Would this deck really want a 2-mana sorcery card draw spell though (as good as it might be) ?
Once a threat is established I'd think that the deck would prefer to operate at instant speed with counters/removal/burn to protect the threat, disrupt the opponet and close out the game.
Opt (or even Anticipate) seems more in line with this plan (than Chart) as a 1-mana instant speed cantrip though I haven't tested it yet.
I'm actually not a huge fan of running all the 1 mana cantrips.
As a tempo deck we can only run so many spells that don't affect the board state. Opt, Sleight of Hand and Serum Visions all have value in that they make sure that our draws are live draws, but that has diminishing returns. As we filter more and more, we end up drawing less and less excess lands, making the 1 mana cost of playing another card selection spell more and more significant.
Opt will probably replace Sleight of Hand, and Serum Visions will remain due to its synergy with Delver of Secrets. But we need enough cards to filter into to make these card selection spells worthwhile.
The whole point of thresh decks like Delver is that your card selection spells do impact the board state. They grow your creatures, trigger useful abilities, increase your ability to find business as needed, and enable cards like Delver in the first place. This argument reminds me of "Path is negative tempo" (how is removing a 4-mana creature for one mana "negative tempo?"). Critically assessing the role these cards actually play in your games will help you understand them.
It impacts it with exactly Young Pyromancer. Delver cares that it's in the deck, but Opt and Sleight of Hand both don't help to flip it any more than any other instant/sorcery spell does.
Opt and Serum Visions together should already be enough to find enough threats as is, and if you're having to play a cycle spell into a cycle spell into a cycle spell in order to find your Delver, then you've already fallen so far behind that it's going to be hell to try and catch back up afterwards, especially when you're filtering out excess lands, and thus keeping your mana count low.
Opt I like due to the fact that it's instant speed, and thus is less of a burden as you can play it on turns that you're holding up a counterspell and your opponent doesn't play anything worth countering, and Serum Visions because it makes flipping Delver so much more consistent, but Sleight of Hand feels like it would be better to just run more Vapor Snags/Lightning Bolts/Mana Leaks/Logic Knots (In a non-lavamancer version, or possibly even as a 1 of in them) instead if you're not running at least 8 creatures that care about spells being cast. (i.e. Versions running multiple Thing in the Ice or Prowess Creatures.)
You aren't playing a Thresh deck that cares about getting a mass of cards into your grave, you're playing a Delver deck whose flagship card cares about the card on top of your deck, and Young Pyromancer which you'd much rather leave open mana to protect and play at as close to instant speed as possible once it's on the board rather than potentially getting an extra 1/1.
It sounds as though you're the one that isn't actually assessing the deck's various parts. Most delver decks don't run creatures that grow from casting them, only have exactly one ability that triggers off it, and would rather just put more gas into the deck instead of needing to use mana to find it in the first place rather than running the worst of the cantrips being discussed. Even if I did find the Pyromancer triggers worthwhile, I'd rather run Thought-Scour to put cards in the grave to make Snapcaster more versatile and more importantly, play at instant speed to allow me to hold up counterspells when I need them and only pay for it at end of turn when I have the spare mana.
There are plenty of cards in straight UR that care about cards in the grave, including Snapcaster, Reveler, and Lavamancer. And others that care about spells being cast, like Swiftspear, Thing, and Pyromancer. It's close to impossible to have this conversation without an actual list as a blueprint though, so if you can point me to a UR Delver list with a recent finish we'll be able to delve into the topic constructively. If not, my point stands that cantrips (and especially sorcery-speed ones) synergize on multiple levels in this archetype.
According to my definition, whether or not it plays green cards, UR Delver is indeed a thresh deck. Perhaps yours is different, but after reading that definition, do you disagree that it fits UR Delver?
the card itself really isn't worth the card board its printed on...does it serve a purpose? Sure its a blue 1 drop that might not be a 1/1. I would not put it in a list and expect to win a PTQ or GP though.
There are plenty of cards in straight UR that care about cards in the grave, including Snapcaster, Reveler, and Lavamancer. And others that care about spells being cast, like Swiftspear, Thing, and Pyromancer. It's close to impossible to have this conversation without an actual list as a blueprint though, so if you can point me to a UR Delver list with a recent finish we'll be able to delve into the topic constructively. If not, my point stands that cantrips (and especially sorcery-speed ones) synergize on multiple levels in this archetype.
According to my definition, whether or not it plays green cards, UR Delver is indeed a thresh deck. Perhaps yours is different, but after reading that definition, do you disagree that it fits UR Delver?
Someone already linked to one a little bit earlier. In fact, it's the only one with any results worth noting.
It really seems to agree with the basic idea. That getting instants and sorceries into the grave is useful, but that once you get a delver or pyromancer onto the field, you'd much rather play at instant speed than sorcery in order to constantly threaten your opponent with counterspells, hence why the only sorcery is Serum Visions, and the other cycles have the same benefit that Opt does. It's less of a burden to use since you can just use them on the turns that you held up (Or bluffed holding up, often the effect can be the same) countermagic to slow your opponent down and ended up not needing to use it (Thought Scour and Heiroglyphic Illumination) while Heiroglyphic Illumination also has a much higher ceiling than Sleight of Hand, becoming a full card advantage spell in grindy matchups.
The only on cast trigger is Young Pyromancer. Lavamancer and Serpent find having a card in the graveyard useful, but they're also anti-synergy with each other and most likely one's sided out when the other is brought in, meaning that at most 6 creatures care about the graveyard at any one point in time, but in the case of Sleight of Hand... are you really unable to find a better card to flashback than Sleight of Hand? The only spell that Sleight of Hand puts into your graveyard for Snapcaster Mage is Sleight of Hand, when Thought Scour is not only instant, but has a chance of putting spells that you actually want to flashback into the pool. All Snapcaster needs is a single instant or sorcery, and Sleight of Hand would be one of the lowest priority flashback targets.
Sleight of Hand might have some synergy with the deck, but it's so minor that it's certainly not good enough to justify running the abysmal Sleight of Hand, and I really don't see how you could claim that sorcery speed cantrips synergise especially well in a deck type that runs counterspells given that instant speed cantrips mean that you can leave mana open on your turn to deter opponents with the threat of countermagic and then still make use of your mana even when they play around it, making instant speed all the more valuable and mitigating the tempo loss.
If you wanted to make it work, you'd probably want to run it in a deck with far more on cast synergies, like full on Kiln Fiend and Prowess style creatures, and even then you'd probably rather run different cantrips like Slip Through Space to make sure that those grounded attackers can actually connect.
Additionally, if you're going to go with that that definition, Sleight of Hand is also a terrible fit. "Often trades card advantage for speed" and "disrupts opponents with noncreature spells" are heavily at odds with Sleight of Hand. Cantrips are one of the biggest cases of trading speed for card advantage, as they tend to have much less powerful effects than other spells of their mana cost due to the fact that they're a 0 card advantage instead of a -1, and a part of Delver's disruption suite is counterspells, which require the ability to hold mana open on the opponent's turn, but have the drawback of potentially backfiring and wasting the held open mana if the opponent doesn't play anything worth countering and you have nothing at instant speed that you can play end of turn. As a card selection, sorcery speed cantrip, Sleight of Hand is an abysmal fit for that description.
Thanks for the link. That is indeed a textbook thresh deck per my definition. I stand by my other claims (follow the links above to learn more; not going to retype 3000 words into this comment!). Not saying this deck should play Sleight, just that Sleight is still probably better than Opt. If Opt were to enter this deck, it would probably replace Scour or Illumination and I don't see that happening, at least not completely.
Also for the record this result is not very indicative of a successful/tuned/optimized list. I would be interested in seeing more competitive results than three leagues by one guy.
the card itself really isn't worth the card board its printed on...does it serve a purpose? Sure its a blue 1 drop that might not be a 1/1. I would not put it in a list and expect to win a PTQ or GP though.
I think Chart a Course amd Opt will be great for th8s archtype. If you go back to the Treasure Cruise era, the deck played 11 cantrips. 4 Probe, 4 Serum Visions, and usually 3 Thought Scour.
Opt is certainly not Probe, but I think it is better than Thought Scour in a deck that doesn't care about Delve. The jury is out on Chart a Course but I think it has what it takes. There is some awkwardness with Swiftspear, as you have to cast Chart in second main for full effect, but setting yourself up for a explosive turn is pretty powerful. I also think we trim on Snapcaster because Opt lets us run 1 less land, and Snapcaster is a pretty mana hungry card.
TLDR: Seeum Visions, Sleight of Hand, and Opt are all good in this deck, but the big question is if Chart a Course can be good enough.
I completely agree that Ixalan has been a fantastic set for this deck. Opt and Chart are very useful additions for any Ux low-curve deck utilizing creatures that care about spells.
I cut down Cryptic Serpent and Thought Scour entirely, because I just want to smash face and do not intend to let my opponent reach the late game. I really like running the full set of Vapor Snag, since it can bounce my own Snapcaster Mage as well. What do you guys think? Has anyone tested Chart a course so far?
I like the overall idea and definitely think Chart a Course has some real opportunity to be a massive game changer here (Opt i'm not so sure on) but i did want to discuss this a little bit. Note: I'm a very avid follower of and brewer of Magic and Modern but i lack table experience in a major way. Most of this theory and i hope you'll forgive me if i end up making assumptions that lead to it seeming like i'm talking out of my arse.
It's completely fair to say said cards aren't necessary if you plan to stop them reaching endgame in the first place but that's not the only reason you could be running them. For example, I myself want to try a version which goes all in on playing at sorcery speed for Chart functionality. Here's a minor revision of your list to demonstrate concept (I'm rubbish at list making on my own >.< )
Here we trade out some of the cards that favour instant speed for a more solid Sorcery speed value plan. Swiftspear, while fantastic, fights Charts strategy badly (drawing and keeping 2 means a wasted prowess trigger) so she goes.
The logic knots are experimental but considering the velocity we are filling our graveyard and UR's lack of delve threats it seems a waste to let it rot so why risk Mana leak when we can have an option that scales a lot more favourably in the later game? Thought scour slots in here too to help keep us from needing to syphon too much fuel from Snap/Enigma in this regard as well.
I also trimmed the mountain but i feel we can manage since Swiftspear is no longer part of the picture in terms of turn 1 red mana and its going to be a nonissue with a blood moon if we decide to run it (which i really think would be a fantastic sideboard idea or even mainboard for the bold). There may be a better land to remove towards this purpose but i'm straight-out trash at balancing manabases so i won't try to reason that one out.
Finally, we also have a finisher in Enigma Drake if things do go unfavourably and we're dragged to the endgame. It should be nice and plump in the power department by then. Opt seems a bit off here (the instant speed is not nearly as relevant for a deck that isn't considered about prowess) but i don't really know what to swap it for. Probe would have been perfect in another time...
Won my Modern FNM today with my List posted above. Will post a full List and Report later. Guys, Chart a Course is the nuts, at least it felt extremely powerful today.
Keen to see your report and also to know if Swiftspear tripped you up at all. Been second guessing the enigma drake plan. Low land count hurts for a 3 mana casting cost. Nothing else seems to synergise so maybe Swiftspears a necessary evil...
Splashing a color is definitely an option.
Even goblin guide is playable if you want to be playing chart a course/counterspells. Giving them lands doesn't pair well with mana leak or spell pierce though.
Otherwise, I think going to 3 is pretty much just required.
We need 3 lands to get much out of snapcaster mage, and frankly, we don't have reliable wincons without curving to 3 (unless you're on a burn plan).
Hey guys, I have been loving Chart in 4-color Delver variants and wrote an analysis of how the card matches up with Snap and in thresh decks in general. I don't think it's so specific to that deck as to be irrelevant in this thread. Personally I don't think UR is very good since it has its own issues in the metagame that Chart doesn't address, but in any case, Chart does give Delver decks a little push.
the card itself really isn't worth the card board its printed on...does it serve a purpose? Sure its a blue 1 drop that might not be a 1/1. I would not put it in a list and expect to win a PTQ or GP though.
Hey guys, I have been loving Chart in 4-color Delver variants and wrote an analysis of how the card matches up with Snap and in thresh decks in general. I don't think it's so specific to that deck as to be irrelevant in this thread. Personally I don't think UR is very good since it has its own issues in the metagame that Chart doesn't address, but in any case, Chart does give Delver decks a little push.
I've read the article you posted and while I agree with it for the most part I notice in the ending min-section you briefly mention not having enough threats as a problem of UR and one that Chart can't really help with. Is that what you mean by the "issues in the metagame that Chart doesn't address"?
I can't say I understand that, bearing in mind the entire point of the deck is to run a low number of really spell-synergistic threats and the most instants/sorceries you can cram in there? Furthermore, the truly ludicrously overpowered UR Delver strategies during the brief Treasure Cruise era are not much different from the modern strategy. Hell, Chart seems like it would support that exact same deck almost as far as being a straight swap for its banned precursor.
Bearing all this in mind: If Chart really is as good as everyone here seems to think and your article suggests, then I would be really interested to hear just what you think UR Delver needs to compete again if the closest thing to the second coming of Treasure Cruise won't do it?
Hey guys, I have been loving Chart in 4-color Delver variants and wrote an analysis of how the card matches up with Snap and in thresh decks in general. I don't think it's so specific to that deck as to be irrelevant in this thread. Personally I don't think UR is very good since it has its own issues in the metagame that Chart doesn't address, but in any case, Chart does give Delver decks a little push.
I've read the article you posted and while I agree with it for the most part I notice in the ending min-section you briefly mention not having enough threats as a problem of UR and one that Chart can't really help with. Is that what you mean by the "issues in the metagame that Chart doesn't address"?
I can't say I understand that, bearing in mind the entire point of the deck is to run a low number of really spell-synergistic threats and the most instants/sorceries you can cram in there? Furthermore, the truly ludicrously overpowered UR Delver strategies during the brief Treasure Cruise era are not much different from the modern strategy. Hell, Chart seems like it would support that exact same deck almost as far as being a straight swap for its banned precursor.
Bearing all this in mind: If Chart really is as good as everyone here seems to think and your article suggests, then I would be really interested to hear just what you think UR Delver needs to compete again if the closest thing to the second coming of Treasure Cruise won't do it?
Lacking in quality of threats in the UR color combination, not lacking in quantity of threats during a game. I explained what UR needs to compete in that very section. I think calling this card the second coming of Treasure Cruise is vastly overblown BTW, so don't lump me in with that guy.
the card itself really isn't worth the card board its printed on...does it serve a purpose? Sure its a blue 1 drop that might not be a 1/1. I would not put it in a list and expect to win a PTQ or GP though.
Went 3-1. Won to 2 Burn and 1 Scapeshift, lost to UB faeries. Chart a Course is OK midgame but not close enought to be the next Treasure Cruise but Opt is really good.
I play swiftspear currently in my list although i'm not sure about swiftspear forever, I want to have a more aggro based version and a more control based version, and with the Cryptics and mana leaks this version will probably be the control version. Also the mana base in this deck is budget, and as far as the sideboard goes, I am not finished with it but here it is.
I don't have any other artifact destruction so I have to use Ancient Grudge , but like I said I don't have a very good sideboard.
Also I am thinking about taking out one Thought Scour and one Sleight of Hand for two Chart a Course
Private Mod Note
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Rollback Post to RevisionRollBack
UR and sometimes WDelver Modern U and sometimes WTurns Modern URBWAffinity Modern GWKarametra Enchantress EDH UBRG Yidris Storm EDH WSram Cheerios EDH
Question, has anyone ever actually built this deck as a balls to the wall agro deck and left out the counter spells or at least SB the majority?
the "older" version with mantis riders and mutagenic growth was a thing for a while. but that deck ran gitaxian probe. i guess you can replace probe for Opt now.
This is an aggro type version of the deck I built to try out when I realized my Young Pyros weren't cutting it with all the removal around. I haven't gone all in concerning removing the permission but it could be possible with things like mutagenic. This is an early build but I have had some successes with it so far. I am still not sure my creature split is correct but I am still feeling it out. The sideboard is a mess but getting closer to where it needs to be every week.
Typically I play Knightfall in modern but I needed a break from always playing the same deck and decided I had most of the pieces for UR Delver and took that to FNM.
In the good category, I was surprised by how strong enigma drake was and chart a course was absolutely amazing. I do almost feel like I should be running the 4th copy. Remand and Mana Leak felt like they were at the weakest I've ever played with them. I was running 4x remand but found myself constantly siding it out. When Remand is good it's great, but the general curve of the metagame seems to just be so low.
This is what I would probably run out the next time I play the deck
Once a threat is established I'd think that the deck would prefer to operate at instant speed with counters/removal/burn to protect the threat, disrupt the opponet and close out the game.
Opt (or even Anticipate) seems more in line with this plan (than Chart) as a 1-mana instant speed cantrip though I haven't tested it yet.
What am I missing here ?
It impacts it with exactly Young Pyromancer. Delver cares that it's in the deck, but Opt and Sleight of Hand both don't help to flip it any more than any other instant/sorcery spell does.
Opt and Serum Visions together should already be enough to find enough threats as is, and if you're having to play a cycle spell into a cycle spell into a cycle spell in order to find your Delver, then you've already fallen so far behind that it's going to be hell to try and catch back up afterwards, especially when you're filtering out excess lands, and thus keeping your mana count low.
Opt I like due to the fact that it's instant speed, and thus is less of a burden as you can play it on turns that you're holding up a counterspell and your opponent doesn't play anything worth countering, and Serum Visions because it makes flipping Delver so much more consistent, but Sleight of Hand feels like it would be better to just run more Vapor Snags/Lightning Bolts/Mana Leaks/Logic Knots (In a non-lavamancer version, or possibly even as a 1 of in them) instead if you're not running at least 8 creatures that care about spells being cast. (i.e. Versions running multiple Thing in the Ice or Prowess Creatures.)
You aren't playing a Thresh deck that cares about getting a mass of cards into your grave, you're playing a Delver deck whose flagship card cares about the card on top of your deck, and Young Pyromancer which you'd much rather leave open mana to protect and play at as close to instant speed as possible once it's on the board rather than potentially getting an extra 1/1.
It sounds as though you're the one that isn't actually assessing the deck's various parts. Most delver decks don't run creatures that grow from casting them, only have exactly one ability that triggers off it, and would rather just put more gas into the deck instead of needing to use mana to find it in the first place rather than running the worst of the cantrips being discussed. Even if I did find the Pyromancer triggers worthwhile, I'd rather run Thought-Scour to put cards in the grave to make Snapcaster more versatile and more importantly, play at instant speed to allow me to hold up counterspells when I need them and only pay for it at end of turn when I have the spare mana.
According to my definition, whether or not it plays green cards, UR Delver is indeed a thresh deck. Perhaps yours is different, but after reading that definition, do you disagree that it fits UR Delver?
Counter-Cat
Colorless Eldrazi Stompy
Someone already linked to one a little bit earlier. In fact, it's the only one with any results worth noting.
https://www.mtggoldfish.com/deck/689488#paper
It really seems to agree with the basic idea. That getting instants and sorceries into the grave is useful, but that once you get a delver or pyromancer onto the field, you'd much rather play at instant speed than sorcery in order to constantly threaten your opponent with counterspells, hence why the only sorcery is Serum Visions, and the other cycles have the same benefit that Opt does. It's less of a burden to use since you can just use them on the turns that you held up (Or bluffed holding up, often the effect can be the same) countermagic to slow your opponent down and ended up not needing to use it (Thought Scour and Heiroglyphic Illumination) while Heiroglyphic Illumination also has a much higher ceiling than Sleight of Hand, becoming a full card advantage spell in grindy matchups.
The only on cast trigger is Young Pyromancer. Lavamancer and Serpent find having a card in the graveyard useful, but they're also anti-synergy with each other and most likely one's sided out when the other is brought in, meaning that at most 6 creatures care about the graveyard at any one point in time, but in the case of Sleight of Hand... are you really unable to find a better card to flashback than Sleight of Hand? The only spell that Sleight of Hand puts into your graveyard for Snapcaster Mage is Sleight of Hand, when Thought Scour is not only instant, but has a chance of putting spells that you actually want to flashback into the pool. All Snapcaster needs is a single instant or sorcery, and Sleight of Hand would be one of the lowest priority flashback targets.
Sleight of Hand might have some synergy with the deck, but it's so minor that it's certainly not good enough to justify running the abysmal Sleight of Hand, and I really don't see how you could claim that sorcery speed cantrips synergise especially well in a deck type that runs counterspells given that instant speed cantrips mean that you can leave mana open on your turn to deter opponents with the threat of countermagic and then still make use of your mana even when they play around it, making instant speed all the more valuable and mitigating the tempo loss.
If you wanted to make it work, you'd probably want to run it in a deck with far more on cast synergies, like full on Kiln Fiend and Prowess style creatures, and even then you'd probably rather run different cantrips like Slip Through Space to make sure that those grounded attackers can actually connect.
Additionally, if you're going to go with that that definition, Sleight of Hand is also a terrible fit. "Often trades card advantage for speed" and "disrupts opponents with noncreature spells" are heavily at odds with Sleight of Hand. Cantrips are one of the biggest cases of trading speed for card advantage, as they tend to have much less powerful effects than other spells of their mana cost due to the fact that they're a 0 card advantage instead of a -1, and a part of Delver's disruption suite is counterspells, which require the ability to hold mana open on the opponent's turn, but have the drawback of potentially backfiring and wasting the held open mana if the opponent doesn't play anything worth countering and you have nothing at instant speed that you can play end of turn. As a card selection, sorcery speed cantrip, Sleight of Hand is an abysmal fit for that description.
Also for the record this result is not very indicative of a successful/tuned/optimized list. I would be interested in seeing more competitive results than three leagues by one guy.
Counter-Cat
Colorless Eldrazi Stompy
Opt is certainly not Probe, but I think it is better than Thought Scour in a deck that doesn't care about Delve. The jury is out on Chart a Course but I think it has what it takes. There is some awkwardness with Swiftspear, as you have to cast Chart in second main for full effect, but setting yourself up for a explosive turn is pretty powerful. I also think we trim on Snapcaster because Opt lets us run 1 less land, and Snapcaster is a pretty mana hungry card.
TLDR: Seeum Visions, Sleight of Hand, and Opt are all good in this deck, but the big question is if Chart a Course can be good enough.
I like the overall idea and definitely think Chart a Course has some real opportunity to be a massive game changer here (Opt i'm not so sure on) but i did want to discuss this a little bit. Note: I'm a very avid follower of and brewer of Magic and Modern but i lack table experience in a major way. Most of this theory and i hope you'll forgive me if i end up making assumptions that lead to it seeming like i'm talking out of my arse.
It's completely fair to say said cards aren't necessary if you plan to stop them reaching endgame in the first place but that's not the only reason you could be running them. For example, I myself want to try a version which goes all in on playing at sorcery speed for Chart functionality. Here's a minor revision of your list to demonstrate concept (I'm rubbish at list making on my own >.< )
4x Polluted Delta
4x Scalding Tarn
3x Island
3x Spirebluff Canal
3x Steam Vents
4x Delver of Secrets
2x Enigma Drake
4x Young Pyromancer
3x Snapcaster Mage
Spells
4x Thought Scour
4x Serum Visions
4x Chart a Course
4x Lightning Bolt
4x Vapor Snag
4x Remand
2x Logic Knot
4x Opt
Here we trade out some of the cards that favour instant speed for a more solid Sorcery speed value plan. Swiftspear, while fantastic, fights Charts strategy badly (drawing and keeping 2 means a wasted prowess trigger) so she goes.
The logic knots are experimental but considering the velocity we are filling our graveyard and UR's lack of delve threats it seems a waste to let it rot so why risk Mana leak when we can have an option that scales a lot more favourably in the later game? Thought scour slots in here too to help keep us from needing to syphon too much fuel from Snap/Enigma in this regard as well.
I also trimmed the mountain but i feel we can manage since Swiftspear is no longer part of the picture in terms of turn 1 red mana and its going to be a nonissue with a blood moon if we decide to run it (which i really think would be a fantastic sideboard idea or even mainboard for the bold). There may be a better land to remove towards this purpose but i'm straight-out trash at balancing manabases so i won't try to reason that one out.
Finally, we also have a finisher in Enigma Drake if things do go unfavourably and we're dragged to the endgame. It should be nice and plump in the power department by then. Opt seems a bit off here (the instant speed is not nearly as relevant for a deck that isn't considered about prowess) but i don't really know what to swap it for. Probe would have been perfect in another time...
Keen to see your report and also to know if Swiftspear tripped you up at all. Been second guessing the enigma drake plan. Low land count hurts for a 3 mana casting cost. Nothing else seems to synergise so maybe Swiftspears a necessary evil...
Even goblin guide is playable if you want to be playing chart a course/counterspells. Giving them lands doesn't pair well with mana leak or spell pierce though.
Otherwise, I think going to 3 is pretty much just required.
We need 3 lands to get much out of snapcaster mage, and frankly, we don't have reliable wincons without curving to 3 (unless you're on a burn plan).
Read here: http://modernnexus.com/chart-toppers-counter-cat-after-ixalan/
Counter-Cat
Colorless Eldrazi Stompy
I've read the article you posted and while I agree with it for the most part I notice in the ending min-section you briefly mention not having enough threats as a problem of UR and one that Chart can't really help with. Is that what you mean by the "issues in the metagame that Chart doesn't address"?
I can't say I understand that, bearing in mind the entire point of the deck is to run a low number of really spell-synergistic threats and the most instants/sorceries you can cram in there? Furthermore, the truly ludicrously overpowered UR Delver strategies during the brief Treasure Cruise era are not much different from the modern strategy. Hell, Chart seems like it would support that exact same deck almost as far as being a straight swap for its banned precursor.
Bearing all this in mind: If Chart really is as good as everyone here seems to think and your article suggests, then I would be really interested to hear just what you think UR Delver needs to compete again if the closest thing to the second coming of Treasure Cruise won't do it?
Counter-Cat
Colorless Eldrazi Stompy
18 Lands: No Tarns, using it at my GDS
4 Flooded Strand
1 Polluted Delta
1 Bloodstained Mire
3 Island
1 Mountain
3 Steamvents
3 Spirebluff Canal
1 Shivan Reef
14 Creatures:
4 Delver of Secrets
4 Young Pyromancer
3 Enigma Drake
2 Snapcaster Mage
1 vendillion Clique
28 Spells:
4 Opt
4 Serum Visions
3 Mana Leak
3 Remand
2 Spell Snare flexspot
4 Lightning Bolt
4 Vapor Snag
1 Electrolyze
1 Forked Bolt
2 Chart a Course
15 Sideboards:
3 Bloodmoon
2 Smash to Smithereens
1 By Force
1 Flashfreeze
1 Disdainful Stroke
1 Ceremonius Rejection
1 Izzet Staticaster
1 Echoing Truth
1 Surgical Extraction
1 Ubsubtantiate
1 Act of Aggression
1 Forked Bolt
3 Bloodmoon and 2 Smash to Smithereens are the only main stay on my 15 card sideboard.
swiftspear has a tendency to fade away past turn 5.
i would suggest experimenting with Smuggler's Copter to keep the tempo up.
Active thread contributor of Jeskai Prowess Tempo
2 Monastery Swiftspear
2 Snapcaster Mage
4 Young Pyromancer
2 Enigma Drake
4 Serum Visions
2 Sleight of Hand
3 Opt
3 Thought Scour
2 Spell Pierce
1 Pillar of Flame
4 Lightning Bolt
1 Remand
1 Izzet Charm
2 Mana Leak
1 Electrolyze
2 Cryptic Command
1 Blood Moon
2 Mountain
7 Island
3 Spirebluff Canal
4 Shivan Reef
1 Sulfur Falls
2 Flooded Strand
I play swiftspear currently in my list although i'm not sure about swiftspear forever, I want to have a more aggro based version and a more control based version, and with the Cryptics and mana leaks this version will probably be the control version. Also the mana base in this deck is budget, and as far as the sideboard goes, I am not finished with it but here it is.
I don't have any other artifact destruction so I have to use Ancient Grudge , but like I said I don't have a very good sideboard.
Also I am thinking about taking out one Thought Scour and one Sleight of Hand for two Chart a Course
UR and sometimes WDelver Modern
U and sometimes WTurns Modern
URBWAffinity Modern
GWKarametra Enchantress EDH
UBRG Yidris Storm EDH
WSram Cheerios EDH
the "older" version with mantis riders and mutagenic growth was a thing for a while. but that deck ran gitaxian probe. i guess you can replace probe for Opt now.
Active thread contributor of Jeskai Prowess Tempo
4x Island
1x Mountain
4x Polluted Delta
4x Scalding Tarn
3x Spirebluff Canal
3x Steam Vents
4x Lava Spike
4x Serum Visions
2x Search for Azcanta
4x Opt
4x Remand
2x Spell Pierce
3x Vapor Snag
4x Delver of Secrets
2x Enigma Drake
3x Monastery Swiftspear
2x Snapcaster Mage
3x Stormchaser Mage
1x Batterskull
3x Blood Moon
2x Grim Lavamancer
2x Smash to Smithereens
2x Spell Snare
2x Vedalken Shackles
1x Vendilion Clique
In the good category, I was surprised by how strong enigma drake was and chart a course was absolutely amazing. I do almost feel like I should be running the 4th copy. Remand and Mana Leak felt like they were at the weakest I've ever played with them. I was running 4x remand but found myself constantly siding it out. When Remand is good it's great, but the general curve of the metagame seems to just be so low.
This is what I would probably run out the next time I play the deck
4x Flooded Strand
3x Island
1x Mountain
4x Scalding Tarn
3x Spirebluff Canal
3x Steam Vents
Creatures (14)
4x Delver of Secrets
2x Enigma Drake
4x Snapcaster Mage
4x Young Pyromancer
1x Electrolyze
4x Lightning Bolt
2x Logic Knot
2x Mana Leak
4x Opt
2x Remand
4x Thought Scour
2x Vapor Snag
3x Chart A Course
4x Serum Visions
1x Negate
1x Spell Pierce
1x Spell Snare
1x Surgical Extraction
3x Blood Moon
1x By Force
1x Electrolyze
1x Vendilion Clique
1x Echoing Truth
1x Smash to Smithereens
1x Dismember
1x Disdainful Stroke
1x forked bolt
The sideboard is super undecided. I'm open to any and all suggestions. My local meta is filled with Tron variants but is otherwise a very wide field.