I would only run reveler in the SB for grindy match ups in which your going to be very low on cards in hand. If you run him MD he is often stranded in hand as you will have 2-3 useful cards that will have to be discarded to his ETB trigger. The Serpent yes is just a vanilla 6/5 but that is a large body and he stone walls most of the common big dudes gofy, tas.
On second thought, You might be right about censor. Its probably better in Delver than in a slower control deck as most of those don't even run many cheap counters leaning on removal early.
Delver is one of the few permission-based blue decks aggressive enough to make sure Leak stays live for the duration of most games. Leak is much better than Censor here.
I was thinking this would replace remand in the mix of counters
On second thought, You might be right about censor. Its probably better in Delver than in a slower control deck as most of those don't even run many cheap counters leaning on removal early.
Cryptic Serpent looks like it is very much worth trying out
Censor is just not doing to do anything but cycle a vast amount of time.
Enigma Drake is eh... dies to most of the problematic removal that already hurts us, AD, Path, Push it dodges bolt and is slow.
Soul Scar Mage just seems worse than Swiftspear the lack of haste makes all the difference imo.
Yeah, upon further testing in the matchups vs aggro they usually have path as removal, vs DS decks they have push, and vs burn it's just too slow.
I have been playing with a modified version of the list I posted above (not the brain in the jar one as that is no longer viable) the only difference is that I have upped the count of Smugglers chopters, that card is a welcomed addition to the deck I think. Vclique has always felt like a SB card for the deck to me as it just folds to lingering souls tokens. Chopter has the advantage of only being a creature when you want it to be and it is a way of offering quasi haste to YP Snaps Delvers etc... and the filtering is useful to dig and pitch bad cards for better ones.
Is Thing in the Ice viable as a sideboard card? I've been using it vs more aggresive decks and feels really easy to drop it t2 and then flip it t3 with a gut shot.
I would think no. In my own testing with TITI i found that he is to much of a investment 5 total cards before you see a 7/8 and the 2c.c. 0/4 body you get at sticker price doesn't do much to stop aggro from just killing you. He is better token strategies IMO or even against CoCo pretty much any creature based deck that is looking to amass a very specific kind of swarm not the DS/Zoo style aggro of whatever threat sticks. Also Fatal Push, Abrupt Decay Delver doesn't need another threat that simply folds to BGx
So I've been trying out a brain in the jar + beck//call package and have found it to be good so far. It gives the deck a different angle of attack and adds a element of "unfair" to a otherwise fair deck. 7-8 card package 3 brain in jar, 1 red expertise, 4 beck//call. while it is unfortunate to need to jump threw a hoop to get some real CA it feels like this is one option you could apply to the deck as the requirement is small 7-8 cards and so far haven't lost a game that I have resolved a Beck//Call. Normally by the time to get to resolve one both players are at 2-3 cards in hand and pulling that far ahead on board and refilling the hand is normally lights out.
using the shell I posted above minus 2 lands no gut shot, no electrolyze, no swiftspear for the brain in the jar beck//call package.
I have been trying out the build since seeing the list and the only changes I have made has been -1Blood Moon +1 Smuggler's Copter Copter has been really good so far, good enough that I wanted 1 more to make sure and see it more often. The looting seems really strong and it has been game winning in the face of Lotv letting top decked creatures activate it to finish her off or just getting rid of extra lands or dead leaks and with 4 young pyromancers you almost very want to attack with makes a perfect crewing body.
Kari Zev has also surprised me as she has taken the game rather quickly when left unchecked and her first strike has been good against tokens etc...
It will probably just replace the check lands. Running Blood Moon out of the side board in most lists kind of limits the number of non-basics we can run so just getting Sulfur Falls out of the deck will be good since it the worst single land you can have in your opening hand.
I'm liking Reveler so far it fills a lot of the weak spots the deck has always had. A way to refuel after a attrition battle, doesn't die to bolt or Decay, doesn't require us to be going out of our way to do stuff we wouldn't do anyways.
The obvious odd balls in the list are Spite of Mogis and [card]Collective Defiance[/card. Collective Defiance has been hit or miss. I've had it be a real good value card in the late game getting use out of all three modes, it has also been good when I probe and see that my hand is irrelevant to my opponents plans or if they are on a combo or something.
I think you are going to run the U/R delver with Reveler you should give Spite of Mogis a try. If you can cast Reveler for RR then you can deal 6 to any non-protection from red or hexproof creatures. I've killed 5/6 Gofy's with it pretty regularly and I am thinking about adding a second in the board or the MD.
I don't think my sideboard needs much discussion since it changes all the time because I only play online and that is the world of the deck of the day; if you read a article or see a video series about a deck online you might as well just throw some hate in your board its a bad match up.
Dredge is easy. I've played a bunch of Dredge matches and only lose if I get mana screwed or something like that.
I would normally agree with your comparison on yp to akk but i actually don't think yp is great in a field of eldrazi. While I don't run akk as a 4 of I've been finding 2-3 as performing better against eldrazi.
A- its better against a resolved tks helping us regain some card disadvantage. Even at 17-18 lands our deck often floods with lands due to all the cantrips and the chances of hitting a playable are higher than not.
B- his prowess can often be relavent when blocking larger creatures like tkk or reality smasher.we often are forced to take accepted losses in uncontested attacks by smaller mimics or early tks. Casting 2-3 spells during the opponents attack step is not uncommon and trading akk for a tks or reality smasher is simpler with akk than yp tokens.
C- akk is a much worse target for displacer than yp and its tokens. While they can reset a large akk with the affect they also give us a chance to hit on his trigger; while yp tokens are simply gone. I think this is the new problem card for the deck overall as it can reset delver all day, reset prowess creatures and again invalidates yp late game appeals.
Jori has been great at helping regain card disadvantage but its legendary status limits it. Akk has often taken me from a board of 1 1cc creature to 3 1-2 cc creatures. While yp tokens are nice I would rather put a swiftspear or stormchaser or delver on the bf.
Post ban when BGx decks are back in force yp is better than akk. I just don't think its true in a eldrazi invasion.
so I was interested in asking opinions on bringing back rending volley into the SB. seems like resto is making a come back it would also help against other like thrune and colonnade.
Other than that still liking stormchaser mage have been flying over many eldrazi online.
Well I'm liking stormchaser even more with all the Eldrazi around MTGO only the RUeldrazu have creatures that are not bound to the ground.
Also still enjoying the clots its nearly a auto win against GW UW other UR. Played a match against GW Coco with finks etc.. Game 1 was on the draw t1 delver gut shot his bird t2 delver didnt flip play stormchaser probe swing for 2 he plays goyf t3 jori en delver flipped swing for 4 take 4 from the goyf he paths my storm chaser grabbed a island he plays ooze t5 play another stormchaser bolt the ooze draw off of jori snag his goyf he takes 9 threw delver storm jori and snags he replays goyf plus another one t6 serum draw slip through time top bolt bottom a land play slip on jori draw 2 bolt his face he scoops.
Game 2 t1 im on the draw he plays bird i snag it t2 replays bird i drop stormchaser gut shot the bird hit for 2 t3 he drops finks i slame a clout on stormchaser bolt his face and swing for 5 t4 plays Coco hits finks + ooze i play blood moon catching him on mono nonbasics snag a finks swing for 5 t5 he swings i serum visions into another snag use it on finks forkbolt his ooze swing for 6 he scoops.
I would like to work young peezy into the sb at least.
Again flying is super relevant with all the eldrazi and GW. The GW opponent I beat told me he wasnt able to deal with the clout.
there is a thread for the Niv-Magus Elemental combo which i think this would be a better fit for. If i was to steal a creature from that deck for Delver I would steal the Niv-Magus since exiling 1 Gitaxian Probe leaves you with a 3/4 until he dies. I don't tend to like Kiln Fiend since he lacks any evasion and I've encountered this deck on MTGO a ton and in my experience its to easy to chump block the Fiend and if we have a YP out we can jump him all day and is really only a problem if you have the combo and i don't have a answer.
Also I don't get the insistence on labeling it a "prowess" deck. You do know that WotC stated that prowess is going to be an evergreen ability like flying or trample right? its going to be a ability seen in just about every set now. So to say its a "prowess deck" is like saying a deck is a "flying deck" or a "trample deck" its just a ability that is going to be more common on the creatures that are in the colors this deck runs.
Except that flying and trample don't require additional cards built around them to make them good. If you want to take advantage of prowess you are building a different deck. I'm not saying UR Prowess is bad, but it is definitely a different animal than the traditional UR Delver.
you don't really need to build around prowess for it to be effective in delver either. you already cast lots of instants/sorcery spells during your turn. from removal to clear the path for the ground troops to serum visions. your more often going to counter your opponents removal during your attack step anyways. thats kind of the point prowess is just meshes well with what the deck is already doing, other than countering permanents during your opponents turn your more likely to be countering your opponents removal during your turn. Its not like people are just jamming any and all prowess creatures into the deck the only ones people are interested in are ones with other relevant abilities, haste, flying, cantrips... In the colors that prowess functions in you are already going to be playing instants/sorcery spells more than say Green Stompy.
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he also allows you to run stubborn denial
I was thinking this would replace remand in the mix of counters
Cryptic Serpent looks like it is very much worth trying out
Censor is just not doing to do anything but cycle a vast amount of time.
Enigma Drake is eh... dies to most of the problematic removal that already hurts us, AD, Path, Push it dodges bolt and is slow.
Soul Scar Mage just seems worse than Swiftspear the lack of haste makes all the difference imo.
I have been playing with a modified version of the list I posted above (not the brain in the jar one as that is no longer viable) the only difference is that I have upped the count of Smugglers chopters, that card is a welcomed addition to the deck I think. Vclique has always felt like a SB card for the deck to me as it just folds to lingering souls tokens. Chopter has the advantage of only being a creature when you want it to be and it is a way of offering quasi haste to YP Snaps Delvers etc... and the filtering is useful to dig and pitch bad cards for better ones.
I would think no. In my own testing with TITI i found that he is to much of a investment 5 total cards before you see a 7/8 and the 2c.c. 0/4 body you get at sticker price doesn't do much to stop aggro from just killing you. He is better token strategies IMO or even against CoCo pretty much any creature based deck that is looking to amass a very specific kind of swarm not the DS/Zoo style aggro of whatever threat sticks. Also Fatal Push, Abrupt Decay Delver doesn't need another threat that simply folds to BGx
using the shell I posted above minus 2 lands no gut shot, no electrolyze, no swiftspear for the brain in the jar beck//call package.
creatures
4Delver of Secrets
4Snapcaster Mage
4Young Pyromancer
2Monastery Swiftspear
1Kari Zev, Skyship Raider
spells
4Lightning Bolt
4Serum Visions
3Mana Leak
3Vapor Snag
2Remand
2Spell Snare
2Electrolyze
1Gut Shot
Artifacts
1Smuggler's Copter
Enchantments
3Blood Moon
Lands
4Scalding Tarn
3Flooded Strand
3Steam Vents
3Spirebluff Canal
4Island
2Mountain
1Desolate Lighthouse
Sideboard
3Fork Bolt
2Relic of Progenitus
2Dispel
2Negate
2Shatterstorm
2Anger of the Gods
1Magus of the Moon
1Smash to Smithereens
I have been trying out the build since seeing the list and the only changes I have made has been -1Blood Moon +1 Smuggler's Copter Copter has been really good so far, good enough that I wanted 1 more to make sure and see it more often. The looting seems really strong and it has been game winning in the face of Lotv letting top decked creatures activate it to finish her off or just getting rid of extra lands or dead leaks and with 4 young pyromancers you almost very want to attack with makes a perfect crewing body.
Kari Zev has also surprised me as she has taken the game rather quickly when left unchecked and her first strike has been good against tokens etc...
4Delver of Secrets
4Monastery Swiftspear
3Bedlam Reveler
2Snapcaster Mage
4Gitaxian Probe
4Serum Visions
4Lightning Bolt
3Sleight of Hand
3Spell Pierce
2Mana Leak
2Vapor Snag
1Deprive
1Burst Lightning
1Forked Bolt
1Pillar of Flame
1Spite of Mogis
1Collective Defiance
4Scalding Tarn
2Steam Vents
2Sulfur Falls
2Wandering Fumarole
4Island
2Mountain
3Ghost Quarter
sideboard
3Ancestral Vision
3Thing in the Ice
1Hibernation
1Kira, Great Glass-Spinner
1Vendilion Clique
2Surgical Extraction
1Electrickery
1Vandalblast
2Blood Moon
I'm liking Reveler so far it fills a lot of the weak spots the deck has always had. A way to refuel after a attrition battle, doesn't die to bolt or Decay, doesn't require us to be going out of our way to do stuff we wouldn't do anyways.
The obvious odd balls in the list are Spite of Mogis and [card]Collective Defiance[/card. Collective Defiance has been hit or miss. I've had it be a real good value card in the late game getting use out of all three modes, it has also been good when I probe and see that my hand is irrelevant to my opponents plans or if they are on a combo or something.
I think you are going to run the U/R delver with Reveler you should give Spite of Mogis a try. If you can cast Reveler for RR then you can deal 6 to any non-protection from red or hexproof creatures. I've killed 5/6 Gofy's with it pretty regularly and I am thinking about adding a second in the board or the MD.
I don't think my sideboard needs much discussion since it changes all the time because I only play online and that is the world of the deck of the day; if you read a article or see a video series about a deck online you might as well just throw some hate in your board its a bad match up.
Dredge is easy. I've played a bunch of Dredge matches and only lose if I get mana screwed or something like that.
A- its better against a resolved tks helping us regain some card disadvantage. Even at 17-18 lands our deck often floods with lands due to all the cantrips and the chances of hitting a playable are higher than not.
B- his prowess can often be relavent when blocking larger creatures like tkk or reality smasher.we often are forced to take accepted losses in uncontested attacks by smaller mimics or early tks. Casting 2-3 spells during the opponents attack step is not uncommon and trading akk for a tks or reality smasher is simpler with akk than yp tokens.
C- akk is a much worse target for displacer than yp and its tokens. While they can reset a large akk with the affect they also give us a chance to hit on his trigger; while yp tokens are simply gone. I think this is the new problem card for the deck overall as it can reset delver all day, reset prowess creatures and again invalidates yp late game appeals.
Jori has been great at helping regain card disadvantage but its legendary status limits it. Akk has often taken me from a board of 1 1cc creature to 3 1-2 cc creatures. While yp tokens are nice I would rather put a swiftspear or stormchaser or delver on the bf.
Post ban when BGx decks are back in force yp is better than akk. I just don't think its true in a eldrazi invasion.
Other than that still liking stormchaser mage have been flying over many eldrazi online.
Also still enjoying the clots its nearly a auto win against GW UW other UR. Played a match against GW Coco with finks etc.. Game 1 was on the draw t1 delver gut shot his bird t2 delver didnt flip play stormchaser probe swing for 2 he plays goyf t3 jori en delver flipped swing for 4 take 4 from the goyf he paths my storm chaser grabbed a island he plays ooze t5 play another stormchaser bolt the ooze draw off of jori snag his goyf he takes 9 threw delver storm jori and snags he replays goyf plus another one t6 serum draw slip through time top bolt bottom a land play slip on jori draw 2 bolt his face he scoops.
Game 2 t1 im on the draw he plays bird i snag it t2 replays bird i drop stormchaser gut shot the bird hit for 2 t3 he drops finks i slame a clout on stormchaser bolt his face and swing for 5 t4 plays Coco hits finks + ooze i play blood moon catching him on mono nonbasics snag a finks swing for 5 t5 he swings i serum visions into another snag use it on finks forkbolt his ooze swing for 6 he scoops.
I would like to work young peezy into the sb at least.
Again flying is super relevant with all the eldrazi and GW. The GW opponent I beat told me he wasnt able to deal with the clout.
you don't really need to build around prowess for it to be effective in delver either. you already cast lots of instants/sorcery spells during your turn. from removal to clear the path for the ground troops to serum visions. your more often going to counter your opponents removal during your attack step anyways. thats kind of the point prowess is just meshes well with what the deck is already doing, other than countering permanents during your opponents turn your more likely to be countering your opponents removal during your turn. Its not like people are just jamming any and all prowess creatures into the deck the only ones people are interested in are ones with other relevant abilities, haste, flying, cantrips... In the colors that prowess functions in you are already going to be playing instants/sorcery spells more than say Green Stompy.