UR Delver is an archetype based on the card Delver of Secrets. Essentially a flying Wild Nacatl, Delver of Secrets has spurred Tempo decks across multiple formats, in Modern, Legacy, and pauper alike.
The archetype exists based on the power of the following two cards:
Similar to other Snapcaster Mage and Lightning Bolt decks like Splinter Twin and UWR, the two card combination is used to both remove creatures and threaten lethal at the same time. Unlike other SnapBolt decks, UR Delver is archetype that lives off keeping the opponent off tempo and deploying efficient threats with counter backup to win the game before the opponent's game plan can be properly executed.
II. UR Pyro, All the Value
While there are variations of the archetype, the main one that will be discussed in this Primer is the one based on the following 2 drop in the color Red.
Otherwise termed as UR Pyro, not to be confused with UR Storm, the deck is based on creating an army of elemental tokens by playing Young Pyromancer and spells in general. The deck first surfaced competitive scenes when Carlos Moral took the deck to a Top 8 finish at GP Prague in January of 2014. Since then, Chris Van Meter and Louis Scott-Vargas have both toyed with the deck, their articles are below.
IV. Match ups: I am the Fire that Burns Against Cold
Tier 1:
Affinity:
(Game 1) Do your best to stop an Arcbound Ravager from resolving at any point in the game, but failing that, Vapor Snag and a burn spell or Pyromancer token chump blocks can do the trick. Having enough 1 mana burn spells in addition to timely Electrolyze is key to winning the match up. If Etched Champion resolves, the game becomes a race situation.
(Game 2/3) Spellskite hurts our plan, so do your best to keep it off the board. Whipflare is a one sided board wipe, do your best to play around it by holding some number of threats in your hand.
(Game 2) Being on the draw is better than being on the play since the games are likely to go long. Resolving a Batterskull, Sword of Fire and Ice, or Sword of Light and Shadow can make or break the game. As usual, Blood Moon is at its best against greedy 3 color mana bases.
(Game 2) Flame Slash and Combust helps off the board, as do additional instant speed removals. Prepare for a long game as most Twin players will board out 3/4 of the combo so as to not get 2 for 1'd. Batterskull and the like become relevant as the game draws on.
Tron
(Game 1)Prepare to shock yourself to throw all the burn at the Tron player as efficiently as possible, and prepare to play Snapcaster Mage as as 2/1 body if the opponent draws a Relic of Progenitus. A turn 1 Delver of Secrets is
I've been playing this deck for a good bit now, and have had a good bit of success. As much as I want to try something different, I keep coming back to it.
I don't like the hoogland version. I've already made my point in another thread that SSS is an unimpressive threat and that playing extra lands for mutavault means less spells to fuel Delver flips.
I'm playing LSV's version and went with -1 Electrolyze +1 Pillar in the maindboard, and -1 Vandalblast and +1 Shattering Spree in the sideboard. It's been working great.
Thoughts on having one Primer for the UR Delver decks or two?
UR Pyro would be under Established (Modern), UR Fae would under Modern Deck Creation because it has posted 0 results in the past 6 months, online or in real life.
What is the reason behind not splashing green for goyfs over pyros in this deck? Tried looking for the answer to this a few pages back but can't find it.
I feel you. One toughness spread over several creatures (and also found in delver and snapscaster) gives the deck a weakness to a certain kind of removal and goyf would throw in a different angle.
However there are many reasons to keep the deck UR only.
Running many fetches can lower the effectiveness of Serum Visions and the deck pretty much needs it be in the right spot between mana flooded and mana screwed.
The deck sometimes run Blood Moon in the sideboard.. not sure if that's a good reason however.
Gitaxian Probe also help the deck run smoother and works well with YP and Delver (running less lands). I suspect adding green means getting rid of Probe because you run more shocks and more fetches. (and you would not need Probe for YP)
I'm sure a version with green would work to some degree but I suspect it would slow down the deck a little bit.
Also, as for the question about what else green brings other than goyf and grudge flashback, Simic Charm is a potent tempo spell that does everything you need from an instant.
I think 2 mana is a lot and the only issue I can see with this card is that it requires you to have something on the board. If you do however, it allows you to play around so much. It's a counter if they try to kill your clock, it's reach via giant growth of unsummon.. Like Vapor Snag, the unsummon doubles as (subpar but still) protection. (suppose the threat doesn't target, making hexproof useless). I guess it would be better than Mana Leak wherever a counter is less interesting (vs aether vial, pod, when stuff is already on board.)
I think it's worth a try but it's still a conditional spell as it doesn't do much if you don't have anything on the board.
Looking at getting into modern, and, having missed the chance to play with Delver of Secrets and Snapcaster Mage when they were standard legal (I played Junk Rites then) I have decided I wanted to make a modern deck focused around them. My initial idea was a BU Mill deck, but, for it's cost I want to start with a UR Delver deck and then later on make the mill deck for fun.
I am building on a 175 budget for now, so can't fit in feches or Snapcaster Mage so this is the list I have come up with, not using them.
Later on I will also be adding in Remand over Rune Snag
The SB I have tried to focus on countering some of the top decks in the meta. Counterflux for Storm, as well as Relic of Progenitus (as Far as I am aware, storm uses its GY to recast spells) Flame Slash for Early Goyfs and Artifacts Hibbernation can be a good tempo play vs most decks (since a lot splash green) Purphoros, God of the Forge I thought could be a good play vs control as its a free Shock to the face every time I canst an instant or sorcery with Young pyro out Relic of Progenitus for living end and storm Shatterstorm,Vandalblast for pod and Affinity
In this list I have Pyromancers Ascension but I don't know how good it will be as I don't have a full repertoire of 4x cards. What could be worth replacing it with?
Would replacing it with a 1 of Blood Moon help vs a lot of decks be better?
In play testing I did have a few issues with bogles and was wondering if something like Engineered Explosives in the SB (casting for 1 ruins most the enchants and creatures, and useful vs things like BG casting for 2 rails Goyf and Bob) or a board wipe like Pyroclasm, Anger of the gods or Mizzium mortars added to handle the Bogles hxproof deck?
Looking at getting into modern, and, having missed the chance to play with Delver of Secrets and Snapcaster Mage when they were standard legal (I played Junk Rites then) I have decided I wanted to make a modern deck focused around them. My initial idea was a BU Mill deck, but, for it's cost I want to start with a UR Delver deck and then later on make the mill deck for fun.
I am building on a 175 budget for now, so can't fit in feches or Snapcaster Mage so this is the list I have come up with, not using them.
Later on I will also be adding in Remand over Rune Snag
The SB I have tried to focus on countering some of the top decks in the meta. Counterflux for Storm, as well as Relic of Progenitus (as Far as I am aware, storm uses its GY to recast spells) Flame Slash for Early Goyfs and Artifacts Hibbernation can be a good tempo play vs most decks (since a lot splash green) Purphoros, God of the Forge I thought could be a good play vs control as its a free Shock to the face every time I canst an instant or sorcery with Young pyro out Relic of Progenitus for living end and storm Shatterstorm,Vandalblast for pod and Affinity
In this list I have Pyromancers Ascension but I don't know how good it will be as I don't have a full repertoire of 4x cards. What could be worth replacing it with?
Would replacing it with a 1 of Blood Moon help vs a lot of decks be better?
In play testing I did have a few issues with bogles and was wondering if something like Engineered Explosives in the SB (casting for 1 ruins most the enchants and creatures, and useful vs things like BG casting for 2 rails Goyf and Bob) or a board wipe like Pyroclasm, Anger of the gods or Mizzium mortars added to handle the Bogles hxproof deck?
Thanks for any help rendered!
There's actually very little I can say except that you should slowly work towards building one of the online lists (such as LSV's, just google "delving into modern"). Good luck!
As for bogles, most of us handle the matchup by racing them and countering key auras (especially the lifelink ones). They don't handle flyers or swarms of 1/1s well.
Looking at getting into modern, and, having missed the chance to play with Delver of Secrets and Snapcaster Mage when they were standard legal (I played Junk Rites then) I have decided I wanted to make a modern deck focused around them. My initial idea was a BU Mill deck, but, for it's cost I want to start with a UR Delver deck and then later on make the mill deck for fun.
I am building on a 175 budget for now, so can't fit in feches or Snapcaster Mage so this is the list I have come up with, not using them.
Later on I will also be adding in Remand over Rune Snag
The SB I have tried to focus on countering some of the top decks in the meta. Counterflux for Storm, as well as Relic of Progenitus (as Far as I am aware, storm uses its GY to recast spells) Flame Slash for Early Goyfs and Artifacts Hibbernation can be a good tempo play vs most decks (since a lot splash green) Purphoros, God of the Forge I thought could be a good play vs control as its a free Shock to the face every time I canst an instant or sorcery with Young pyro out Relic of Progenitus for living end and storm Shatterstorm,Vandalblast for pod and Affinity
In this list I have Pyromancers Ascension but I don't know how good it will be as I don't have a full repertoire of 4x cards. What could be worth replacing it with?
Would replacing it with a 1 of Blood Moon help vs a lot of decks be better?
In play testing I did have a few issues with bogles and was wondering if something like Engineered Explosives in the SB (casting for 1 ruins most the enchants and creatures, and useful vs things like BG casting for 2 rails Goyf and Bob) or a board wipe like Pyroclasm, Anger of the gods or Mizzium mortars added to handle the Bogles hxproof deck?
Thanks for any help rendered!
There's actually very little I can say except that you should slowly work towards building one of the online lists (such as LSV's, just google "delving into modern"). Good luck!
As for bogles, most of us handle the matchup by racing them and countering key auras (especially the lifelink ones). They don't handle flyers or swarms of 1/1s well.
Thanks! So no changes so far besides adding in the bigger $ cards ?
it's not worth having some sort of wipe for boggle then? okies thanks!
Hi,
I'm playing Jeff Hoogland's UR Delver-Fae deck for a while now since I prefer the playstyle of the SSS version over the YP version.
However, I can't stand it when the delvers don't flip, or flip too late.
Knowing that YP uses quite some cantrips (though this also to feed [young pyromancer and grim lavamancer) I think it has a valid position in the SSS version.
For this reason I'm searching to incorporate some cantrips while keeping focus on the flash based playstyle. I'm still doubting whether to board in a playset of Telling Time or Serum Visions, respectively a higher 2mana instant versus a cheaper 1mana sorcery. The mandatory "put to bottom" of Telling Time is not a problem compared to the scry ability since I have sufficient fetch lands for re-shuffling. I still can't decide so I put in both for now.
With all 6 extra cantrips I think it is safe to drop to 21 lands.
I hope this deck will work as a focused version on digging for delver flips and/or also other much needed spells.
I know Jeff was using 2x Telling Time last year (roxiecards.com/modern-ur-delver-primer/) but I'm unaware if it brought any improvement or if it was tested sufficiently.
It is still a test version since I'm still not sure that shaving the low cost counter spells (Spell Snare and Spell Pierce) and burn spells (Pillar of Flame) for cantrips is a valid option in this build.
Do you guys have any experience in taking it this direction?
I've played hoogland's deck for a while and I find that the main problem is that SSS is not a very impressive threat and that you are forced to play more lands to support mutavault = lower chance for delver to flip. Also, mutavaults means no blood moon.
Hey guys, first time posting here.
Currently building this deck on paper in preparation for an upcoming PTQ in July.
Am hoping to tune up my list in time, will post what I am working with soon, currently sitting in class so can't access it.
It seems as if Vendilion Clique has fallen out of favour recently? What is the reason for this, is it because of the cost, and the fact that it's best matchups are the ones that are already in our favour? I do find that i'd rather hold mine sometimes, so that I can use that 3 mana differently, but I still feel like having at least one or two in the 75 seems correct.
Also alot of the lists aren't running the full set of fetchlands, which I am assuming is down to budget reasons, however this is becoming more and more common and seems like it makes Grim Lavamancer worse. Is 7-8 fetches the correct amount?
I've been running Fork Bolt in my mainboard as a 1-2 of for awhile now. It has been more useful than Pillar of Flame in terms of taking out two mana-dorks or allowing to finish off creatures and ping your opponent at the same time. I realize the exile benefit of Pillar so it is still played out of my sideboard, but I much prefer Fork as the burn spell alongside Lightning Bolt and Electrolyze. I have also considered Burst Lightning but have yet to see it cast as the scaled-up version.
Grim Lavamancer is better against all of the top 4 decks in Modern, Jund, Twin, Pod, and Affinity than Vendilion Clique, as simple as that. It also sits lower on the curve, and it fits the deck very well since it's excellent at cycling through and filling up the graveyard.
Fetches are very good in this deck for the ghetto scry and for Grim Lavamancer food, but for whatever reason, the list that LSV posted on the Mothership only runs 4 Scalding Tarns. I can see part of the reason being for budget purposes, but every point of life saved is good since the deck mostly loses to hyper aggressive decks like Zoo, Affinity, and Merfolk on a weak draw, and running multiple Sulfur Falls instead of the fetch means more life saved. Still, it makes the Blood Moon more awkward and the first turn more likely to be awkward, so I wouldn't recommend it.
I'm currently reconstructing the UR Delver Primer over at Modern Deck Creation here. Feel free to drop by and have a say in the future of the Primer!
Edit: Question to you folks, should the UR Faeries and UR Pyromancer decks be split into two Primers? I have experience playing both, but the Primer does get much convoluted if it tries to cover what I consider to be two distinctly different decks with different game plans.
Hi,
I'm playing Jeff Hoogland's UR Delver-Fae deck for a while now since I prefer the playstyle of the SSS version over the YP version.
However, I can't stand it when the delvers don't flip, or flip too late.
Knowing that YP uses quite some cantrips (though this also to feed [young pyromancer and grim lavamancer) I think it has a valid position in the SSS version.
For this reason I'm searching to incorporate some cantrips while keeping focus on the flash based playstyle. I'm still doubting whether to board in a playset of Telling Time or Serum Visions, respectively a higher 2mana instant versus a cheaper 1mana sorcery. The mandatory "put to bottom" of Telling Time is not a problem compared to the scry ability since I have sufficient fetch lands for re-shuffling. I still can't decide so I put in both for now.
With all 6 extra cantrips I think it is safe to drop to 21 lands.
I hope this deck will work as a focused version on digging for delver flips and/or also other much needed spells.
I know Jeff was using 2x Telling Time last year (roxiecards.com/modern-ur-delver-primer/) but I'm unaware if it brought any improvement or if it was tested sufficiently.
It is still a test version since I'm still not sure that shaving the low cost counter spells (Spell Snare and Spell Pierce) and burn spells (Pillar of Flame) for cantrips is a valid option in this build.
Do you guys have any experience in taking it this direction?
There is room in the Shell for 2 or 4 extra spells. You have put in 6 can trips and removed a sword. Try it with 2 telling time or 2 serum visions and let us know how it plays. Jeff is engaged with the community on on /r/spikes so you could ask there how the 2 telling time played out.
Over the past few months I've tried a range of modern decks. I tried hatebears, UWR control, UWR twin, UR Storm, BWR Midrange, UR Delver and BW midrange. For whatever reason, UR Delver keeps me coming back. The entire shell of the deck is just an absolute blast! Recently, I took the deck to GP Minneapolis. The deck played to a 6-2-1 finish, barely missing day 2.
//Creature (14)
4 Delver of Secrets
2 Grim Lavamancer
4 Snapcaster Mage
4 Young Pyromancer
I think the spellstutter version and the young pyromancer version need 2 separate primers. Depending on how you count it, there are up to 27 different cards between them in main decks. The young pyromancer version plays more at sorcery speed while the spellstutter version plays at instant speed. Also the delvers can be replaced in the spellstutter version with scion of oona quite effectively. There are well maintained primers for the spellstutter version outside of this site, not sure what the rules are about bringing them in here.
If you get multiple activations through Grim Lavamancer, you're going to win the game because you've X for 1'd your opponent. Rarely does a Grim Lavamancer survive to untap, and when he does, you have your Gitaxian Probe, Serum Visions, Scalding Tarn, Misty Rainforest, Remand, Mana Leak, Spell Pierce, etc. to exile before you exile your Lightning Bolt. Grim Lavamancer is amazing versus the mirror, Twin, Affinity, and Pod. You rarely have to worry about an empty graveyard because there are so many cantrip effects between the Remand, Serum Visions, and Gitaxian Probe, not to mention all the dead Delver of Secrets that like to hang out in the graveyard.
Is Grim Lavamancer still viable without Fetchlands? I know he's amazing with that extra guaranteed graveyard fodder, but will we still be playing enough cantrips, etc, to make him reliable? I think he will, just want to get some opinions.
Turn 1 Grim Lavamancer isn't nearly as good without Fetchlands, but if you play him on say turn 3-4 with counter backup, he should have plenty of food to eat.
The toughest match up in my mind is UWR control. Any ideas on improving it?
I love your list and I'm glad to see you had some success with it! I'm especially fond the 1 of Forked Bolt which I personally think is a star in this deck. I think you should try to find room in your sideboard for a Batterskull which gives us a big hedge in grindy match-ups. I play 1 main and 1 in the sideboard and I'm never disappointed to see it (unless it's in my opening hand). Other options include swords; I think there is value in having some bombs to create disparity in later turns.
Recently went 3-0-1 at our weekly modern event. have some notes below on the deck and the performance.
Land Configuration - I went with 21 lands. Originally, I was testing with 19 (just short), 20 (seems right without manlands), and 21 (which included 2x Faerie Conclave). The Faerie land DID SOME WORK. I really like this card (admittedly, it is a pet card of mine), and I think I got in for 10 damage throughout the night with it in situations where I would not have had other plays. Keeping it back as my 3rd or 4th land drop made it pretty painless to ETB tapped.
Running tec-edge is tough in this deck, and it can really hurt at the wrong time. However, there are some times where it is just terrific - and for this reason I think it's a 1/1 split for main/SB. Running one did not hurt at all (and I saw it several times throughout the night).
The rest of the manabase I feel is necessary, as most of the spells in this deck require colored mana of some sort (or 2 colored mana). I also want to be casting more than 1 spell per turn almost every turn from 2 on. I do not want to remove any more colored mana.
Fetches - Necessary if you're playing Grim Lavamancer.
Shoe-ins: In my opinion, the following cards are 100% essential to the deck, and should be run in the numbers that are in my decklist:
Entire Creature configuration, Serum Visions, G-Probe, Lightning Bolt, Vapor Snag
Young Pyromancer is a 3 drop - Don't let the 2CMC fool you - do not play YPZ on turn 2 ever. Even if you can probe, it's just not worth it. If only we had Daze... Play this young fellow with spell pierce/vapor snag backup always!
Snapcaster mage is a 2-4 drop - use his flexibility wisely - there are times when it's correct to Snap/Probe or SNap/Serum him main phase. Don't forget he swings for 2! LOL
With 21 lands and 28 cards LOCKED, that leaves space for 11 cards. I'm uncertain of the configuration of the final 11 cards, most notably which counterspells to run.
Electrolyze - card performed very well. I'm inclined to think this is our maindeck "finisher" - and by that I mean that it tops our curve, and keeps us going with removal+Gas or burn+gas. Also give Snapcaster mage a late game target that can send your CA through the roof. Also went magical christmas land with this card 2 times (meaning I 3 for 1'd)
Counterspell Suite - So I would LOOOVE some insight on what counterspells to run.
Spell Snare & Spell Pierce - I absolutely dig the 1CMC counterspells, but of course they are so very situational. I think that they are what is holding this deck back from Tier 1, strictly because of the variance that they represent.
Mana Leak vs. Remand - On the play, these cards are great. However, when drawing they force you to turn into a bad control deck instead of the tempo deck you are intending to play. In my experience, this severely impacts your results. I think running a total of 4 is the correct answer, but in what configuration I am not sure. I think I've been much happier with remand, so I think that will stay mainboard. To be fair, I ran Leak in the SB to test it out in certain matchups and didnt bring it in once. Remand is so good here because many times you only need 1 turn to finish the game or swing it back in your favor.
Hi myo, I'm curious about the 3x Relic in your SB; what match up are you bringing in all 3? I think you could possibly shave 1 to fit in something like Hurkyl's Recall or Shatterstorm. I only say this because it doesn't look like you have much to bring in against affinity. Also I really like the idea of testing Mana Leak in the board.
I'll be testing some changes in my list inspired by what you've posted (Faerie Conclave and counterspell reconfiguration)
The toughest match up in my mind is UWR control. Any ideas on improving it?
I love your list and I'm glad to see you had some success with it! I'm especially fond the 1 of Forked Bolt which I personally think is a star in this deck. I think you should try to find room in your sideboard for a Batterskull which gives us a big hedge in grindy match-ups. I play 1 main and 1 in the sideboard and I'm never disappointed to see it (unless it's in my opening hand). Other options include swords; I think there is value in having some bombs to create disparity in later turns.
Also I tried to make a primer banner, opinions?
Agreed on the Batterskull, 2x if you're willing to go above 19 lands. I haven't tried Forked Bolt but wouldn't mind giving the card a shot, especially in my meta which doesn't have any Pod.
Thanks for the banner! All the best cards together, so badass, will use.
Thanks for write up! We definitely more of these real in-game experience rather than just theorycrafting about the deck.
My sentiments are that this deck isn't nearly close to being figured out, some basic things like land count aren't even universally agreed upon and can range from 18 to 22 depending on the person.
I'm not a fan of Mana Leak on the board, Spell Pierce is okay. In general, Relic of Progenitus isn't great for Snapcaster decks. I also think that Magma Spray is almostly a strict upgrade over Pillar of Flames in the sideboard since you'll only be pointing it at creatures.
@xnorth Relic of progenitus has gotten a bad rap from some great players in this deck. What I have found, however, is that relic is our best graveyard hate available. It is not easy to play with, but as long as you manage the abilities and your own graveyard appropriately, then relic will shine. Also, there are 3 because when I side it in I always want to see it, in combination with the fact that it can cantrip and replace itself in multiples. Against the mirror I had 2 out for 4 turns, and it forced my opponents snapcasters to turn into bears instead.
Compared to the alternative (tormod's crypt - single use, doesnt cantrip, doesnt cost any mana) I am much happier with relic amd think its correct.
Rememember, if you have relic online you can gain serious tempo on your opponent just becauae of the threat of blowing the yard.
Be careful with conclave, and side them out against decks that run tec-edge. See below for comments on leak.
As for affinity matchup - I think 2 hurkyl's recall is correct, although I have found this matchup to be pretty easy as electolyze, bolt, vapor snag, and snapcaster are basically hard removal spells. Spell snare/pierce for cranial only! The reason for this is that you can still be beaten by etched champion, but not unequipped.
@fyawm
I dont like leak in the board either. There are better answers here, and it isnt blood moon. It might be spreading seas? Also some number of hurkyl should be in here.
UR Delver is an archetype based on the card Delver of Secrets. Essentially a flying Wild Nacatl, Delver of Secrets has spurred Tempo decks across multiple formats, in Modern, Legacy, and pauper alike.
The archetype exists based on the power of the following two cards:
Similar to other Snapcaster Mage and Lightning Bolt decks like Splinter Twin and UWR, the two card combination is used to both remove creatures and threaten lethal at the same time. Unlike other SnapBolt decks, UR Delver is archetype that lives off keeping the opponent off tempo and deploying efficient threats with counter backup to win the game before the opponent's game plan can be properly executed.
While there are variations of the archetype, the main one that will be discussed in this Primer is the one based on the following 2 drop in the color Red.
Young Pyromancer
Otherwise termed as UR Pyro, not to be confused with UR Storm, the deck is based on creating an army of elemental tokens by playing Young Pyromancer and spells in general. The deck first surfaced competitive scenes when Carlos Moral took the deck to a Top 8 finish at GP Prague in January of 2014. Since then, Chris Van Meter and Louis Scott-Vargas have both toyed with the deck, their articles are below.
6 Island
1 Mountain
4 Misty Rainforest
2 Mutavault
4 Scalding Tarn
3 Steam Vents
Creatures (15)
4 Delver of Secrets
1 Grim Lavamancer
4 Snapcaster Mage
4 Young Pyromancer
2 Vendilion Clique
4 Lightning Bolt
4 Remand
2 Spell Pierce
2 Spell Snare
3 Vapor Snag
Sorcery (10)
4 Gitaxian Probe
2 Pillar of Flame
4 Serum Visions
1 Grim Lavamancer
2 Blood Moon
3 Threads of Disloyalty
1 Hibernation
2 Magma Spray
2 Negate
1 Spell Pierce
1 Vendilion Clique
2 Shatterstorm
http://www.starcitygames.com/article/28075_Young-Peezy-At-The-Grand-Preezy.html (03/12/14)
http://www.wizards.com/magic/magazine/article.aspx?x=mtg/daily/td/297 (05/02/14)
6 Island
2 Mountain
4 Scalding Tarn
4 Steam Vents
3 Sulfur Falls
Creature (14)
4 Delver of Secrets
2 Grim Lavamancer
4 Snapcaster Mage
4 Young Pyromancer
Instant (17)
2 Electrolyze
4 Lightning Bolt
3 Mana Leak
3 Remand
1 Spell Pierce
2 Spell Snare
2 Vapor Snag
4 Gitaxian Probe
4 Serum Visions
1 Pillar of Flame
Artifact (1)
1 Sword of Fire and Ice
2 Blood Moon
2 Combust
2 Counterflux
1 Engineered Explosives
1 Izzet Staticaster
1 Relic of Progenitus
1 Shattering Spree
2 Spellskite
1 Sword of Feast and Famine
1 Threads of Disloyalty
1 Vandalblast
Tier 1:
Affinity:
(Game 1) Do your best to stop an Arcbound Ravager from resolving at any point in the game, but failing that, Vapor Snag and a burn spell or Pyromancer token chump blocks can do the trick. Having enough 1 mana burn spells in addition to timely Electrolyze is key to winning the match up. If Etched Champion resolves, the game becomes a race situation.
(Game 2/3) Spellskite hurts our plan, so do your best to keep it off the board. Whipflare is a one sided board wipe, do your best to play around it by holding some number of threats in your hand.
Jund:
(Game 1) Spell Pierce is strong on the play but weak on the draw in stopping the turn 1 Inquisition of Kozilek or Thoughtseize. Young Pyromancer is a star here whether it's creating tokens to chump block Tarmogoyf or denying Liliana of the Veil's effectiveness. Cryptic Command is at its strongest in games of attrition.
(Game 2/3) Blood Moon off the board is key to stopping their board development. Watch out for Anger of the Gods and Jund Charm, which will wipe your board. Having access to Sword of Fire and Ice, Sword of Light and Shadow, or Batterskull is key to grinding out a win. Threads of Disloyalty can be game changing if it grabs a Tarmogoyf, but watch out for Abrupt Decay creating a blowout situation.
UWR Control
(Game 1) Using Gitaxian Probe, find the opening to keep a threat on the table. Maintaining land drops is key to winning the match up. Spell Snare is at its best here, hitting Snapcaster Mage, Mana Leak, Lightning Helix, and Remand.
(Game 2) Being on the draw is better than being on the play since the games are likely to go long. Resolving a Batterskull, Sword of Fire and Ice, or Sword of Light and Shadow can make or break the game. As usual, Blood Moon is at its best against greedy 3 color mana bases.
Melira Pod
(Game 1) Always kill the turn 1 mana dork when you can. Maintain board control with Grim Lavamancer, and hit them Delver of Secrets and Vendilion Clique. Do not let the Birthing Pod resolve, Mana Leak is better than Remand because of situations like this.
(Game 2/3) More Grim Lavamancer, Izzet Staticaster, and other burn spells off the board helps immensely. Twisted Image looks good here, as does Magma Spray. Orzhov Pontiff is immensely powerful from their side.
Twin
(Game 1) Gitaxian Probe help you to know whether you can develop your board and whether you need to hold up disruption and whether they're holding Electrolyze. Vapor Snag is amazing for tempo, and Spell Snare hits plenty of cards. Grim Lavamancer helps to keep their side of the board clean while Delver of Secrets and Vendilion Clique can put up the pressure.
(Game 2) Flame Slash and Combust helps off the board, as do additional instant speed removals. Prepare for a long game as most Twin players will board out 3/4 of the combo so as to not get 2 for 1'd. Batterskull and the like become relevant as the game draws on.
Tron
(Game 1)Prepare to shock yourself to throw all the burn at the Tron player as efficiently as possible, and prepare to play Snapcaster Mage as as 2/1 body if the opponent draws a Relic of Progenitus. A turn 1 Delver of Secrets is
(Game 2/3) A combination of Spreading Seas and/or Blood Moon helps to slow down the Tron player. Negate and Counterflux forces them to have multiple threats. Watch out for their many board wipes in the form of Firesprout, Pyroclasm, and Oblivion Stone.
Tier 2:
Like that you also have the SSS version, I also enjoy playing that, trying to decide which is better.
Think i'm gonna stick with one clique mainboard, and see how it works out.
Been doing well on Cockatrice though, the deck feels like it has alot of game against everything.
Modern:
UU/R SpellStutterR
http://articles.deckfactory.com/ur-fae-in-modern-post-tcgplayer-50k/
I've been playing this deck for a good bit now, and have had a good bit of success. As much as I want to try something different, I keep coming back to it.
I'm playing LSV's version and went with -1 Electrolyze +1 Pillar in the maindboard, and -1 Vandalblast and +1 Shattering Spree in the sideboard. It's been working great.
Modern: Jund Legacy: RUG Delver EDH: Captain Sisay
UR Pyro would be under Established (Modern), UR Fae would under Modern Deck Creation because it has posted 0 results in the past 6 months, online or in real life.
Anyway, here is Hoogland's deck which he updates regularly: http://tappedout.net/mtg-decks/urx-spellstutter/
Modern: Jund Legacy: RUG Delver EDH: Captain Sisay
//Creature (14)
4 Delver of Secrets
2 Grim Lavamancer
4 Snapcaster Mage
4 Young Pyromancer
//Instant (18)
2 Electrolyze
4 Lightning Bolt
3 Mana Leak
3 Remand
1 Spell Pierce
2 Spell Snare
3 Vapor Snag
//Sorcery (9)
1 Forked Bolt
4 Gitaxian Probe
4 Serum Visions
//Land (19)
6 Island
1 Mountain
1 Mountain
4 Scalding Tarn
4 Steam Vents
3 Sulfur Falls
SB: 3 Blood Moon
SB: 2 Combust
SB: 1 Counterflux
SB: 1 Dispel
SB: 1 Engineered Explosives
SB: 2 Hibernation
SB: 2 Hurkyl's Recall
SB: 1 Magma Spray
SB: 1 Relic of Progenitus
SB: 1 Spellskite
The toughest match up in my mind is UWR control. Any ideas on improving it?
I love your list and I'm glad to see you had some success with it! I'm especially fond the 1 of Forked Bolt which I personally think is a star in this deck. I think you should try to find room in your sideboard for a Batterskull which gives us a big hedge in grindy match-ups. I play 1 main and 1 in the sideboard and I'm never disappointed to see it (unless it's in my opening hand). Other options include swords; I think there is value in having some bombs to create disparity in later turns.
Also I tried to make a primer banner, opinions?
2x Grim Lavamancer
4x Delver of Secrets
4x Snapcaster Mage
4x Young Pyromancer
2x Vendilion Clique
Spells(23)
2x Electrolyze
4x Lightning Bolt
2x Remand
2x Spell Pierce
2x Spell Snare
4x Gitaxian Probe
4x Serum Visions
3x Vapor Snag
2x Island
2x Faerie Conclave
4x Misty Rainforest
1x Mountain
1x Tectonic Edge
4x Scalding Tarn
4x Steam Vents
2x Sulfur Falls
1x Shivan Reef
2x Pillar of Flame
1x Dismember
2x Spellskite
2x Combust
3x Relic of Progenitus
1x Tectonic Edge
2x Spell Pierce
3x Mana Leak
Recently went 3-0-1 at our weekly modern event. have some notes below on the deck and the performance.
Land Configuration - I went with 21 lands. Originally, I was testing with 19 (just short), 20 (seems right without manlands), and 21 (which included 2x Faerie Conclave). The Faerie land DID SOME WORK. I really like this card (admittedly, it is a pet card of mine), and I think I got in for 10 damage throughout the night with it in situations where I would not have had other plays. Keeping it back as my 3rd or 4th land drop made it pretty painless to ETB tapped.
Running tec-edge is tough in this deck, and it can really hurt at the wrong time. However, there are some times where it is just terrific - and for this reason I think it's a 1/1 split for main/SB. Running one did not hurt at all (and I saw it several times throughout the night).
The rest of the manabase I feel is necessary, as most of the spells in this deck require colored mana of some sort (or 2 colored mana). I also want to be casting more than 1 spell per turn almost every turn from 2 on. I do not want to remove any more colored mana.
Fetches - Necessary if you're playing Grim Lavamancer.
Shoe-ins: In my opinion, the following cards are 100% essential to the deck, and should be run in the numbers that are in my decklist:
Entire Creature configuration, Serum Visions, G-Probe, Lightning Bolt, Vapor Snag
Young Pyromancer is a 3 drop - Don't let the 2CMC fool you - do not play YPZ on turn 2 ever. Even if you can probe, it's just not worth it. If only we had Daze... Play this young fellow with spell pierce/vapor snag backup always!
Snapcaster mage is a 2-4 drop - use his flexibility wisely - there are times when it's correct to Snap/Probe or SNap/Serum him main phase. Don't forget he swings for 2! LOL
With 21 lands and 28 cards LOCKED, that leaves space for 11 cards. I'm uncertain of the configuration of the final 11 cards, most notably which counterspells to run.
Electrolyze - card performed very well. I'm inclined to think this is our maindeck "finisher" - and by that I mean that it tops our curve, and keeps us going with removal+Gas or burn+gas. Also give Snapcaster mage a late game target that can send your CA through the roof. Also went magical christmas land with this card 2 times (meaning I 3 for 1'd)
Counterspell Suite - So I would LOOOVE some insight on what counterspells to run.
Spell Snare & Spell Pierce - I absolutely dig the 1CMC counterspells, but of course they are so very situational. I think that they are what is holding this deck back from Tier 1, strictly because of the variance that they represent.
Mana Leak vs. Remand - On the play, these cards are great. However, when drawing they force you to turn into a bad control deck instead of the tempo deck you are intending to play. In my experience, this severely impacts your results. I think running a total of 4 is the correct answer, but in what configuration I am not sure. I think I've been much happier with remand, so I think that will stay mainboard. To be fair, I ran Leak in the SB to test it out in certain matchups and didnt bring it in once. Remand is so good here because many times you only need 1 turn to finish the game or swing it back in your favor.
I'll be testing some changes in my list inspired by what you've posted (Faerie Conclave and counterspell reconfiguration)
Agreed on the Batterskull, 2x if you're willing to go above 19 lands. I haven't tried Forked Bolt but wouldn't mind giving the card a shot, especially in my meta which doesn't have any Pod.
Thanks for the banner! All the best cards together, so badass, will use.
My sentiments are that this deck isn't nearly close to being figured out, some basic things like land count aren't even universally agreed upon and can range from 18 to 22 depending on the person.
I'm not a fan of Mana Leak on the board, Spell Pierce is okay. In general, Relic of Progenitus isn't great for Snapcaster decks. I also think that Magma Spray is almostly a strict upgrade over Pillar of Flames in the sideboard since you'll only be pointing it at creatures.
@xnorth
Relic of progenitus has gotten a bad rap from some great players in this deck. What I have found, however, is that relic is our best graveyard hate available. It is not easy to play with, but as long as you manage the abilities and your own graveyard appropriately, then relic will shine. Also, there are 3 because when I side it in I always want to see it, in combination with the fact that it can cantrip and replace itself in multiples. Against the mirror I had 2 out for 4 turns, and it forced my opponents snapcasters to turn into bears instead.
Compared to the alternative (tormod's crypt - single use, doesnt cantrip, doesnt cost any mana) I am much happier with relic amd think its correct.
Rememember, if you have relic online you can gain serious tempo on your opponent just becauae of the threat of blowing the yard.
Be careful with conclave, and side them out against decks that run tec-edge. See below for comments on leak.
As for affinity matchup - I think 2 hurkyl's recall is correct, although I have found this matchup to be pretty easy as electolyze, bolt, vapor snag, and snapcaster are basically hard removal spells. Spell snare/pierce for cranial only! The reason for this is that you can still be beaten by etched champion, but not unequipped.
@fyawm
I dont like leak in the board either. There are better answers here, and it isnt blood moon. It might be spreading seas? Also some number of hurkyl should be in here.
Edit: grammar/tags