This list will probably need testing done (as with any list); but just going from the UWR Isochron List and taking out White and adding some stuff in colour I'm getting something that looks similar to this;
This list will probably need testing done (as with any list); but just going from the UWR Isochron List and taking out White and adding some stuff in colour I'm getting something that looks similar to this;
The only benefit to being UR over UWR is A)more burn and B)Blood moon
So in terms of more burn: Searing Blaze. This guy is 2 lightning bolts printed on 1 card. Cards like Serum Visions and Vedalken Shackles are slow and hurt our harder, better, faster, stronger burn plan, so they should be cut for more tempo based counters like mana leak or delay(mana leak vs aggro and delay vs aggro loam, storm and affinity.
in terms of blood moon: it's blood moon. If you run at least 6 islands and 6-8 fetches this enchantment will win games. You really have no business beating tron decks after turn 5, UNLESS BLOODMOON HITS THE BOARD. Same for Jund and esper decks.
Summary: Vedalken Shackles and Serum Visions have no place main deck, Searing Blaze does. Blood moon is a house.
What do you guys think about blood moon mainboard? It barely hurts us at all, and hoses a good portion of the meta. I like the idea of this deck. Get out some efficient creatures and swing every turn. Counter or burn their threats while playing cheap cantrips and fixing your draws. Snapcaster for card advantage. This deck could be amazing even without goys because of blood moon. You could also just board out the moons and board into RUG if blood moon isnt having the desired effect.
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Build a man a fire, he'll be warm for the night.
Set a man on fire, he'll be warm for the rest of his life.
There has never been a land that enters the battlefield untapped unconditionally and taps for two colors unconditionally. That would be strictly better than a basic land
The only benefit to being UR over UWR is A)more burn and B)Blood moon
So in terms of more burn: Searing Blaze. This guy is 2 lightning bolts printed on 1 card. Cards like Serum Visions and Vedalken Shackles are slow and hurt our harder, better, faster, stronger burn plan, so they should be cut for more tempo based counters like mana leak or delay(mana leak vs aggro and delay vs aggro loam, storm and affinity.
in terms of blood moon: it's blood moon. If you run at least 6 islands and 6-8 fetches this enchantment will win games. You really have no business beating tron decks after turn 5, UNLESS BLOODMOON HITS THE BOARD. Same for Jund and esper decks.
Summary: Vedalken Shackles and Serum Visions have no place main deck, Searing Blaze does. Blood moon is a house.
Agree with shackles being cut. However, I think that 4 Delver and at least 3 Serum visions come stapled together in modern. Searing blaze does seem very good and I personally would play a misers blood moon main and sideboard into more.
.02$
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Thanks to SushiOtter at Hakai Studios for the great banner.
Electrolyze seems good here as well. I don't think I would play Mutavault in this deck either, but that's just me. I would rather have Ghost Quarter or something useful.
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Legacy Decks
~~~~~~~~~
Too many to list efficiently. Find me online with the same SN if you want to play, or message me here to set up a time to play.
Modern
~~~~~~~~~
Whatever pile of 75 I throw together the night before without testing. Usually: :symb::symu::symg:
Agree with shackles being cut. However, I think that 4 Delver and at least 3 Serum visions come stapled together in modern. Searing blaze does seem very good and I personally would play a misers blood moon main and sideboard into more.
.02$
Honestly, I Don't believe there are enough decks that will get blown out by blood moon to include in the mb. Draw it against merfolk, burn, Rug, or caw blade and you've wasted a draw.
The reason why I don't like Serum visions:
1) its a sorcery, so it take up precious resources on your turn and is needed early in order to be effective, but early game is where we will make the most impact.
2) delver isn't a sure bet. If Serum visions would yield a 80%flip rate like with ponder, I'd say go for it, but the odds of this card drawing you garbage, or not setting up draws to your liking just seems bad.
3) this isn't rug. We don't play as much permission, so our topdecks are just fine without much manipulation.
4)as with many cantrips, it makes mulligans harder. You really don't know if there's lands 2-3 in the next three cards. Serum visions is extra bad at getting teh land when you need it.
5) I think we play enough library manipulation with magma jet, and enough cantrips with electrolyses and remand. All of these get more value with snaps, where as Serum visions will almost never be flashed back.
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When does lightning bolt kill Emrakul? When your opponent's at three.
Honestly, I Don't believe there are enough decks that will get blown out by blood moon to include in the mb. Draw it against merfolk, burn, Rug, or caw blade and you've wasted a draw.
The reason why I don't like Serum visions:
1) its a sorcery, so it take up precious resources on your turn and is needed early in order to be effective, but early game is where we will make the most impact.
2) delver isn't a sure bet. If Serum visions would yield a 80%flip rate like with ponder, I'd say go for it, but the odds of this card drawing you garbage, or not setting up draws to your liking just seems bad.
3) this isn't rug. We don't play as much permission, so our topdecks are just fine without much manipulation.
4)as with many cantrips, it makes mulligans harder. You really don't know if there's lands 2-3 in the next three cards. Serum visions is extra bad at getting teh land when you need it.
5) I think we play enough library manipulation with magma jet, and enough cantrips with electrolyses and remand. All of these get more value with snaps, where as Serum visions will almost never be flashed back.
Definitely agree about blood moon, I just love playing it game one against tron and grinning. Maybe that's just greedy? IDK, I presume it gets slightly better with visions though since it is slightly easier to find/shuffle away.
About serum visions, yes it is significantly worse than ponder, but I do like that it makes sure we don't run into a bunch of lands mid to late game and also sets up delver flips. I agree that it is not optimal, but I would not go below 2.
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Thanks to SushiOtter at Hakai Studios for the great banner.
Definitely agree about blood moon, I just love playing it game one against tron and grinning. Maybe that's just greedy? IDK, I presume it gets slightly better with visions though since it is slightly easier to find/shuffle away.
About serum visions, yes it is significantly worse than ponder, but I do like that it makes sure we don't run into a bunch of lands mid to late game and also sets up delver flips. I agree that it is not optimal, but I would not go below 2.
This was teh deck list I've been running with at local weekly modern events.
On a side note: I believe thunderous wrath and/or Desolate lighthouse might make nice 1-of's post AVR.
I've recently been putting together UR Delver and testing several different cards in it to see if I can put together something more suited to my liking. Right now, MD, I'm running the following list:
I'm loving Temporal Mastery, as setting up an extra turn via Magma Jet or Serum Visions is just fantastic. Before running Temporal Mastery, I was considering cutting Serum Visions for more burn (Magma Jet, maybe fit in Searing Blaze).
I originally ran 4x Mana Leak and 2x Izzet Charm, but I've decided to switch them around since turn 2 I consistently have U and R sources available, meaning I can run a counter if need be to protect my turn 1 threat drop, or have immediate spot removal for a turn 2 threat from the opponent. I may end up just replacing the Leaks with Remand, but we'll see.
I have tested Searing Blaze in the deck, and I would like to fit it back in the maindeck if I can. It's been pretty good to me in several situtations, especially with a fetch idling until I need to Blaze. Burst Lightning is currently in over something like Lava Spike just because I find I really need as much instant speed spot removal/burn as possible.
I'm also currently trying out building a UR Delver variant that runs Epic Experiment, although that may be a card better suited for Storm than for any UR Delver deck.
I've recently been putting together UR Delver and testing several different cards in it to see if I can put together something more suited to my liking. Right now, MD, I'm running the following list:
I'm loving Temporal Mastery, as setting up an extra turn via Magma Jet or Serum Visions is just fantastic. Before running Temporal Mastery, I was considering cutting Serum Visions for more burn (Magma Jet, maybe fit in Searing Blaze).
How has probe been treating you? When I was playing it I had a higher counter magic count with izzetcharm, spell snare and remandx2 leakx3.
Another thing I've found about the UR varient. We are in need of another strong 1 drop besides goblin guide. Scapshift is a thing. Tron is a thing. As is teachings, uw control and other high land count decks who thank us for goblin guide. I just think he it too much of a liability as of the current Meta. We should take a serious look at stromkirk noble, grim lavamancer, and stonerite as alternatives that do openly enable our opponents.
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When does lightning bolt kill Emrakul? When your opponent's at three.
How has probe been treating you? When I was playing it I had a higher counter magic count with izzetcharm, spell snare and remandx2 leakx3.
Probe has only really been useful to me turn 1 to gain extra card advantage out of the gate (paying 2 life instead of U), but I'm finding that I'm wanting less and less to have to cast card draw at sorcery speed. I would much rather have the mana open for instant speed options, plus I've been finding that both Serum Visions and Gitaxian Probe have some negative synergy with Temporal Mastery. I've drawn Mastery (making it a dead card in hand) off of them enough times now that it gets frustrating, but I've found a solution to both of these needs that I really like: I'm now running from my list posted -2 Serum Visions -2 Gitaxian Probe + 4 Telling Time. Telling Time has been awesome for me in my playtesting so far and I'm really happy with it. The instant speed + being able set up a Time Walk without worries of accidentally drawing it at the wrong time + being able to dig 3 cards deep and choose which two I get to draw have sold me over the Serum Visions + Gitaxian Probe package.
Another thing I've found about the UR varient. We are in need of another strong 1 drop besides goblin guide. Scapshift is a thing. Tron is a thing. As is teachings, uw control and other high land count decks who thank us for goblin guide. I just think he it too much of a liability as of the current Meta. We should take a serious look at stromkirk noble, grim lavamancer, and stonerite as alternatives that do openly enable our opponents.
I'd say Grim Lavamancer is one of our best 1-drops right now, and I'm definitely sticking with my 3x Lavamancer in UR Delver. I don't see Scapeshift in my area, so I haven't been able to test against it, but Goblin Guide's job in more aggressive UR builds is to help set the pace to the point where the opponent is dead before he gets enough land to go off. If you look at Legacy UR Delver, Legacy Burn, and Modern RDW, that's exactly what his job is. Pretty much, my UR build is modeled in spirit with the same intentions of Legacy's UR Delver build, which is highly aggressive and more burn-oriented, but can survive in the lategame thanks to the likes of Snapcaster Mage and various cards that fix my draws or keep me drawing.
I guess it's all metagame dependent, though. If I saw a bunch of Tron and Scapeshift, I'd agree Guide might not be the best option, and I'd be tempted to just run Vendilion Clique instead if that's what you want out of it. As far as testing other 1 drops go, Stromkirk Noble might be interesting to try out, but RTR has brought some interesting new 1-drops: Judge's Familiar, Nivmagus Elemental, and Rakdos Cackler. I personally think Judge's Familiar looks the nicest so far, as I'm having a hard time thinking of situations where I'd want to exile my instants to pump Nivmagus Elemental (unless I'm seeing an opposing Goyf). Cackler could be a substitute for Guide if Guide's land-drawing is killing us, but Noble might just be the stronger 1-drop in that case. EDIT: Thought I mentioned Figure of Destiny but I guess I forgot. Figure of Destiny would be a neat 1-drop to test and would probably be a better choice to run over Guide than Stromkirk Noble or any of these RTR creatures.
new players as they show up maybe twice with some budget deck they've spent the week designing and testing only to be beaten into oblivion by expensive decks they cannot hope to obtain and I think this is a tragedy.
Neat list. This list is reminding me of some UR Fish variants from my days in Vintage. I'm liking the inclusion of Izzet Charm - it's an amazing tool for UR decks these days. How are you feeling about the high counterspell count? Is going the control route with 9 instants being counters and 4 Spellstutter Sprites faring much better for you than going a burn-oriented route? I've been playing around with thinking about Voidmage Prodigy - a hard counter on a stick has been proven useful in Vintage and Legacy, and the more I do both testing and goldfishing, the more I see UR Delver as the Modern child of the old Fish archetype.
Well I may likely be talking to a dead thread but I really like this deck type. Here is the list I will be running. If anyone still watches this thread comments are welcome.
Sideboard needs work obviously but thats what I have atm. I'll probably drop the elementals but he is alot of fun. every spell is a potential combat trick. he started as a stand in for goblin guide but he is also just silly. active pyromancer + reverberate makes him infinite/infinite. also you can just nom the copies made with pyromancer and or scepter. i find him good for early beats but he is probably the decks weakest link. also i need ways to deal with leyline of sanctity. Thoughts? Faithless looting is kinda amazing btw.
If I choose the latter, it would be mainly because I like having some tempo cards such as Remand, instead of going completely aggro.
I have mentioned UR delver and not UWR delver mainly because I don't have hallowed fountain, plus I would like having something more aggro.
Have any of you got a decent list to start my project on?
4 Goblin Guide
3 Vendillion Clique
3 Snapcaster Mage
4 Lightning Bolt
4 Remand
4 Spell Snare
4 Serum Visions
4 Isochron Scepter
1 Research / Development
2 Vedalken Shackles
2 Magma Jet
4 Scalding Tarn
4 Steam Vents
2 Mutavault
12 Island
3 Threads of Disloyalty
12 ????
Cards to consider for SB;
Hurkyl's Recall
Smash to Smithereens
Kira, Great Glass-Spinner
Sig courtesy of DOLZero
[82/360] Custom Cube
Blog about the Custom Cube
The only benefit to being UR over UWR is A)more burn and B)Blood moon
So in terms of more burn: Searing Blaze. This guy is 2 lightning bolts printed on 1 card. Cards like Serum Visions and Vedalken Shackles are slow and hurt our harder, better, faster, stronger burn plan, so they should be cut for more tempo based counters like mana leak or delay(mana leak vs aggro and delay vs aggro loam, storm and affinity.
in terms of blood moon: it's blood moon. If you run at least 6 islands and 6-8 fetches this enchantment will win games. You really have no business beating tron decks after turn 5, UNLESS BLOODMOON HITS THE BOARD. Same for Jund and esper decks.
Summary: Vedalken Shackles and Serum Visions have no place main deck, Searing Blaze does. Blood moon is a house.
Set a man on fire, he'll be warm for the rest of his life.
Agree with shackles being cut. However, I think that 4 Delver and at least 3 Serum visions come stapled together in modern. Searing blaze does seem very good and I personally would play a misers blood moon main and sideboard into more.
.02$
~~~~~~~~~
Too many to list efficiently. Find me online with the same SN if you want to play, or message me here to set up a time to play.
Modern
~~~~~~~~~
Whatever pile of 75 I throw together the night before without testing. Usually: :symb::symu::symg:
Honestly, I Don't believe there are enough decks that will get blown out by blood moon to include in the mb. Draw it against merfolk, burn, Rug, or caw blade and you've wasted a draw.
The reason why I don't like Serum visions:
1) its a sorcery, so it take up precious resources on your turn and is needed early in order to be effective, but early game is where we will make the most impact.
2) delver isn't a sure bet. If Serum visions would yield a 80%flip rate like with ponder, I'd say go for it, but the odds of this card drawing you garbage, or not setting up draws to your liking just seems bad.
3) this isn't rug. We don't play as much permission, so our topdecks are just fine without much manipulation.
4)as with many cantrips, it makes mulligans harder. You really don't know if there's lands 2-3 in the next three cards. Serum visions is extra bad at getting teh land when you need it.
5) I think we play enough library manipulation with magma jet, and enough cantrips with electrolyses and remand. All of these get more value with snaps, where as Serum visions will almost never be flashed back.
Definitely agree about blood moon, I just love playing it game one against tron and grinning. Maybe that's just greedy? IDK, I presume it gets slightly better with visions though since it is slightly easier to find/shuffle away.
About serum visions, yes it is significantly worse than ponder, but I do like that it makes sure we don't run into a bunch of lands mid to late game and also sets up delver flips. I agree that it is not optimal, but I would not go below 2.
This was teh deck list I've been running with at local weekly modern events.
On a side note: I believe thunderous wrath and/or Desolate lighthouse might make nice 1-of's post AVR.
4 Goblin Guide
4 Delver of Secrets
3 Snapcaster Mage
3 Grim Lavamancer
2 V. Clique
Burn+Tempo 23
4 Lightning Bolt
4 Searing Blaze
4 Magma Jet
4 Remand
1 Spell Snare
2 Spell Pierce
2 Psionic Blast
2 Electrolyze
4 Scalding Tarn
2 Steam Vents
4 Misty Rainforest
2 Sulfur Falls
6 Island
3 Mountain
Side 15
2 Kira, Great Glass-Spinner
1 Sulfur Elemental
3 Surgical Extraction
3 Blood Moon
2 Hurkyl's Recall
2 Combust
2 Spell Pierce
R// Thalia Zoo
G// Exalted Face Crush
R/ Vampires
Coming soon G// Zombie Smallpox
4x Goblin Guide
3x Grim Lavamancer
4x Snapcaster Mage
4x Lightning Bolt
4x Izzet Charm
2x Magma Jet
2x Mana Leak
3x Burst Lightning
2x Electrolyze
4x Serum Visions
2x Temporal Mastery
2x Arid Mesa
6x Island
2x Mountain
4x Scalding Tarn
2x Steam Vents
4x Sulfur Falls
I'm loving Temporal Mastery, as setting up an extra turn via Magma Jet or Serum Visions is just fantastic. Before running Temporal Mastery, I was considering cutting Serum Visions for more burn (Magma Jet, maybe fit in Searing Blaze).
I originally ran 4x Mana Leak and 2x Izzet Charm, but I've decided to switch them around since turn 2 I consistently have U and R sources available, meaning I can run a counter if need be to protect my turn 1 threat drop, or have immediate spot removal for a turn 2 threat from the opponent. I may end up just replacing the Leaks with Remand, but we'll see.
I have tested Searing Blaze in the deck, and I would like to fit it back in the maindeck if I can. It's been pretty good to me in several situtations, especially with a fetch idling until I need to Blaze. Burst Lightning is currently in over something like Lava Spike just because I find I really need as much instant speed spot removal/burn as possible.
I'm also currently trying out building a UR Delver variant that runs Epic Experiment, although that may be a card better suited for Storm than for any UR Delver deck.
How has probe been treating you? When I was playing it I had a higher counter magic count with izzetcharm, spell snare and remandx2 leakx3.
Another thing I've found about the UR varient. We are in need of another strong 1 drop besides goblin guide. Scapshift is a thing. Tron is a thing. As is teachings, uw control and other high land count decks who thank us for goblin guide. I just think he it too much of a liability as of the current Meta. We should take a serious look at stromkirk noble, grim lavamancer, and stonerite as alternatives that do openly enable our opponents.
Probe has only really been useful to me turn 1 to gain extra card advantage out of the gate (paying 2 life instead of U), but I'm finding that I'm wanting less and less to have to cast card draw at sorcery speed. I would much rather have the mana open for instant speed options, plus I've been finding that both Serum Visions and Gitaxian Probe have some negative synergy with Temporal Mastery. I've drawn Mastery (making it a dead card in hand) off of them enough times now that it gets frustrating, but I've found a solution to both of these needs that I really like: I'm now running from my list posted -2 Serum Visions -2 Gitaxian Probe + 4 Telling Time. Telling Time has been awesome for me in my playtesting so far and I'm really happy with it. The instant speed + being able set up a Time Walk without worries of accidentally drawing it at the wrong time + being able to dig 3 cards deep and choose which two I get to draw have sold me over the Serum Visions + Gitaxian Probe package.
I'd say Grim Lavamancer is one of our best 1-drops right now, and I'm definitely sticking with my 3x Lavamancer in UR Delver. I don't see Scapeshift in my area, so I haven't been able to test against it, but Goblin Guide's job in more aggressive UR builds is to help set the pace to the point where the opponent is dead before he gets enough land to go off. If you look at Legacy UR Delver, Legacy Burn, and Modern RDW, that's exactly what his job is. Pretty much, my UR build is modeled in spirit with the same intentions of Legacy's UR Delver build, which is highly aggressive and more burn-oriented, but can survive in the lategame thanks to the likes of Snapcaster Mage and various cards that fix my draws or keep me drawing.
I guess it's all metagame dependent, though. If I saw a bunch of Tron and Scapeshift, I'd agree Guide might not be the best option, and I'd be tempted to just run Vendilion Clique instead if that's what you want out of it. As far as testing other 1 drops go, Stromkirk Noble might be interesting to try out, but RTR has brought some interesting new 1-drops: Judge's Familiar, Nivmagus Elemental, and Rakdos Cackler. I personally think Judge's Familiar looks the nicest so far, as I'm having a hard time thinking of situations where I'd want to exile my instants to pump Nivmagus Elemental (unless I'm seeing an opposing Goyf). Cackler could be a substitute for Guide if Guide's land-drawing is killing us, but Noble might just be the stronger 1-drop in that case. EDIT: Thought I mentioned Figure of Destiny but I guess I forgot. Figure of Destiny would be a neat 1-drop to test and would probably be a better choice to run over Guide than Stromkirk Noble or any of these RTR creatures.
4x Delver of Secrets
3x Grim Lavamancer
4x Snapcaster Mage
4x Spellstutter Sprite
2x Vendilion Clique
Instants 17
4x Lightning Bolt
3x Izzet Charm
2x Vapor Snag
3x Mana Leak
1x Burst Lightning
1x Electrolyze
3x Remand
4x Serum Visions
Land 22
2x Arid Mesa
3x Misty Rainforest
6x Island
2x Mountain
4x Scalding Tarn
3x Steam Vents
2x Sulfur Falls
:symu::symw: Control
:symr::symb: Aggro
Life Gain
4 Scalding Tarn
2 Sulfur Falls
4 Steam Vents
3 Mountians
5 Islands
Creatures 11
2 Grimm Lavamancer
2 Nivmagus Elemental
4 Delver of Secrets
3 Snapcaster mage
2 Izzet Charm
2 Isochron scepter
4 serum visions
4 magma jet
3 pyromancer Ascension
4 burst lighting
4 lightning bolt
4 faithless looting
4 manaleak
2 Ratchet bomb
2 torpor orb
4 Pyroclasm
4 Stone rain
3 Into the roil
Sideboard needs work obviously but thats what I have atm. I'll probably drop the elementals but he is alot of fun. every spell is a potential combat trick. he started as a stand in for goblin guide but he is also just silly. active pyromancer + reverberate makes him infinite/infinite. also you can just nom the copies made with pyromancer and or scepter. i find him good for early beats but he is probably the decks weakest link. also i need ways to deal with leyline of sanctity. Thoughts? Faithless looting is kinda amazing btw.
Credit to Rivenor for the AWESOME sig.
RKrenko, Mob BossR
RWBAlesha, Who Smiles at DeathBWR
BRRakdos, Lord of RiotsRB
BGRProssh, Skyraider of KherDeckRGB
Modern:WBTokensBW
Standard: BUGSultai DeliriumGUB
All suggestions are welcomed =)
4x Incinerate
3x Izzet Charm
4x Lightning Bolt
4x Mana Leak
3x Searing spear
4x Vapor Snag
2x Telling time
4x Serum Visions
Land (20)
6x Island
6x Mountain
4x Steam Vents
4x Sulfur Falls
Creature (12)
4x Delver of Secrets Flip
4x Goblin Guide
4x Vexing Devil
4x Negate
2x Shatterstorm
4x Sowing Salt
2x Tormod's Crypt
2x Torpor Orb
Modern : Huh?
EDH : UBGW Thrasios / Tymna Combo UBGW // GRW Mayael Big Stuff GRW // GU Edric Timewalkers GU
Modern : Huh?
EDH : UBGW Thrasios / Tymna Combo UBGW // GRW Mayael Big Stuff GRW // GU Edric Timewalkers GU
4x Incinerate
3x Izzet Charm
4x Lightning Bolt
4x Mana Leak
4x Remand
3x Searing Blaze
2x Vapor Snag
4x Serum Visions
Land (20)
6x Island
6x Mountain
4x Steam Vents
4x Sulfur Falls
Creature (12)
4x Delver of Secrets
4x Goblin Guide
4x Grim Lavamancer
2x Hurkyl's Recall
3x Magus of the Moon/Blood Moon
2x Quash
4x Sowing Salt
2x Tormod's Crypt
2x Torpor Orb
Still trying to get 4 Magma Jet to replace Incinerate and 3 Blood moon, its pretty hard to find those in my area.
Side board options
Hurkyl's recall for affinity, second sunrinse, etc
Magus of the moon or Blood Moon for land greedy decks or tron
Quash for spell based combo decks
Sowing salt for land greedy decks or tron
Tormod's crypt for GY hate
Torpor Orb for life gain, splinter, etc
Modern : Huh?
EDH : UBGW Thrasios / Tymna Combo UBGW // GRW Mayael Big Stuff GRW // GU Edric Timewalkers GU