I took the following list to a 14-player modern GP Trial today. I call it UR Wizards, as opposed to Faeries, which makes me feel slightly more manly and doesn't make Delver or Snapcaster feel left out.
The sideboard is very, very tight. I feel the list performs a lot better with 3 Spell Pierce in the main, that card is just nuts. Nothing feels better than Piercing a 4 CMC Planeswalker or a Cryptic Command. Telling Time blows so I went all the way up to 4 Magma Jet and haven't looked back since. I also tried the Sword in the SB for awhile but I usually want it game one. Unless it's especially good in the matchup or I'm bringing in Spellskite, once my opponent's seen Sword I board it out, leaving them with dead removal spells.
My favorite matchup is UWR. With 3 Blood Moon and all the cheap countermagic it's never a problem, and it's really fun to play against such a value-spell deck and watch their hand slowly shrink while yours stays full. Casting Dispel/Negate on Sphinx's Revelation is also pretty rewarding. (A quick note - Combust in the side helps with Restoration Angels and Celestial Colonnade, I like one in this matchup. It's obviously stellar against Splinter Twin and I bring in a couple against Loxodon Smiter decks.)
Still can't get behind playing less than 3 Vendilion Clique. She's easily the best card in the 75, and you can just board a copy out in matchups where you want more removal.
Lastly, Mana Leak is only good in the early game, which is why I cut the number down from Hoogland's 4. I do like Deprive but I don't know what to cut for it. Remand interacts better in the late game and can beat Lingering Souls (especially when paired with Electrolyze), not to mention it's a lot more fun to play, so I kept the full set of those. Like I mentioned earlier, I'm very happy playing some Spell Pierce instead of 4 Leaks.
(To contribute to the conversation a little, I'm unimpressed with Vapor Snag. Dismember/Combust/Turn//Burn is just better in the matchups where you'd want that.)
Not that Guide isn't working out, but just for fun I've tried it out and enjoyed success with a Faerie variant. Sword is awesome, but I usually board it out once the opponent's seen it, since they almost always bring in artifact hate and not running it can blank their draws out of nowhere. I also can't fathom how any of you run less than 3 Clique, the card is just nuts. Blood Moon, at least in the side, shouldn't be a discussion point either. The funniest interaction I had with Moon was casting it against UWR, to which he responded by casting a Snapcaster Mage and Pathing it. By the way, I'm finally sold on Magma Jet (though incidentally it sucks in that matchup!); we definitely want a multitude of answers to first-turn Deathrite Shaman, and between Bolt, Pillar and Jet, I feel more than comfortable staring one down.
Speaking of crazy things you guys aren't doing, how has everyone (me included) overlooked Condescend? It's a hard counter that stays relevant in the late-game (unlike Mana Leak) and Scrys for 2! At least try it out in a few lists, I love it.
But back to UWR - besides Moons and Dispel, bring in Combust for this matchup; it kills Colonnade and, more importantly, Teferi (who beats us single-handedly). I do like 3 Moons in the side; yes, it's high-variance, but that's why we don't have it main. In the matchups where we want to see it, it'll straight up win us the game, so I'm pretty sure 3 is correct. I might want another Combust to really seal up the Twin match, but I haven't tested against them enough to tell. Can't get over how good that card is here; it takes care of other problems like Restoration Angel and Loxodon Smiter like cake.
Ah, thanks for the suggestions! I tried to run the same amount of counter-magic as the OP had in his list. The Remands were just replaced with the Spell Pierce.
I do not know why I didn't think of Pillar of Flame. Very nice addition.
So, would you suggest replacing all 4 Serum Visions with 4 Magma Jet? I did like Magma Jet, but at 2 cmc it go the axe at first.
Again, thank you for the suggestions.
Pretty sure the only Instants/Sorceries you want at 4 are Lightning Bolt and in some builds Serum Visions or Remand. Those are cards you want to see literally the entire game. Magma Jet isn't one of those cards; run 1-3. With our Scry effects we want a higher spell variance.
Demigod and Stormbreath are so much better than ThunderMang its not even funny. Stormbreath is soooo sweet.
Enough of the meta is Red that Peak Eruption is rarely a dead card. It used to be Molten Rain but since Theros was spoiled, well I just had to try it out, and 9 times out of 10 it performs the same function. Unfortunately it doesn't hit manlands or Tron, so I may just have to switch it back
Lavamancer is dope, but I don't like having to rely on fetches. Moon turns them off, too (ONLY 2 MOON IN YOUR 75 AND NONE MAIN?!?!). I don't know that you'd want Lavamancer over board wipe effects, since obviously it's awkward to run both. The wipe effects help us take control after turn 3 or 4 once our opponents develop their board a little before dropping a finisher.
That, and four maindeck Peak Eruption?! Super interesting choice. You must have a pretty developed mana. I think I'd definitely want Moons in those slots, though.
Demigod of Revenge is awesome, and certainly merits consideration. I'll have to test him out, but I can't see how he could ever be as good as Thundermaw. I do like the resilience to counters, though (in multiples).
I'm really liking the demigods, but how do we beat UWR control? I'm getting rolled over by cryptic commands and enough spot removal to stop my threats.
This deck looks like a ton of fun. Beating faces with big dragons? Sign me up.
It seems like a lot of you are opting to drop the whole scrying sheets thing. It seems really powerful, especially in a deck with otherwise no access to card advantage; has testing proven it that weak? Its obvious weakness is it effectively eats 3 mana, but "3 mana - draw a card" on a land that can otherwise tap for colorless? I dunno. I think if I were to try and build this deck right now it would look something like:
It seems like skred + reckoner is insane, Coldsteel means you get your dragons out a turn faster, Reckoner+Anger kills anything, Koth+Banefire = lol. There's lots of synergies here, and this deck will destroy most late-games, I think. The issue is if we're fast enough to not lose to burn/goblins/aggressive tempo decks. I haven't had time to test yet, but my feeling is that we may need to MD more sweepers if we're too slow.
Whatdya all think?
You're right about Scrying Sheets, it's huge here. Banefire looks a little too cute. I like the rest of the list though, Anger of the Gods is just nuts. No Mouth of Ronom?
Great job on the primer. I like this list a lot, but I'm trying to do this on a budget, what are some other hard hitting beaters that can go in that Thundermaw Hellkite/Stormbreath Dragon slot. I know there's Inferno Titan, but there have to be some other things.
I'm also curious about what could go in the Blood Moon slot in metas with less complicated mana bases.
If your meta doesn't have a lot of nonbasic lands you probably shouldn't be playing this deck. Inferno Titan is the cheapest you can get, nothing else really gives you enough value to be worth the slot. I'm guessing Thundermaw will plummet in price with rotation, so just wait a little longer.
Good stuff! I've been working on a list with Ensnaring Bridge, Young Pyromancer (which is stellar on defense!!) and Goblin Assault which works well when you have 0 cards in hand under bridge. Flame Slash is also good to handle pesky 4 toughness goyfs and loxodon smiters.
Updated my list, which I've tuned to include Anger of the Gods. The new sweeper manages lots of the deck's enemies, like Finks and Voice, and so far it's been insane in testing. Liking the control variant.
You have a 24% chance of having 1 land or less with 8 cards and 31% with 7 cards. Those are odds. That's odds I'd rather not be playing with. That means you'll have to mull about 1/3 of your hands, which is miserable.
There's little reason not to play with more lands. If you have extra lands, you can just place them on the bottom with Telling Time, Magma Jet, and/or Serum Visions. You get more keepable hands, and you get to play with Mutavault, which is an extra 4 threats.
You also CANNOT afford to be cantripping the first 2 turns because you are not a combo deck. If the opponent sticks a Pyromancer's Ascension, Dark Confidant, or Voice of Resurgence during those turns, you're as good as dead because as a Tempo deck, you lack the answers to deal with threats that go through counters.
Whatever you say dude. All I know is I'm very happy with the places 18-land-Command has taken me.
18 lands... Cryptic command? What the hell is going on here.
Are UR Delver proponents seriously not familiar with Xerox Theory?
Yes, I consistently cast Cryptic Command. Yes, it often wins me the game when I draw it. I wouldn't want more than two, and I wouldn't run it in splashier lists, but it's entirely supportable - and probably too good to neglect - in UR.
Btw, the way to play RUG Delver is not slamming Goyf on turn 2 if you have another creature, but, like any other delver tempo deck, protect your current threat by all means possible never tapping out and, if it dies, dropping the Goyf which will be at least 4/5 already, or more.
Definitely this, Goyf is awesome if you can afford him. Pretty good post a few above mine describes the line of play for UR or RUG Delver, just protect tha rock all day (shouts out Bobbito).
Undefeated all weekend: I went 2-0 (vs. Gravecrawler) 2-1 (vs. Ooze and Goyf game 1 with no Threads) 2-0 (vs. the mirror with a black splash) Friday night and 2-0 2-0 2-0 (vs. BW Tokens, Naya Pod, and Gifts control) Saturday afternoon running my UR list with no Vendilion Clique (I'll post the list below). This deck is really strong but I am going to invest in some Tarmogoyfs just because I love playing with them so much. I think the main issue with Goyf is that splashing green means I'll have a lot more deckbuilding choices to make, whereas I think my UR list is already pretty optimal. Forked Bolt? Pillar of Flame? Flame Slash? Vedalken Shackles?
To all those having success with Spellstutter Sprite, good on ye. Really love this guy and glad he's shining in Modern; I remember when they released him I had a good couple weeks tearing up Vintage with SSS and Grim Lavamancer. UR is a great archetype in this format since basically all our spells are the best they can be (Serum Visions in place of Ponder is the only real exception); we get Bolt, Clique, Remand, Electrolyze... so much value in one pile. Very happy the discussion's finally rolling and more people are being exposed to the deck.
Try the Guides before you knock them. They're insane.
I almost always hit 4 lands for Cryptic, and the games I don't it's not even relevant (I don't draw it/Burst Lightning wins me the game). All the cantrips definitely help. The Probes were very underwhelming so I made the following adjustments:
The weakest matchups, predictably, are ones in which you're staring down 4/4 Elephants. Everything else is pretty manageable. Thinking about a Skite or two in the board for Twin and Bogle, but those matchups haven't proven particularly troublesome so far.
And before anyone mentions Steam Augury, it costs too much. Not a bad card, but it just doesn't do what we need it to. Seems better suited for control than for tempo, where we want our curve low; I can't think of an instance where Cryptic Command wouldn't just be better to have.
Quote from tehPlatypiIn case anyone was wondering how my search for a third creature threat is going [CARD »
Stromkirk Noble[/CARD], Jace's Mindseeker and Scute Mob are all unplayable (obvious in hindsight, but I'm getting desperate). The last 1 drop I'm looking at is Kird Ape. After that I'm moving to Mire Boa (Hello Jund and U/W/R), Flinthoof Boar, and a Spellstutter Sprite/Rancor split. Maybe I should just learn how to play with Young Pyromancer...
Seriously? If you're splashing green just run Tarmogoyf, it's miles better than any other tempo threat, even Delver himself. I run Guides in mine and I love them; a Guide and a Delver on the board is 5 damage per turn, which cleans games up pretty fast. Usually I land one of the two (or both) and beat for a few turns while Remanding problem cards and burning in-the-way creatures, and then once creatures die Burst Lightning or Snap/Bolt finishes the job.
This is my favorite deck and I've been running it for about 5 months at my local tourneys, but I hardly think the thread belongs in Proven. RUG is a deck and UWR is a deck, but UR Delver hasn't been a deck since Ponder and Preordain were banned, and it's never been a thing with Young Pyromancer. Even if the card's had some successes here and there, it's not a talked about deck and it's certainly not a dominant one, so I don't know what the 'primer' is doing in this forum. A quick aside on Pyromancer, actually - I love the card, and I love the design, but he doesn't belong here. With 4 in the main, your creature suite is still RIP to the same problem cards (Volcanic Fallout, Pyroclasm, Lightning Bolt, Darkblast, etc.) and he costs twice as much as your dudes should unless they come with attached Mana Leaks. Tarmogoyf costs the same thing and DOESN'T die to everything your other beaters do, which definitely makes him worth the slot in the deck if you can afford it. From my testing (about 2 months), even when Young Pyromancer is good, he's just win-more.
All that said I really do love this archetype. Pretty sure the only reason to not run green for Goyf (besides budget) is to have access to Blood Moon in the main. Here's my current list:
I actually just dropped 2 MD Moons and a couple lands for 2 Telling Time and 2 Gitaxian Probe, since my meta is packed with a lot of Moon-resilient decks (Soul Sisters, RDW, Affinity, etc.). I also like Vendilion Clique in the board against control as a 2-of (Dispel usually wins me the UWR matchup though), I just don't have any. Been cleaning up anyway, went 2-0 2-0 2-0 last Friday.
Snapcasters are insane, you can Vial them in (Vial's usually at 2) and flashback counters or get extra removal with Path. If none of that is relevant there are only 2 MD so with the Serum Visions you'll usually have something to flashback. Love Phantasmal, he's usually a lord; love Opaline too, I bring in a third against matchups with lots of removal. With 6 one-drop slivers, vial usually drops a dude every turn. In games you don't get it, though, you're fine just drawing more dudes with Serum Visions and beating down with the guys you have. Mutavaults are like 4/4s it's crazy. I've only been testing for a day but I already want to say it's better than 'Folk; we don't even need Islandwalk enablers like Spreading Seas since we have 4x Galerider Sliver. Imagine if 'Folk had a 1-drop creature that made all their dudes unblockable.
Harmonic Sliver in the sideboard takes care of many problematic cards/archetypes. I also like a few Finks since you can vial them in and just one will usually win you an aggro matchup; haven't gotten a chance to test the Leylines yet but how bad could they be?
Agreed. Being able to tap for the one extra mana really does help a lot.
I don't own this deck in real life but I'm thinking about getting it as I play it on Cockatrice quite a bit. I don't have any Mox Opals and thats the biggest chunk of change for the entire deck... everything else is relatively cheap. Place I play at is starting modern at FNM, they will be in for a surprise if this deck plays out well.
I think thanks to that change we can drop the Spirit Guides. Something to protect the Paladin would be nice, maybe Pact of Negation?
LOVE your list, probably my favorite posted so far. Sounds like the day went pretty well, congrats on the finish.
4 Delver of Secrets
4 Spellstutter Sprite
4 Snapcaster Mage
3 Vendilion Clique
Other Permanents (1)
1 Sword of Light and Shadow
Instants/Sorceries (22)
4 Lightning Bolt
3 Spell Pierce
2 Pillar of Flame
2 Spell Snare
4 Magma Jet
4 Remand
2 Mana Leak
1 Electrolyze
4 Mutavault
2 Steam Vents
3 Misty Rainforest
4 Scalding Tarn
1 Mountain
6 Island
2 Sulfur Falls
The sideboard is very, very tight. I feel the list performs a lot better with 3 Spell Pierce in the main, that card is just nuts. Nothing feels better than Piercing a 4 CMC Planeswalker or a Cryptic Command. Telling Time blows so I went all the way up to 4 Magma Jet and haven't looked back since. I also tried the Sword in the SB for awhile but I usually want it game one. Unless it's especially good in the matchup or I'm bringing in Spellskite, once my opponent's seen Sword I board it out, leaving them with dead removal spells.
My favorite matchup is UWR. With 3 Blood Moon and all the cheap countermagic it's never a problem, and it's really fun to play against such a value-spell deck and watch their hand slowly shrink while yours stays full. Casting Dispel/Negate on Sphinx's Revelation is also pretty rewarding. (A quick note - Combust in the side helps with Restoration Angels and Celestial Colonnade, I like one in this matchup. It's obviously stellar against Splinter Twin and I bring in a couple against Loxodon Smiter decks.)
Still can't get behind playing less than 3 Vendilion Clique. She's easily the best card in the 75, and you can just board a copy out in matchups where you want more removal.
Lastly, Mana Leak is only good in the early game, which is why I cut the number down from Hoogland's 4. I do like Deprive but I don't know what to cut for it. Remand interacts better in the late game and can beat Lingering Souls (especially when paired with Electrolyze), not to mention it's a lot more fun to play, so I kept the full set of those. Like I mentioned earlier, I'm very happy playing some Spell Pierce instead of 4 Leaks.
(To contribute to the conversation a little, I'm unimpressed with Vapor Snag. Dismember/Combust/Turn//Burn is just better in the matchups where you'd want that.)
Speaking of crazy things you guys aren't doing, how has everyone (me included) overlooked Condescend? It's a hard counter that stays relevant in the late-game (unlike Mana Leak) and Scrys for 2! At least try it out in a few lists, I love it.
But back to UWR - besides Moons and Dispel, bring in Combust for this matchup; it kills Colonnade and, more importantly, Teferi (who beats us single-handedly). I do like 3 Moons in the side; yes, it's high-variance, but that's why we don't have it main. In the matchups where we want to see it, it'll straight up win us the game, so I'm pretty sure 3 is correct. I might want another Combust to really seal up the Twin match, but I haven't tested against them enough to tell. Can't get over how good that card is here; it takes care of other problems like Restoration Angel and Loxodon Smiter like cake.
Here's my current list:
4 Delver of Secrets
4 Spellstutter Sprite
4 Snapcaster Mage
3 Vendilion Clique
Other Permaments (1)
1 Sword of Light and Shadow
Instants/Sorceries (23)
4 Lightning Bolt
2 Condescend
2 Spell Pierce
2 Spell Snare
2 Pillar of Flame
4 Remand
3 Magma Jet
2 Mana Leak
2 Electrolyze
4 Mutavault
2 Steam Vents
4 Misty Rainforest
4 Scalding Tarn
1 Mountain
6 Island
Pretty sure the only Instants/Sorceries you want at 4 are Lightning Bolt and in some builds Serum Visions or Remand. Those are cards you want to see literally the entire game. Magma Jet isn't one of those cards; run 1-3. With our Scry effects we want a higher spell variance.
Pillar of Flame and Spell Pierce are both bonkers in the MD. I like 2 of each.
Lavamancer is dope, but I don't like having to rely on fetches. Moon turns them off, too (ONLY 2 MOON IN YOUR 75 AND NONE MAIN?!?!). I don't know that you'd want Lavamancer over board wipe effects, since obviously it's awkward to run both. The wipe effects help us take control after turn 3 or 4 once our opponents develop their board a little before dropping a finisher.
That, and four maindeck Peak Eruption?! Super interesting choice. You must have a pretty developed mana. I think I'd definitely want Moons in those slots, though.
Demigod of Revenge is awesome, and certainly merits consideration. I'll have to test him out, but I can't see how he could ever be as good as Thundermaw. I do like the resilience to counters, though (in multiples).
Lately I tried dropping two Snow-Covered Mountain for Cavern of Souls, but they haven't done anything yet. At least I haven't Scryed into them! Also, a few Defense Grid in the side and four MD Blood Moon is usually enough for UWR. I like a couple Combust too, especially to deal with Restoration Angel.
You're right about Scrying Sheets, it's huge here. Banefire looks a little too cute. I like the rest of the list though, Anger of the Gods is just nuts. No Mouth of Ronom?
If your meta doesn't have a lot of nonbasic lands you probably shouldn't be playing this deck. Inferno Titan is the cheapest you can get, nothing else really gives you enough value to be worth the slot. I'm guessing Thundermaw will plummet in price with rotation, so just wait a little longer.
We have Skred for those.
Also testing Stormbreath Dragon as a 2-of in the side for decks that have Path to Exile. A split between Volcanic Fallout and Anger of the Gods is probably the way to go for the main; uncounterable is about as relevant as the exile clause.
Whatever you say dude. All I know is I'm very happy with the places 18-land-Command has taken me.
Are UR Delver proponents seriously not familiar with Xerox Theory?
Yes, I consistently cast Cryptic Command. Yes, it often wins me the game when I draw it. I wouldn't want more than two, and I wouldn't run it in splashier lists, but it's entirely supportable - and probably too good to neglect - in UR.
Definitely this, Goyf is awesome if you can afford him. Pretty good post a few above mine describes the line of play for UR or RUG Delver, just protect tha rock all day (shouts out Bobbito).
Undefeated all weekend: I went 2-0 (vs. Gravecrawler) 2-1 (vs. Ooze and Goyf game 1 with no Threads) 2-0 (vs. the mirror with a black splash) Friday night and 2-0 2-0 2-0 (vs. BW Tokens, Naya Pod, and Gifts control) Saturday afternoon running my UR list with no Vendilion Clique (I'll post the list below). This deck is really strong but I am going to invest in some Tarmogoyfs just because I love playing with them so much. I think the main issue with Goyf is that splashing green means I'll have a lot more deckbuilding choices to make, whereas I think my UR list is already pretty optimal. Forked Bolt? Pillar of Flame? Flame Slash? Vedalken Shackles?
To all those having success with Spellstutter Sprite, good on ye. Really love this guy and glad he's shining in Modern; I remember when they released him I had a good couple weeks tearing up Vintage with SSS and Grim Lavamancer. UR is a great archetype in this format since basically all our spells are the best they can be (Serum Visions in place of Ponder is the only real exception); we get Bolt, Clique, Remand, Electrolyze... so much value in one pile. Very happy the discussion's finally rolling and more people are being exposed to the deck.
My current list, so far undefeated:
4 Goblin Guide
4 Delver of Secrets
4 Snapcaster Mage
3 Grim Lavamancer
Instant/Sorcery (27)
4 Serum Visions
4 Lightning Bolt
3 Remand
2 Izzet Charm
2 Cryptic Command
3 Electrolyze
2 Burst Lightning
1 Mana Leak
3 Telling Time
1 Spell Snare
1 Magma Jet
1 Vapor Snag
2 Steam Vents
4 Scalding Tarn
4 Misty Rainforest
5 Island
1 Mountain
2 Sulfur Falls
I almost always hit 4 lands for Cryptic, and the games I don't it's not even relevant (I don't draw it/Burst Lightning wins me the game). All the cantrips definitely help. The Probes were very underwhelming so I made the following adjustments:
-2 Gitaxian Probe
-1 Mana Leak
+1 Spell Snare
+1 Vendilion Clique
+1 Telling Time
Telling Time is stellar too, I always want it.
The weakest matchups, predictably, are ones in which you're staring down 4/4 Elephants. Everything else is pretty manageable. Thinking about a Skite or two in the board for Twin and Bogle, but those matchups haven't proven particularly troublesome so far.
And before anyone mentions Steam Augury, it costs too much. Not a bad card, but it just doesn't do what we need it to. Seems better suited for control than for tempo, where we want our curve low; I can't think of an instance where Cryptic Command wouldn't just be better to have.
Seriously? If you're splashing green just run Tarmogoyf, it's miles better than any other tempo threat, even Delver himself. I run Guides in mine and I love them; a Guide and a Delver on the board is 5 damage per turn, which cleans games up pretty fast. Usually I land one of the two (or both) and beat for a few turns while Remanding problem cards and burning in-the-way creatures, and then once creatures die Burst Lightning or Snap/Bolt finishes the job.
This is my favorite deck and I've been running it for about 5 months at my local tourneys, but I hardly think the thread belongs in Proven. RUG is a deck and UWR is a deck, but UR Delver hasn't been a deck since Ponder and Preordain were banned, and it's never been a thing with Young Pyromancer. Even if the card's had some successes here and there, it's not a talked about deck and it's certainly not a dominant one, so I don't know what the 'primer' is doing in this forum. A quick aside on Pyromancer, actually - I love the card, and I love the design, but he doesn't belong here. With 4 in the main, your creature suite is still RIP to the same problem cards (Volcanic Fallout, Pyroclasm, Lightning Bolt, Darkblast, etc.) and he costs twice as much as your dudes should unless they come with attached Mana Leaks. Tarmogoyf costs the same thing and DOESN'T die to everything your other beaters do, which definitely makes him worth the slot in the deck if you can afford it. From my testing (about 2 months), even when Young Pyromancer is good, he's just win-more.
All that said I really do love this archetype. Pretty sure the only reason to not run green for Goyf (besides budget) is to have access to Blood Moon in the main. Here's my current list:
4 Goblin Guide
4 Delver of Secrets
4 Snapcaster Mage
3 Grim Lavamancer
Instant 21
4 Lightning Bolt
4 Remand
2 Izzet Charm
2 Cryptic Command
3 Electrolyze
2 Burst Lightning
2 Mana Leak
2 Telling Time
4 Serum Visions
2 Gitaxian Probe
Land 18
2 Steam Vents
4 Scalding Tarn
4 Island
2 Mountain
2 Sulfur Falls
4 Misty Rainforest
I actually just dropped 2 MD Moons and a couple lands for 2 Telling Time and 2 Gitaxian Probe, since my meta is packed with a lot of Moon-resilient decks (Soul Sisters, RDW, Affinity, etc.). I also like Vendilion Clique in the board against control as a 2-of (Dispel usually wins me the UWR matchup though), I just don't have any. Been cleaning up anyway, went 2-0 2-0 2-0 last Friday.
4 Galerider Sliver
2 Sidewinder Sliver
4 Sinew Sliver
4 Predatory Sliver
3 Phantasmal Image
2 Snapcaster Mage
2 Opaline Sliver
Other Permanents 4
4 AEther Vial
Instants/Sorceries 14
4 Path to Exile
3 Serum Visions
4 Remand
3 Mana Leak
2 Cavern of Souls
4 Mutavault
4 Misty Rainforest
3 Hallowed Fountain
2 Breeding Pool
2 Temple Garden
2 Island
1 Forest
1 Plains
Snapcasters are insane, you can Vial them in (Vial's usually at 2) and flashback counters or get extra removal with Path. If none of that is relevant there are only 2 MD so with the Serum Visions you'll usually have something to flashback. Love Phantasmal, he's usually a lord; love Opaline too, I bring in a third against matchups with lots of removal. With 6 one-drop slivers, vial usually drops a dude every turn. In games you don't get it, though, you're fine just drawing more dudes with Serum Visions and beating down with the guys you have. Mutavaults are like 4/4s it's crazy. I've only been testing for a day but I already want to say it's better than 'Folk; we don't even need Islandwalk enablers like Spreading Seas since we have 4x Galerider Sliver. Imagine if 'Folk had a 1-drop creature that made all their dudes unblockable.
Harmonic Sliver in the sideboard takes care of many problematic cards/archetypes. I also like a few Finks since you can vial them in and just one will usually win you an aggro matchup; haven't gotten a chance to test the Leylines yet but how bad could they be?
Happy brewing!
I think thanks to that change we can drop the Spirit Guides. Something to protect the Paladin would be nice, maybe Pact of Negation?