow up with Delver and 2nd Guide. Opponent plays Phyrexian Unlife. Spell Pierce is on top but I choose not to reveal and swing with both Guides and Delver, opponent goes to 0 and gets City of Brass and another UW scry land off Guides. Opponent plays Prism and passes. My turn I reveal Remand flipping Delver. I go to swing putting my opponent to 7 infect. Pass holding 3 mana open. Opponent is forced to go for it and plays Ad Nauseum, which I use the Remand he knows of, attempts to Pact of Negation, I let pact resolve and then Spell Pierce the Nauseum for the win.
Round 6: Vs Grixis Shadow.
Opponent keeps 7 and plays polluted delta. I play Goblin Guide revealing an IoK, opponent cracks EoT and shocks to Thought Scour. Opponent plays land 2, and Tasigur and IoK to strip one of my two Vapor Snags in hand. I draw a swiftspear, cast and snag Tasigur and swing for 4 and Bolt my opponent. Opponent is at 7 and plays Shadow and Push on the Swiftspear. I cast a Delver and pass back. Opponent casts Snapcaster and pushes the Guide. Swings putting me to 9. I swing with the Delver for 1 putting them to 6, and pass turn. Opponent swings with Snap and Shadow, I flash in Snapcaster myself, opponent tries to find removal/counter with Opt and Thought Scour but doesn’t, I target Bolt and chump Shadow going to 7. I bolt my opponent EoT. My turn play Spirebluff tapped and Searing Blaze on their Snapcaster for the win.
Game 2: I honestly can’t remember much details, my opponent kept a threat light hand with only a Gurmag Angler which was snagged and my burn along with Guide and Swiftspear got there with a Reveler drawing the lethal Lava Spike.
Round 7: Vs Affinity
Game 1: G1 was over pretty fast, opponent had the nut draw of T1 Springleaf, Memnite, Citadel, Vault Skirge, followed by double Steel Overseer T2, and a third on T3. Their creatures got out of Burn Range and I scooped.
Game 2: I start with Swiftspear, opponent starts with Citadel and Springleaf Drum. My T2 is a 2nd Swiftspear and a Lava Spike putting my opponent to 12. Opponent Casts Ravager and Master of Etherium, I play Shattering Spree on his creatures and Bolt to the face. Putting them to 5. Opponent draws their top card and scoops.
Game 3: This one was over pretty quick. T1 is Citadel, Springleaf, Memenite, Welding Jar, Ravager, and Mox from opponent. I had a hand with Bolt, Abrade and play a Swiftspear. Opponent casts 2 more Ravager’s and Ornithopter. I couldn’t deal with the Ravagers and ended up losing.
Round 8: Vs Hollow One
G1: Opponent T1 Inquiries and strips my Swiftspear, Bolt and Land, they pitch 2 lands and Bloodghast. I play the 2nd land I had in my hand for Goblin Guide. Opponent T2 casts Goblin Lore (Bloodghast returns from the graveyard) and plays a Hollow One. I can’t draw a second land with my Serum Visions, even with scrying both non-land to the bottom and I lose the race.
Game 2: I get some early pressure with Goblin Guide followed by Swiftspear and Lava Spike (Opponents T1 was Faithless, extra lands). Opponent plays 2nd looting and an Angler. I Snag the angler on my main phase and a Serum Visions and pass. Opponent plays Goblin Lore and ends up discarding 2 Hollow One’s and plays a Bloodghast and passes. Searing Blaze on the Bloodghast and my opponent scoops on their following turn.
Game 3: This was a close game. Neither of us had busted fast starts. I play Turn 1 Grim Lavamancer as it’s one of the best creature’s in this matchup. They T1 Looting pitching 2 Bloodghast’s. T2 I play a Goblin Guide and Lava Spike. They get double Bloodghast from the graveyard. We exchange damage to where I had them at 4, and myself at 9. Opponent casts Hollow One after a Looting, followed by Kozilek’s Return on my EoT, I respond with a Grim Lavamancer activation to put them to 2. They Swing with both Bloodghast’s holding Hollow One to block and haste creatures, putting me to 5. I draw dead with Spell Snare and lose (Snapcaster was my next card too).
Overall record was 5-3 missing day 2.
I was pleasantly surprised with how well the deck did. MVP had to be Spell Pierce, hardly anyone played around it. I’m interesting to see how the Burn matchup is, I feel it’s fairly even, they have more burn, but I have cheap countermagic. The worst card had to be Remand, I found myself boarding it out in many of my matchups. While Delver is my weakest creature, having 12 strong threats at 1 mana was very nice, especially when it’s followed by a second 1-drop and holding up either Bolt or countermagic.
Moving forward I would probably go with the following list:
Spell Snare I think is better positioned in the current meta, and I’d rather have a hard counter to Bob, Goyf, Brutality, Ravager, Ritual/Bear from Storm, etc. I think the loss of drawing a card from Remand is worth the reduced mana and hard counter of Snare. Another source of damage in Burst Lightning I am going to try out over the 3rd Snapcaster, it’s a good early play and the potential of 4 lategame vs control could be useful. Pillar of Flame is a nod to the Hollow One matchup. It’s a though race just because their deck is designed for pitching cards, but we really care about our cards, as they are specific answers. So being able to permanently get rid of Bloodghast or Flamewake Phoenix seems good, and it can still go to the face for 2.
The sideboard has the two Molten Rain being replaced by Magma Spray for the reasons stated above for Hollow One, and Dredge as well. I’ve playtested against Tron, and unless they have the god hand of T3 Tron into Wurmcoil or something we are pretty favored (and we can always Snag the Wurmcoil, or Remand their Tron play post-board).
I am very happy with this deck, although it’s no Legacy UR Delver (or Modern back when Treasure Cruise and Probe were legal) I still like the tempo burn feel and style compared to straight burn, or control in the a Grixis Delver build. I am also collecting stats while I continue to tune this deck. I can post them once I get a large enough sample size (something like 75+ matches).
I put together this: http://tappedout.net/mtg-decks/09-02-18-YVR-izzet-delver/, but have yet to play it thoroughly. I switched from a prowess build to a more traditional Delver deck. I would say it's somewhere between the PT deck and the SCG one a few pages back. Only thing I want to play around with immediately is a 2 creature flex spot where Cryptic Serpent current sits. I don't know if Cryptic Serpent, Bedlam Reveler, or Thing in the Ice are just better. (Nimble Obstructionist is actually really good IMO but perhaps it should be Shadow of Doubt as it usually is just a Stone Rain + draw a card).
I've been following following this thread since Opt became Modern legal and am loving this archotype. It reminds me of a toned down version of the UR treasure cruise decks, just much more fair. I decided to switch from 8-Rack / BW Smallpox to try my hand at UR again. I have been playing the following list at both my local store for FNM and in the MTGO Friendly Leagues, it has been having really good success
FNM Report
R1: vs RG Ramp / Land Destruction (2-0, 1-0-0)
G1: Played an early Swiftspear and Stormchaser mage, he was never really able to play anything but mana dorks before a Temur Battle Rage on Stormchaser finished him off
G2: I sided in Searing Blood for the mana dorks, played a Delver that blind flipped and used it to pressure my opponents life total while removing mana dorks (one with Searing Blaze). Won G2 from Delver beats and burn.
R2: vs GB Elves (2-0, 2-0-0)
G1: dropped a swiftspear on the play with opponent playing a mana dork. I drop a stormchaser mage and use mutagenic growth to swing for 6. I whittle down his life total, opponent eventually tries to play Collected Company which I Remand and swing back for lethal.
G2: I bring in more Searing Blood's, he does the same play a mana dork, I play Swiftspear followed by Searing Blood and Searing Blood for T2 and T3 followed by Deler. He plays the life drain elf to put me to 12. He died to a hasty Stormchaser and a flipped Delver via Serum Visions.
R3: Vs Lanturn Control (2-1, 3-0-0)
G1: Luckily win the die roll and play a Delver. Opponent plays some artifacts. I cast two Swiftspears T2 and a Mutagenic growth to try and get as much ground damage in before Bridge comes down. This takes him to 11 as he Thoughtsiezed my Pyromancer. I get one more swing with the flipped Delver and two Swiftspears lowering his life to 6. He finally casts bridge but can't get the last card out of his hand allowing the Swiftspears to attack in to be pumped by some Opts I was holding.
G2: I pretty much play a Swiftspear, he Thoughtsiezes my Hurkyl's Recall, plays some more artifacts. I draw Smash but he has Inquisition and takes it, drops a Bridge and I can no longer attack as he's hellbent, with my opponent at 14 life I scoop to G3.
G3: Played out very similar to G1, I play some guys and swing in for large amounts, he misses a few land drops and by the time Bridge came down I had the burn to finish him off.
I am pretty sure Lantrun is favored in this matchup, especially versions running Inquisition and Thoughtsieze, so I think it was a combination of luck and tight play that I got the win.
R4: vs Eldrazi Taxes (2-0, 4-0-0)
G1: I play Delver, he plays Caves and Aether Vial. I follow up with Delver and Serum Visions to set up the flip. T3 comes he plays Leonin Arbitor, I swing in with Swift Spear and Delver holding open a Lightning Bolt or Opt, he activates Vial and I bolt Arbitor in response, Thalia comes down. He then plays Thought Knot and the other Eldrazi that places a card from exile into the graveyard to remove my Pyromancer from the game. I kill Thalia with a Bolt and swing with 2 Mutagenics, and a Temur Battle Rage to smash through Thought Knot, draw a Lava Spike and trample through putting him to 2 life after the Lava Spike. He draws his next card and scoops.
G2: No vial this game, I get a Delver and Pyromancer down, he gets Thought Knot and Displacer. we grind to a board stall where I made enough Elemential tokens to swing for leathal, he blocks and flickers a token, which would leave him at 1 life, I cast Searing Blood on Thought Knot which block pyromancer so it would die, he only has Caves mana open so couldn't cast the Path in his hand. I get the win.
This was the first time I've played the deck with paper cards and was quite pleased. on MTGO it has been doing very well as well in the practice queues and freindly leagues. I still misclick my Scry's on MTGO a lot but I am having fun with the deck. The closest matches I've come across was Lanturn decks and Death Shadow decks where tight play is key. Against Random decks, I have had very little issue and I typically win most of those. I don't have exact statistics but I feel I am winning at least to 66% of my matches on the MTGO practice queues against both random decks and well known contenders.
For my deck I'm unsure about the Izzet Charm, it's a sort of flex spot and I figure as a one of it's not bad, but I'm not sure what could be better in that spot?
Are you on 2 Serum Visions then? Is Invisible too slow, even with all the equipment? That one works with Claim // Fame
4 Flooded Strand
4 Island
1 Mountain
4 Scalding Tarn
2 Spirebluff Canal
3 Steam Vents
Creatures
4 Delver of Secrets
4 Snapcaster Mage
2 Thing in the Ice
3 Young Pyromancer
1 Cryptic Command
4 Lightning Bolt
4 Mana Leak
4 Opt
3 Remand
2 Spell Pierce
2 Spell Snare
4 Vapor Snag
1 Forked Bolt
4 Serum Visions
2 Grim Lavamancer
1 Izzet Staticaster
1 Abrade
2 Ceremonious Rejection
1 Dispel
1 Negate
1 Surgical Extraction
2 Shattering Spree
2 Blood Moon
2 Relic of Progenitus
I've been playing around with it in the Friendly Leagues and local FNM's, and putting up similar X-1 and X-0 results. Now that I am familiar with it I will probably be taking it to the Competitive Leagues and larger local events. Thoughts?
Zerve, Congrats on the 2-1, sometimes affinity just does it's thing. I have been playing around with a slightly tweaked version of your list from around a week ago and some changes I would make from your most recent build would be -3 Thought Scour, -2 Snapcaster Mage (This is most commonly a three mana burn spell so I don't think running four is correct with the land count), -1 Opt, -2 Electrolize, then add +1 Forked Bolt, +2 Slip Through Space, +1 Faithless Looting, +2 Burst Lightning, +2 Spell Pierce (if your local meta is more Jund and/or Storm then Spell Snare will probably be better). I also think the Redirect could be a second Molten Rain. I'm also always on the fence between Smash to Smithereens and Abrade. So in a sense this tweak would allow you to still run a lower 17 lands due to the utility cantrips like Slip Through Space, while adding more burn and a bit of counter spell backup. The Faithless Looting is a great 1-of in my opinion as you can cast it mid game to discard unneeded cantrips/creatures/land for extra burn or whatever else you need.
I ended up playing a UR Delver deck at GP Phoenix. For the main event I sleeved up the following list:
4x Monastery Swiftspear
4x Goblin Guide
2x Eidolon of the Great Revel
3x Snapcaster Mage
1x Grim Lavamancer
1x Island
1x Mountain
2x Bloodstained Mire
1x Flooded Strand
2x Polluted Delta
4x Scalding Tarn
4x Steam Vents
4x Spirebluff Canal
4x Serum Visions
1x Spell Snare
2x Spell Pierce
2x Remand
4x Lava Spike
4x Lightning Bolt
1x Forked Bolt
2x Searing Blaze
Sidebaord
2x Molten Rain
2x Spell Snare
1x Spell Pierce
1x Negate
2x Abrade
1x Shattering Spree
1x Grim Lavamancer
1x Roast
1x Dispel
1x Izzet Staticaster
2x Bedlam Reveler
Round 1: vs Storm
Game 1: Opponent mulliganed to 5 cards on the play. I played turn 1 Swiftspear over Goblin Guide to help prevent him drawing any needed lands off the mulligan on T1. T2 was followed by Serum Visions and Delver (set to flip next turn). He stumbles another turn and finally plays a bear which gets Searing Blaze'd with Spell Pierce backup
In: +1 Izzet Staticaster, +2 Spell Snare, +1 Spell Pierce
Out: -2 Remand, -1 Forked Bolt, -1 Grim Lavamancer
Game2: we both keep our 7, he starts with steam vents into Serum Visions, I go for the Goblin Guide, followed by T2 Delver + Visions. T3 he is down to 9 life and attempts to go for it by casting a Baral which is Spell Snared and leading to a concession.
Round 2: Vs Grixis Control
Game 1: I am on the play and start off with Goblin Guide drawing my opponent a polluted delta. His turn is fetch, shock, IoK taking Snapcaster. T2 is Swiftspear followed by Spike, he is now at 8. Opponent casts collective burtality killing my Goblin Guide and stripping a Forked Bolt out of my hand. On my turn I case Serum Visions, draw and play an Eidolon and scry a lighning bolt to the top. He does not draw a spell to let him survive and we go to G2 (btw even though I only saw a few cards I had him on Control over Shadow because of the IoK and not Thoughtseize)
In: +1 Negate, +2 Spell Snare, +1 Spell Pierce, -2 Delver
Out: -1 Forked Bolt, -3 Vapor Snag, +2 Bedlam Reveler
Game 2: starts off like game 1 for the most part, he kills a few of my creatures but they had already swung at least once. T1 Swiftspear, T2 Goblin Guide and Visions, T3 Eidolon, which gets killed by a Push. He finally begins to stabilze after casting a Searh for Azcanta and bolting the Guide and Swiftspear, however my opponant makes a critical mistake when he cracks a land to from 4 to 3 life (I am in topdeck mode at this point). I draw a Bolt the next turn but hole it as I put them on having Cryptic Command. He passes, missing his land drop. I draw and Eidolon and attempt to play it, they Cryptic for Counter + Draw and I bolt in response. Win the match
Round 3: Vs BR Hollow One
Game 1: not very exciting here, he is on the play and fetches, shocks and casts Burning Inquery and gets my only 2 lands and a Delver out of my hand. I can't find a land by T3 and scoop it up before he can really tell what deck I am on.
In: +1 Spell Snare, +! Grim Lavamancer, +2 Abrade, +1 Shattering Spree, +1 Roast
Out: -2 Remand, -1 Forked Bolt, -1 Spell Pierce, -2 Eidolon (It's a Race and this card can hurt my more than him IMO)
G2: I play a Swiftspear to start off, opponent plays land + faithless looting and passes, ditching Phoenix and land. I cast a Lava Spike and get in for 2, bringing them down to 11. They cast Goblin Lore and land a single Hollow One, I snag EoT. I untap and cast Goblin Guide, Derum Visions, and Bolt. He does to 1 life and scoops.
G3: I have an okay hand of Shattering Spree, Vapor Snag, Swiftspear, Snare and 2 lands. I keep but their T1 is land go. I opted to play land and pass, hoping to gain some tempo by holding up Spell Snare for either a Golin Lore or Brutality. They instead cast faithless Looting and a Grim Lavamancer of their own. It was downhill from there as I could not remove the lavamancer, therefore none of my threats stayed, and my opponent got there with 2 Bloodghast's. Oh well.
Round 4: Vs Esper Control
Game 1: I have a quick start with double Goblin Guide and Lava Spike to put my opponent down to a low 8 (after a fetch shock, attempt to Push but gets Pierced). My opponent casts that white escilate card that has me sacrifice an attacking creature. With only a single Goblin Guide I case a Delver followed by Visions scrying a Snag and Land to the bottom. They cast Lingering Souls. Delver does not flip so I swing with a Goblin Guide and a Swiftspear from my hand, they single block the swiftspear and take 2. The flashback souls and pass. Delver flips to another Visions which I cast and swing with the team. They triple block Delver which I am fine with (must have though I had Electrolyze as I represented the correct mana for it). A bolt to the face is enough to win
In: +2 Spell Snare, +1 Negate, +1 Staticaster, +1 Dispel, +2 Reveler,
Out: -3 Vapor Snag, -4 Delver,
Game 2: Shambling Vent by opponent and pass. I play Swiftspear. Land go from opponent, I cast Lava Spike, swing, and pass. Serum visons from opponent as well as a land and passe back. I draw a Goblin Guide and play it and swing. Opponent is at 10. Land go by opponent, representing Crypit Command mana. I Swing with the team, he activates Vent, before blocks are declared I Bolt it. Opponent casts Lingering Souls and flashes it back, my ground game is over but he is at six. I case Lava Spike, and attempt to cast Snapcaster to flashback Spike, they have Spell Snare. My following Turn I draw Forked Bolt and bolt down two spirits and swing, they quad block the Swiftwpear and I take them down to 5. My turn I swing for 3, they flash in Snapcaster which I Spell Snare, draws the concession.
Round 5: vs Ad Nauseum Storm
Game 1: fairly boring at first, they muligan to 5 and I keep 7, set up their combo, cast Pinted Prism and such and my hand is not super fast. I had a Delver flip on T3 off a Remand, I cast a Swiftspear and Lava Spike leaving only a single Steam Vents. In my EoT my opponent though it was clear to go for the combo and sacrificed Prisim and pitch Simiam Spirit Guide to cast Ad Nauseum, I counter with spell pierce it and we go to G2
In: +1 Spell Pierce, +1 Shattering Spree, +1 Spell Snare
Out: -3 Vapor Snag
Game 2: Opponent plays UW scry land putting on the bottom, I play Goblin Guide, followed by another Goblin Guide T2 (opponent plays another UW scry land), I follow up with Delver and 2nd Guide. Opponent plays Phyrexian Unlife. Spell Pierce is on top but I choose not to reveal and swing with both Guides and Delver, opponent goes to 0 and gets City of Brass and another UW scry land off Guides. Opponent plays Prism and passes. My turn I reveal Remand flipping Delver. I go to swing putting my opponent to 7 infect. Pass holding 3 mana open. Opponent is forced to go for it and plays Ad Nauseum, which I use the Remand he knows of, attempts to Pact of Negation, I let pact resolve and then Spell Pierce the Nauseum for the win.
Round 6: Vs Grixis Shadow.
Opponent keeps 7 and plays polluted delta. I play Goblin Guide revealing an IoK, opponent cracks EoT and shocks to Thought Scour. Opponent plays land 2, and Tasigur and IoK to strip one of my two Vapor Snags in hand. I draw a swiftspear, cast and snag Tasigur and swing for 4 and Bolt my opponent. Opponent is at 7 and plays Shadow and Push on the Swiftspear. I cast a Delver and pass back. Opponent casts Snapcaster and pushes the Guide. Swings putting me to 9. I swing with the Delver for 1 putting them to 6, and pass turn. Opponent swings with Snap and Shadow, I flash in Snapcaster myself, opponent tries to find removal/counter with Opt and Thought Scour but doesn’t, I target Bolt and chump Shadow going to 7. I bolt my opponent EoT. My turn play Spirebluff tapped and Searing Blaze on their Snapcaster for the win.
In: +1 Roast, +2 Bedlam Reveler.
Out: -2 Delver, -1 Forked Bolt
Game 2: I honestly can’t remember much details, my opponent kept a threat light hand with only a Gurmag Angler which was snagged and my burn along with Guide and Swiftspear got there with a Reveler drawing the lethal Lava Spike.
Round 7: Vs Affinity
Game 1: G1 was over pretty fast, opponent had the nut draw of T1 Springleaf, Memnite, Citadel, Vault Skirge, followed by double Steel Overseer T2, and a third on T3. Their creatures got out of Burn Range and I scooped.
In: +1 Shattering Spree, +2 Abrade, Izzet Staticaster, +2 Spell Snare
Out: -2 Remand, -1 Delver, -1 Vapor Snag, -1 Spell Pierce
Game 2: I start with Swiftspear, opponent starts with Citadel and Springleaf Drum. My T2 is a 2nd Swiftspear and a Lava Spike putting my opponent to 12. Opponent Casts Ravager and Master of Etherium, I play Shattering Spree on his creatures and Bolt to the face. Putting them to 5. Opponent draws their top card and scoops.
Game 3: This one was over pretty quick. T1 is Citadel, Springleaf, Memenite, Welding Jar, Ravager, and Mox from opponent. I had a hand with Bolt, Abrade and play a Swiftspear. Opponent casts 2 more Ravager’s and Ornithopter. I couldn’t deal with the Ravagers and ended up losing.
Round 8: Vs Hollow One
G1: Opponent T1 Inquiries and strips my Swiftspear, Bolt and Land, they pitch 2 lands and Bloodghast. I play the 2nd land I had in my hand for Goblin Guide. Opponent T2 casts Goblin Lore (Bloodghast returns from the graveyard) and plays a Hollow One. I can’t draw a second land with my Serum Visions, even with scrying both non-land to the bottom and I lose the race.
In: +1 Shattering Spree, +2 Abrade, +1 Roast, +1 Grim Lavamancer, +1 Spell Snare
Out: -2 Remand, -2 Delver, -1 Spell Pierce, -1 Forked Bolt
Game 2: I get some early pressure with Goblin Guide followed by Swiftspear and Lava Spike (Opponents T1 was Faithless, extra lands). Opponent plays 2nd looting and an Angler. I Snag the angler on my main phase and a Serum Visions and pass. Opponent plays Goblin Lore and ends up discarding 2 Hollow One’s and plays a Bloodghast and passes. Searing Blaze on the Bloodghast and my opponent scoops on their following turn.
Game 3: This was a close game. Neither of us had busted fast starts. I play Turn 1 Grim Lavamancer as it’s one of the best creature’s in this matchup. They T1 Looting pitching 2 Bloodghast’s. T2 I play a Goblin Guide and Lava Spike. They get double Bloodghast from the graveyard. We exchange damage to where I had them at 4, and myself at 9. Opponent casts Hollow One after a Looting, followed by Kozilek’s Return on my EoT, I respond with a Grim Lavamancer activation to put them to 2. They Swing with both Bloodghast’s holding Hollow One to block and haste creatures, putting me to 5. I draw dead with Spell Snare and lose (Snapcaster was my next card too).
Overall record was 5-3 missing day 2.
I was pleasantly surprised with how well the deck did. MVP had to be Spell Pierce, hardly anyone played around it. I’m interesting to see how the Burn matchup is, I feel it’s fairly even, they have more burn, but I have cheap countermagic. The worst card had to be Remand, I found myself boarding it out in many of my matchups. While Delver is my weakest creature, having 12 strong threats at 1 mana was very nice, especially when it’s followed by a second 1-drop and holding up either Bolt or countermagic.
Moving forward I would probably go with the following list:
4x Monastery Swiftspear
4x Goblin Guide
2x Eidolon of the Great Revel
2x Snapcaster Mage
1x Grim Lavamancer
1x Island
1x Mountain
2x Bloodstained Mire
1x Flooded Strand
2x Polluted Delta
4x Scalding Tarn
4x Steam Vents
4x Spirebluff Canal
4x Serum Visions
2x Spell Snare
2x Spell Pierce
4x Lava Spike
4x Lightning Bolt
1x Forked Bolt
1x Burst Lightning
1x Pillar of Flame
2x Searing Blaze
Sidebaord
2x Magma Spray
1x Spell Snare
1x Spell Pierce
2x Remand
2x Abrade
1x Shattering Spree
1x Grim Lavamancer
1x Roast
1x Dispel
1x Izzet Staticaster
2x Bedlam Reveler
Spell Snare I think is better positioned in the current meta, and I’d rather have a hard counter to Bob, Goyf, Brutality, Ravager, Ritual/Bear from Storm, etc. I think the loss of drawing a card from Remand is worth the reduced mana and hard counter of Snare. Another source of damage in Burst Lightning I am going to try out over the 3rd Snapcaster, it’s a good early play and the potential of 4 lategame vs control could be useful. Pillar of Flame is a nod to the Hollow One matchup. It’s a though race just because their deck is designed for pitching cards, but we really care about our cards, as they are specific answers. So being able to permanently get rid of Bloodghast or Flamewake Phoenix seems good, and it can still go to the face for 2.
The sideboard has the two Molten Rain being replaced by Magma Spray for the reasons stated above for Hollow One, and Dredge as well. I’ve playtested against Tron, and unless they have the god hand of T3 Tron into Wurmcoil or something we are pretty favored (and we can always Snag the Wurmcoil, or Remand their Tron play post-board).
I am very happy with this deck, although it’s no Legacy UR Delver (or Modern back when Treasure Cruise and Probe were legal) I still like the tempo burn feel and style compared to straight burn, or control in the a Grixis Delver build. I am also collecting stats while I continue to tune this deck. I can post them once I get a large enough sample size (something like 75+ matches).
For the GP this weekend though I'm thinking about running this.
1x Island
1x Mountain
2x Bloodstained Mire
3x Polluted Delta
4x Scalding Tarn
4x Spirebluff Canal
4x Steam Vents
4x Delver of Secrets
4x Goblin Guide
4x Monastery Swiftspear
1x Grim Lavamancer
2x Bedlam Reveler
3x Snapcaster Mage
4x Lightning Bolt
2x Searing Blaze
4x Vapor Snag
3x Remand
2x Spell Pierce
4x Serum Visions
2x Molten Rain
1x Dispel
1x Forked Bolt
1x Grim Lavamancer
1x Izzet Staticaster
1x Abrade
1x Negate
1x Shattering Spree
1x Spell Pierce
2x Spell Snare
2x Young Pyromancer
1x Roast
The sideboard I'm still messing with. I'm not sure if I should try and fit another Abrade (or switch Abrade for Smash to Smithereens) or Shattering Spree in, or swap Molten Rain for Blood Moon (I think Molten Rain is better in a tempo/aggro deck though), and possibly replacing Roast with Dismember. Thoughts?
4 Shivan Reef
4 Mountain
5 Island
4 Delver of Secrets
4 Monastery Swiftspear
4 Young Pyromancer
3 Stormchaser Mage
4 Serum Visions
4 Opt
4 Lightning Bolt
4 Lava Spike
4 Mutagenic Growth
2 Temur Battle Rage
2 Chart a Course
2 Remand
1 Spell Pierce
1 Izzet Charm
3 Vapor Snag
3 Searing Blood
2 Spell Pierce
1 Hurkyl's Recall
3 Smash to Smithereens
3 Skullcrack
FNM Report
R1: vs RG Ramp / Land Destruction (2-0, 1-0-0)
G1: Played an early Swiftspear and Stormchaser mage, he was never really able to play anything but mana dorks before a Temur Battle Rage on Stormchaser finished him off
G2: I sided in Searing Blood for the mana dorks, played a Delver that blind flipped and used it to pressure my opponents life total while removing mana dorks (one with Searing Blaze). Won G2 from Delver beats and burn.
R2: vs GB Elves (2-0, 2-0-0)
G1: dropped a swiftspear on the play with opponent playing a mana dork. I drop a stormchaser mage and use mutagenic growth to swing for 6. I whittle down his life total, opponent eventually tries to play Collected Company which I Remand and swing back for lethal.
G2: I bring in more Searing Blood's, he does the same play a mana dork, I play Swiftspear followed by Searing Blood and Searing Blood for T2 and T3 followed by Deler. He plays the life drain elf to put me to 12. He died to a hasty Stormchaser and a flipped Delver via Serum Visions.
R3: Vs Lanturn Control (2-1, 3-0-0)
G1: Luckily win the die roll and play a Delver. Opponent plays some artifacts. I cast two Swiftspears T2 and a Mutagenic growth to try and get as much ground damage in before Bridge comes down. This takes him to 11 as he Thoughtsiezed my Pyromancer. I get one more swing with the flipped Delver and two Swiftspears lowering his life to 6. He finally casts bridge but can't get the last card out of his hand allowing the Swiftspears to attack in to be pumped by some Opts I was holding.
G2: I pretty much play a Swiftspear, he Thoughtsiezes my Hurkyl's Recall, plays some more artifacts. I draw Smash but he has Inquisition and takes it, drops a Bridge and I can no longer attack as he's hellbent, with my opponent at 14 life I scoop to G3.
G3: Played out very similar to G1, I play some guys and swing in for large amounts, he misses a few land drops and by the time Bridge came down I had the burn to finish him off.
I am pretty sure Lantrun is favored in this matchup, especially versions running Inquisition and Thoughtsieze, so I think it was a combination of luck and tight play that I got the win.
R4: vs Eldrazi Taxes (2-0, 4-0-0)
G1: I play Delver, he plays Caves and Aether Vial. I follow up with Delver and Serum Visions to set up the flip. T3 comes he plays Leonin Arbitor, I swing in with Swift Spear and Delver holding open a Lightning Bolt or Opt, he activates Vial and I bolt Arbitor in response, Thalia comes down. He then plays Thought Knot and the other Eldrazi that places a card from exile into the graveyard to remove my Pyromancer from the game. I kill Thalia with a Bolt and swing with 2 Mutagenics, and a Temur Battle Rage to smash through Thought Knot, draw a Lava Spike and trample through putting him to 2 life after the Lava Spike. He draws his next card and scoops.
G2: No vial this game, I get a Delver and Pyromancer down, he gets Thought Knot and Displacer. we grind to a board stall where I made enough Elemential tokens to swing for leathal, he blocks and flickers a token, which would leave him at 1 life, I cast Searing Blood on Thought Knot which block pyromancer so it would die, he only has Caves mana open so couldn't cast the Path in his hand. I get the win.
This was the first time I've played the deck with paper cards and was quite pleased. on MTGO it has been doing very well as well in the practice queues and freindly leagues. I still misclick my Scry's on MTGO a lot but I am having fun with the deck. The closest matches I've come across was Lanturn decks and Death Shadow decks where tight play is key. Against Random decks, I have had very little issue and I typically win most of those. I don't have exact statistics but I feel I am winning at least to 66% of my matches on the MTGO practice queues against both random decks and well known contenders.
For my deck I'm unsure about the Izzet Charm, it's a sort of flex spot and I figure as a one of it's not bad, but I'm not sure what could be better in that spot?