Just posted this list in the Jeskai Delver thread, it made 5th-8th in a SCG Regional in Seattle, has 4 Stormchaser Mage so that makes it a prowess deck right? No eldrazi in the top 8 (so must certainly none in the event) but thats ok because most probably they will ban something from that monster anyway
I've always thought that Isochron Scepter looked like a fun brewing target – unlike other decks we get prowess trigger on cast, so it at least gives some temporary board effect up front, and it nicely compliments the deck's weakness of limited prowess fuel.
With that said the classical thinking has been that it sets you up to get blown out by Abrupt Decay or Kolaghan's Command (or Affinity splash-hate postboard) after you've invested in it. I think it could potentially work as a Game One Gimmick but I'd be careful and consider siding it out afterwards to dodge hate-based blowouts. I'd be happy to be proven wrong, though!
This is where I stand on the scepter topic. When it works it's probably unbeatable. However, the set up it takes is a little slow (not too slow) for my personal build and I am afraid if it getting blow out. I don't really have room to add it right now, but if everyone begins to say it's the bees knees I will have to at least give it a try.
***New Topic***
I try to do multiple topics on one post so I don't post 100 times a day.
Right now I am torn between a couple of packages for my deck. I could use all of your guys/gals help. Here are the options.
Option 1. - 1 Jace, Vryn's Prodigy and 1 Ojutai's Command. This gives me a lot more value in the late game and allows me to more easily transition into a more controlling version of the deck post sideboard. After Ross Merriam's article about how great Jace is in the standard prowess deck it made me rethink putting him back into the build.
Option 2. - 1 Chandra, Pyromaster and 1 Twisted Image. This option also gives me late game power but is not an instant. Chandra follows the game 1 plan a bit better by offering burn, removing a blocker and giving pseudo card advantage. Twisted image is in the deck right now and works well with swiftspear, stormchaser, and kills opposing walls, skellskites, and dorks.
Option 3. - 1 Stormchaser Mage and 1 Twisted Image. This option gives the least late game power but has the lowest curve.
The remainder of the deck stays the same. What do you all think? Which option do you like?
- On Isochron Scepter: I have a couple in the sideboard that I side in games where I know is safe to cast, for example against merfolk, where it shines, also can come in game 2 against zoo/burn and then out game 3 if you think they will side in hate, making it useless. If you fear artifact hate and/or mass removal, imprinting a Boros Charm is the best as it helps the scepter protect itself, protect your permanents from mass removal and have a steady source of reach.
- On CurdBros' Options: I would suggest applying the postulates of "who's the beatdown" philosophy, so ask yourself which role you play most of the time. For me, right now the meta (burn, zoo, affinity, infect) is more aggressive than we are so we have to take a more control role, in which case option 1 is the best one, as the other ones are more proactive than reactive, plus Ojutai's bringing back a Jace EOT to have him flip next turn must be nuts play.
A question out of curiosity: If you want to play a deck with cheap creatures and pumpspells that kills your opponent quickly, why would you play the stormchaser UR delver deck in stead of Infect? Is the slight disruption you have access to better then having to deal 10 less damage?
I have only played a few matches with the stormchaser deck myself and it feels very much like hit-or-miss.
Not an expert here, but I think Lightning Bolt is the main reason, followed by Delver of Secrets. Infect does not have a card as versatile as bolt (maybe Simic Charm?), and Delver is a very efficient beater for just one mana, all by itself, outclassing any infect creature.
This list looks really intriguing. I have to admit I am not a fan of 4 color decks, but this looks pretty good. Have you tested it at all?
It ran smoothly, I didn't have problems with my colors but I was taking more damage from the mana base. Sadly I don't have much time for playing/testing so only I still don't have a verdict on it
I have to questions. The first one regarding what can be considered a Jeskai Prowess deck, for example my Jeskai Delver deck right now has only 3 Young Pyromancer as the only "prowess" creature, does it make it a Jeskai Prowess deck? If not, what if I get my playset of Stormchaser Mage and add a couple to the deck, is it now worthy of discussion here? I ask these because the original Jeskai Delver threat has been pretty much dead, quite the opposite of this one which sees lots of activity, and I was wondering if this could be the right place to discuss my deck which right now is very prowess light (if not "prowessless"). Maybe CurdBros should discuss this with a mod to see if a thread merger/takeover is in order or what.
Now that I got that out, my second question is regarding the Merfolk matchup. What do you side in and what is your strategy? I fell the only boardwipe viable for the matchup is Engineered Explosives, because despite Volcanic Fallout can't be countered, it only deals 2 damage and most of the time they have 2 lords out making all their fishes x/3+, Anger of The Gods could be another option, but I like the versatility of EE. I also like Wear // Tear because it can take both an Aether Vial and a Spreading Seas at the same time. This matchup has been hard for me because they tend to clog the board pretty quickly making pyromancer and Geist of Saint Traft pretty useless, maybe it will improve once I get Stormchaser Mage, but generally I feel like they get too big too quickly. Also, now with the death of Twin I took the couple Combust out and added my pet card Isochron Scepter which should held in this matchup. Another idea I've been having is to use a couple of Send to Sleep to held Geist get though and take the ofense.
For reference here is my current decklist... once I get Stormchaser Mage I plan to either have a 2-2-2 split between pyromancer, stormchaser and geist, or take out the pyromancers completely and have a 3-3/4-2 split of stormchaser and geist
Hello all, I am new to this forum and community. I look forward learning more about this solid deck, even without Cloud of Faeries. If still staying mono blue, what could replace it?
Faerie Miscreant. Spellstutter Sprite will need it to work properly, ninja will have another creature you can drop turn 1 to make it connect turn 2, and once you have the first one out, the others will work like cantrip.
You both have similar thoughts to me.
In theory with a lot of fetchlands and 1 of each basic, and could get the colors it needs alright under moon.
I wonder if probe is better than a discard spell though.
I do think geist or mantis rider or something might be better than resto angel
Also sad there's no room for electrolyze, but that might be fine.
You can squeeze one Electrolyze if you like, I plan to have a 2-1 split of Kommand and Electrolyze. I prefer Geist over resto for diversity reasons, so that each creature fills a different role. Delver of Secrets flies over, Young Pyromancer goes wide, Geist of Saint Traft eludes spot removal, and Tasigur, the Golden Fang can stomp over smaller creatures and provide late game card advantage
Edit: This how my deck would look as Dark Jeskai Delver
Hi,
sorry if the subject has already been discussed but... Are Wee Dragonauts ever been considered?
And if yes, why discarded?
A 3 mana drop that does not pass the lightning bolt test. If you are thinking it is similar to Stormchaser Mage, well the later costs 1 mana less, has haste and can survive bolt if you trigger prowess in response
My counters maindeck consist of 2 of each Spell Snare, Spell Pierce, and Deprive. The two former I prefer because they are cheap and allow me to keep just one mana open, the latter is in because I like that my 2 cmc counter is a hard counter always specially against tron
Hi all, I've been lurking the thread for quite a while, I used to play RWU no-stick back in extended, then went Jeskai Delver, then recently tried Grixis Delver a couple of months before returning to the colors I like the most and now playing conventional Jeskai Delver... but if I would try a more prowess build, I would use something like this
The Creatures:
- Delver of Secrets: I prefer this to Monastery Swiftspear for 1 drop because I find the evasion more relevant, and if we run out of gas, he still nets 3 damage by himself. As this build tries to be more aggressive
- Young Pyromancer: I prefer this over Monastery Mentor as he comes a turn earlier.
- Stormchaser Mage: He does not require much explaining.
- Snapcaster Mage: I wouldn't run a deck like this without 4 as he gives you plenty of options in the latter turns and always nets you a card, unlike Abbot of Keral Keep who can sometimes be a miss, plus Bolt/Helix/Charm then Snap+repeat is an excellent way to finish off an opponent
The Spells:
- Boros Charm: in this deck is a must, not only gives indestructibility to your board which can otherwise be vulnerable to board wipe, but also doubles as reach dealing a whooping 4 damage
- Lightning Bolt / Helix: The main reach of this deck, and in the case of helix, a must in a meta that is surely going to be full of burn and linear aggro
- Emerge Unscathed: Protects your creatures from removal, helps pass through blockers, and triggers prowess/youngpy twice. Need I say more? I prefer this over Distortion Strike as it protects our creatures
- Valorous Stance: Doubles as protection and creature removal. I know Path to Exile is a more versatile and cheaper option, but I really think this decks needs to focus on keeping its creatures safe and making sure they connect, so that is why I would try it, and have the Paths in the sideboard for the matchups we really need them. If testing proves the paths need to be in the main, then I would swipe them and put the stance in the board
- Serum Visions / Gitaxian Probe: Cantrips, no explanation needed
- Spell Pierce / Snare: This deck needs to be proactive but still be able to respond to some of the opponents spells without leaving to much mana untapped. 3 straight up counters should be enough as the other cards that protect our creatures work as counters against removal as well
The Sideboard: Depends on the meta that will develop, but I will probably have more hard counters for the matchups where we have to assume a more controlling role, the paths that are missing from the maindeck, a couple Wear // Tear, some land hate, a couple Engineered Explosives, etc
You're right, I didn't see that, but I guess thats because I don't see this deck running Dimensional Infiltrator, if he wants a 2 drop flyer he should look for Stormchaser Mage, if instead he is running it because of his ability, its too unpredictable, and instead he should run Geist of Saint Traft if he wants a creature that can dodge removal, but overall he is not running delver, his creature suite seems more oriented towards jeskai midrange
After recently losing too much with grixis delver I went back to jeskai... looking at the top decks, jeskai seems to be better positioned against the field, against tron we can path their wurmcoils and Geist can crush Karn, against Jund geist ignores their removal and we just have to kill the few creatures they manage to get as blockers, against affinity we have as much a good match as grixis, we have good matchup against burn which sucks for grixis, and we don't rely on the graveyard as grixis does which makes it vulnerable to the new eldrazi deck that everybody is talking about
4 Mantis Rider
3 Snapcaster Mage
4 Stormchaser Mage
2 Forked Bolt
3 Gitaxian Probe
4 Lightning Bolt
3 Lightning Helix
3 Path to Exile
3 Remand
4 Serum Visions
2 Sleight of Hand
2 Spell Snare
3 Flooded Strand
1 Hallowed Fountain
1 Island
1 Mountain
1 Plains
1 Sacred Foundry
4 Scalding Tarn
2 Seachrome Coast
2 Steam Vents
2 Sulfur Falls
2 Disdainful Stroke
2 Dispel
1 Magma Spray
2 Molten Rain
1 Radiant Flames
2 Spreading Seas
1 Stony Silence
1 Surgical Extraction
1 Valorous Stance
2 Wear // Tear
4 Mantis Rider
3 Snapcaster Mage
4 Stormchaser Mage
2 Forked Bolt
3 Gitaxian Probe
4 Lightning Bolt
3 Lightning Helix
3 Path to Exile
3 Remand
4 Serum Visions
2 Sleight of Hand
2 Spell Snare
3 Flooded Strand
1 Hallowed Fountain
1 Island
1 Mountain
1 Plains
1 Sacred Foundry
4 Scalding Tarn
2 Seachrome Coast
2 Steam Vents
2 Sulfur Falls
2 Disdainful Stroke
2 Dispel
1 Magma Spray
2 Molten Rain
1 Radiant Flames
2 Spreading Seas
1 Stony Silence
1 Surgical Extraction
1 Valorous Stance
2 Wear // Tear
http://magic.tcgplayer.com/db/deck.asp?deck_id=1260128
- On CurdBros' Options: I would suggest applying the postulates of "who's the beatdown" philosophy, so ask yourself which role you play most of the time. For me, right now the meta (burn, zoo, affinity, infect) is more aggressive than we are so we have to take a more control role, in which case option 1 is the best one, as the other ones are more proactive than reactive, plus Ojutai's bringing back a Jace EOT to have him flip next turn must be nuts play.
Now that I got that out, my second question is regarding the Merfolk matchup. What do you side in and what is your strategy? I fell the only boardwipe viable for the matchup is Engineered Explosives, because despite Volcanic Fallout can't be countered, it only deals 2 damage and most of the time they have 2 lords out making all their fishes x/3+, Anger of The Gods could be another option, but I like the versatility of EE. I also like Wear // Tear because it can take both an Aether Vial and a Spreading Seas at the same time. This matchup has been hard for me because they tend to clog the board pretty quickly making pyromancer and Geist of Saint Traft pretty useless, maybe it will improve once I get Stormchaser Mage, but generally I feel like they get too big too quickly. Also, now with the death of Twin I took the couple Combust out and added my pet card Isochron Scepter which should held in this matchup. Another idea I've been having is to use a couple of Send to Sleep to held Geist get though and take the ofense.
For reference here is my current decklist... once I get Stormchaser Mage I plan to either have a 2-2-2 split between pyromancer, stormchaser and geist, or take out the pyromancers completely and have a 3-3/4-2 split of stormchaser and geist
4 Snapcaster Mage
3 Geist of Saint Traft
3 Young Pyromancer
4 Lightning Bolt
4 Lightning Helix
2 Electrolyze
3 Path to Exile
2 Deprive
2 Spell Snare
2 Spell Pierce
4 Serum Visions
4 Gitaxian Probe
1 Hallowed Fountain
1 Sacred Foundry
2 Scalding Tarn
4 Flooded Strand
2 Polluted Delta
1 Bloodstained Mire
2 Seachrome Coast
2 Island
1 Plains
1 Mountain
2 Wear // Tear
2 Timely Reinforcements
1 Path to Exile
1 Valorous Stance
2 Engineered Explosives
2 Mirran Crusader
3 Molten Rain
2 Isochron Scepter
Edit: This how my deck would look as Dark Jeskai Delver
4 Delver of Secrets
4 Snapcaster Mage
2 Geist of Saint Traft
2 Tasigur, the Golden Fang
2 Young Pyromancer
Spells
4 Lightning Bolt
3 Lightning Helix
2 Kolaghan's Command
1 Electrolyze
3 Path to Exile
2 Deprive
2 Spell Snare
2 Spell Pierce
4 Serum Visions
3 Gitaxian Probe
2 Steam Vents
1 Hallowed Fountain
1 Sacred Foundry
1 Watery Grave
1 Blood Crypt
1 Godless Shrine
2 Scalding Tarn
4 Flooded Strand
1 Polluted Delta
2 Bloodstained Mire
1 Island
1 Plains
1 Mountain
1 Swamp
2 Wear // Tear
2 Timely Reinforcements
1 Path to Exile
1 Valorous Stance
2 Engineered Explosives
3 Molten Rain
2 Isochron Scepter
1 Electrolyze
1 Ashiok, Nightmare Weaver
3 Young Pyromancer
3 Stormchaser Mage
4 Snapcaster Mage
4 Lightning Bolt
4 Boros Charm
4 Lightning Helix
3 Emerge Unscathed
2 Valorous Stance
4 Serum Visions
4 Gitaxian Probe
2 Spell Pierce
1 Spell Snare
4 Flooded Strand
2 Steam Vents
1 Hallowed Fountain
1 Sacred Foundry
2 Island
1 Mountain
1 Plains
1 Seachrome Coast
1 Sulfur Falls
- Delver of Secrets: I prefer this to Monastery Swiftspear for 1 drop because I find the evasion more relevant, and if we run out of gas, he still nets 3 damage by himself. As this build tries to be more aggressive
- Young Pyromancer: I prefer this over Monastery Mentor as he comes a turn earlier.
- Stormchaser Mage: He does not require much explaining.
- Snapcaster Mage: I wouldn't run a deck like this without 4 as he gives you plenty of options in the latter turns and always nets you a card, unlike Abbot of Keral Keep who can sometimes be a miss, plus Bolt/Helix/Charm then Snap+repeat is an excellent way to finish off an opponent
The Spells:
- Boros Charm: in this deck is a must, not only gives indestructibility to your board which can otherwise be vulnerable to board wipe, but also doubles as reach dealing a whooping 4 damage
- Lightning Bolt / Helix: The main reach of this deck, and in the case of helix, a must in a meta that is surely going to be full of burn and linear aggro
- Emerge Unscathed: Protects your creatures from removal, helps pass through blockers, and triggers prowess/youngpy twice. Need I say more? I prefer this over Distortion Strike as it protects our creatures
- Valorous Stance: Doubles as protection and creature removal. I know Path to Exile is a more versatile and cheaper option, but I really think this decks needs to focus on keeping its creatures safe and making sure they connect, so that is why I would try it, and have the Paths in the sideboard for the matchups we really need them. If testing proves the paths need to be in the main, then I would swipe them and put the stance in the board
- Serum Visions / Gitaxian Probe: Cantrips, no explanation needed
- Spell Pierce / Snare: This deck needs to be proactive but still be able to respond to some of the opponents spells without leaving to much mana untapped. 3 straight up counters should be enough as the other cards that protect our creatures work as counters against removal as well
The Sideboard: Depends on the meta that will develop, but I will probably have more hard counters for the matchups where we have to assume a more controlling role, the paths that are missing from the maindeck, a couple Wear // Tear, some land hate, a couple Engineered Explosives, etc