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Author Topic: UR Delver  (Read 77632 times)
Smmenen
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« on: April 24, 2014, 02:48:32 pm »

I've played this deck in two tournaments and Top 4ed both times.  

Stephen Menendian

Creatures (aka tempo finishers, Walls, permanent advantage, recursion and hand disruption)

4 Delver of Secrets
4 Young Pyromancer

2 Snapcaster Mage
2 Vendillion Clique

Countermagic:

4 Force of Will
4 Mental Mistep
2 Flusterstorm
2 Spell Pierce
1 Steel Sabotage
1 Misdirection

Search/Draw
4 Gush
4 Preordain
1 Ancestral Recall
1 Merchant Scroll
1 Time Walk
1 Brainstorm
1 Ponder

Removal

3 Lightning Bolt
1 Fire/Ice

Mana:
1 Black Lotus
1 Mox Sapphire
1 Mox Ruby
3 Volcanic Island
3 Island
4 Scalding Tarn
1 Flooded Strand
2 Misty Rainforest
1 Polluted Delta

Sideboard
4 Ingot Chewer
1 Mountain
2 Pyroblast
4 Grafdigger's Cage
4 Leyline of the Void

I got 2nd place in the first tournament and top 4 split the last.  

RUG has been popular for months, but I think UR variants deserve their own thread. I think UR has strong advantages over RUG, including spell density and tempo advantage.

It brings into focus the necessity of green versus the costs.  Green gives you Goyf, Natures claim, and Trygon Predator, but I contend that Cage and Pyromancer render those cards unnecessary.  Pyromancer is better than Goyf, and Cage answers all Oaths

And, Without green you can run more basics, for example, which is a boon against Wasteland decks.  The spaces that would be used by Tropical Island are freed up entirely, marginal though they may be.  

In the first iteration I ran 3 Flusterstorm and 2 Steel Sabotage, but made room for 2 Spell Pierce, a concession to Oath decks.

This is more tempo oriented than RUG delver, but ironically has a stronger long game as well.  That's because the longer the game goes the more your virtual card advantage kicks in.  With only 17 mana sources, every draw is of much greater value.  That makes this deck particularly interesting from a role assignment perspective and assessment.  It can confound roles, and pursue and seize both roles simultaneously.

I'd be happy to answer any questions about it. I think it's a great deck choice for a new or advanced Vintage player.  

Stephen
« Last Edit: April 24, 2014, 07:29:04 pm by Smmenen » Logged

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« Reply #1 on: April 24, 2014, 03:36:40 pm »

I played a very similar list this weekend at Boston NYSE Qualifier.  I played to a 4-2 record in the swiss with both of my losses coming to TPS style decks.  I think the list is very strong especially in a diverse meta. 

I played 2 Nivmagus Elementals over the Vendillion Cliques which I believe was incorrect.  I also played mystical tutor over merchant scroll which I really liked, it's able to find time walk and lightning bolts which merchant scroll can not.  Not to mention the ability to flip any delvers you have on the table. Time walk may be the best card in the deck.  EOT mystical into time walk with a couple of delvers on the table can be a back breaking play.

I also played lotus petal as a 61st card.  This may not be optimal but having an extra blue mana on turn one allows you to preordain/ponder/delver plus have mana up for spell pierce/flusterstorm/steel sabotage.

All in all it's a very strong deck and really abuses Young Pyromancer.  I'd have to agree that the major advantage it has over RUG is the ability to play a much more stable mana base with a basic mountain in the side.  You lose ancient grudge, but I think shattering spree may be a stronger card anyway.
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« Reply #2 on: April 24, 2014, 03:48:22 pm »

Steve, what led you to conclude that Pyromancer is better than Tarmogoyf? I have found the opposite to be true in most matchups.
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« Reply #3 on: April 24, 2014, 04:00:15 pm »

Oh man. Ohmanohmanohman. I saw both your Pyro lists and have been waiting for you to write about them.

I have a UR list that ditches Delver, maxes Snapcaster and runs 4 Skullclamp. No idea if it's competitive, but it's hella fun.
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« Reply #4 on: April 24, 2014, 04:10:19 pm »

Would you ever make room for VClique #3?  Seems that it covers a lot of ground if you're cutting green.

Would you make room for Dack once he's available?  I'd think he'd fit well for the stronger late game you describe.
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« Reply #5 on: April 24, 2014, 06:02:47 pm »





I think that RUG Delver is strong in Vintage right now but I am just so opposed to playing linear strategies that fold to a single targeted piece of hate. One of the things that makes RUG Delver strong in my opinion is that you can Chalice @ 1 them or use -1/-1 effects on Delver but then you still have to deal with Tarmogoyfs. This deck doesn't have that extra beef and if anyone gets a single Darkblast early, this deck's win conditions are all basically toast. Of course, not that many decks play Chalice @1 or Darkblast, but still. If you ever run into one that does, it's much harder for this deck to win than it is for straight RUG Delver.
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« Reply #6 on: April 24, 2014, 07:15:27 pm »

I played a very similar list this weekend at Boston NYSE Qualifier.  I played to a 4-2 record in the swiss with both of my losses coming to TPS style decks.  I think the list is very strong especially in a diverse meta.  

Odd, if there is a deck in the format that I would think this is strongest against, that would be TPS decks, because of the density of countermagic, search and card selection.   This deck, given the degree of cantrips, has the greatest density of countermagic in the format (that is, access to countermagic per draw).  

I've been playing Burning Tendrils with Oath for the last year and a half, and just switched to this because I think it's so strong.

Quote

I played 2 Nivmagus Elementals over the Vendillion Cliques which I believe was incorrect.

Nivmagus is a creature you have to build around.  Clique is disruptive, and really good on your Gush turn.  It's also a way to deal with things like Time Vault. Jace and Oath, and generates huge tempo.  

Quote

  I also played mystical tutor over merchant scroll which I really liked, it's able to find time walk and lightning bolts which merchant scroll can not.

That's why I play 1 Fire/Ice.  So I can Scroll for it.

Quote

 Not to mention the ability to flip any delvers you have on the table. Time walk may be the best card in the deck.  EOT mystical into time walk with a couple of delvers on the table can be a back breaking play.

Time Walk is awesome, and I know this is a cliche, but this deck is about making Time Walks with every card.  It's about generating tempo with every play, if needed, but combines long-term inevitability.  

If the game goes long, this deck is going to win through sheer long term virtual card advantage accumulation.  

Also, I play this deck SUPER tight on mana, and sometimes I can't afford to even play Time Walk.

Quote

All in all it's a very strong deck and really abuses Young Pyromancer.  I'd have to agree that the major advantage it has over RUG is the ability to play a much more stable mana base with a basic mountain in the side.  You lose ancient grudge, but I think shattering spree may be a stronger card anyway.

Yeah, I don't use Spree, but I really like Spree.  If I had one more sb slot, I would play a Spree in it.  

Steve, what led you to conclude that Pyromancer is better than Tarmogoyf? I have found the opposite to be true in most matchups.

Such as?  

Tarmogoyf and Pyromancer are different, and it's impossible to say acontextually which is better, but in this deck I find Pyromancer to be more synergistic and better in the matchups that matter the most.  For example, I find it superior in the Workshop matchup.  In addition, Pyromancer's ability to generate tokens and board presence is really critical and useful in a range of matchups.  I have found myself able to race Dredge's Bridge production with 2 Pyromancers and say, a turn of Gush, Preordain, Preordain, etc.  

I also like how Pyromancer plays on both defense and offense.  Pyromancer confounds role by providing a Moat as well as an evasive win condition.   It's so incredible it's hard to know where to begin its praises.  In contrast to that multi-dimensional functionality, Goyf is just a vanilla creature.  

Oh man. Ohmanohmanohman. I saw both your Pyro lists and have been waiting for you to write about them.

I have a UR list that ditches Delver, maxes Snapcaster and runs 4 Skullclamp. No idea if it's competitive, but it's hella fun.

One of the advantages of Delver is that you can win games with just one land.  I've had games where I play like T1 Delver, and win with Misstep, Spell Pierce, Flusterstorm, Force, Misd, and Bolts, and nothing that costs 2 or more.  

I wouldn't run more than 2 Snapcaster in *my* deck because my deck is capable of playing such a tremendous fast tempo game, and having double Snapcaster would just slow that down a bit.  

Would you ever make room for VClique #3?  Seems that it covers a lot of ground if you're cutting green.

Would you make room for Dack once he's available?  I'd think he'd fit well for the stronger late game you describe.

Clique probably would enhance the late game, but I'm super focused on keeping my mana at three or less with Gush.  The main problem is that Snapcaster and Clique sort of occupy the same conceptual space, they they both cost 3.  I really don't want a 5th 3cc spell in here.  That said, if I were to add another 3cc spell (Snapcaster counts, mostly, as that as well), it would probably be Dack Fayden Smile

I would be happy to Gush into him, and use him to get rid of an extra land.  


I think that RUG Delver is strong in Vintage right now but I am just so opposed to playing linear strategies that fold to a single targeted piece of hate. One of the things that makes RUG Delver strong in my opinion is that you can Chalice @ 1 them or use -1/-1 effects on Delver but then you still have to deal with Tarmogoyfs. This deck doesn't have that extra beef and if anyone gets a single Darkblast early, this deck's win conditions are all basically toast. Of course, not that many decks play Chalice @1 or Darkblast, but still. If you ever run into one that does, it's much harder for this deck to win than it is for straight RUG Delver.

If you play Chalice at 1 you still have to deal with Pyromancer, so Chalice for 1 is Equally problematic for RUG and UR Delver.  No difference here.  

As for Darkblast, I am not even remotely worried about that card.  All I have to do is tempo out your first Darkblast, flip Delver, and we are off to the races.  Although my deck is capable of generating tremendous tempo, it doesn't rely on it.  Also, if you are using Darkblast, that means you are probably playing a blue control deck, which this style of deck can simply outcontrol in a long game.  I'll happily play creatures for you to lose your draw step to squish, while I slowly, but inevitably, gain virtual card advantage and eventually complete control.  

« Last Edit: April 24, 2014, 07:40:40 pm by Smmenen » Logged

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« Reply #7 on: April 24, 2014, 11:17:57 pm »

How do you feel about Gitaxian Probe?

It flips Delver of Secrets, produces tokens, and provides critical information. It seems like it does everything a card should be doing in UR Delver.
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« Reply #8 on: April 25, 2014, 12:12:06 am »

I forgot to mention a few things:

Re: Darkblast

There is a more important reason that Darkblast is weak against Young Pyromancer.  You can play instants like Gush in response and generate tokens.  And, if they are recurring Darkblast, you can plan for it...

Re: Young Pyromancer v. Tarmogoyf

Tarmogoyf is so much weaker v. Jace it's ridiculous.  Pyromancer can't be trumped by Jace.

How do you feel about Gitaxian Probe?

It flips Delver of Secrets, produces tokens, and provides critical information. It seems like it does everything a card should be doing in UR Delver.

I saw people playing Probe in Legacy versions of this deck, but I think it's weak. 

First of all, I don't value the information that much.   I am pretty good at reading my opponents and knowing what they have or playing around what they have.  I also have Clique for that.

Second, I wouldn't cut anything in this deck for Probes.  This deck places a premium on card selection.  A late game probe into a land would be so much worse than a Preordain. 

I appreciate the suggestion, and you should feel free to try it, but it's not a card I'd play in a deck like this.

I don't even like Probe in TPS.  The TPS list I posted in my Vintage Champs report (not the Burning Tendrils list) is so much better than the Reid Duke variants now seeing play, IMO.   
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« Reply #9 on: April 25, 2014, 12:46:48 am »

Re: Young Pyromancer v. Tarmogoyf

Tarmogoyf is so much weaker v. Jace it's ridiculous.  Pyromancer can't be trumped by Jace.
  

        Meanwhile, the Pyromancer itself can't attack into any creature in the format bar Noble Hierarch (Dark Confidant is an exception for obvious reasons). The tokens have to do that for it. You also make dark blast seem easier to play around than it really is. I have lost games with Rug Delver because of Darkblast, and there was little I could do stop it. Yes, there will be some games where you can tempo out their darkblast with counter spells, but it is not reliable. Tarmogoyf is insurance against the card and others like it (Pyroclasm comes to mind). I will concede that Tarmogoyf is outclassed by an active Pyromancer when the two are across from each other, but that is not a common occurrence.  In match ups like Grixis I prefer Goyf because something as simple as a Snapcaster or Deathrite Shaman doesn't trade with it and force me to lose tempo by not attacking. With Pyromancer, I have to wait a turn in that same situation, and even then I am just attacking with one or two 1/1's. Against Landstill, Tarmogoyf is far and away the better card. Their only permanent answers are Explosives or Jace Bounce plus a counter spell. Against Bomberman Variants and other creature strategies, Tarmogoyf is better for its ability to attack into congested board states. Pyromancer Tokens typically get eaten by larger creatures in such board states in the Bomberman matchup.  The Pyromancer itself will once again be stuck on defense.  Pyromancer's only real strength is against opposing Tarmogoyfs, opposing Jaces, and shops. It only becomes better than golf in other situations once it has been active for some time.

Regardless, each of our preferred creatures works for us, so there is no point in arguing about it.

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« Reply #10 on: April 25, 2014, 01:07:21 am »

Strength against Shops is probably the Pyromancer's raison d'ętre. That's not to be underestimated in a deck running 18 post board mana and Gush.
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« Reply #11 on: April 25, 2014, 03:21:09 am »

I played this list three months ago and my experience was quite bad with the deck. I acknowledge that the deck has quite potential, but it's skill intensive, and my overall magic skill is pretty bad (even more with blue decks). I missplayed flusters (key card in lots of situations), I didn't maximize bolts or snapcasters, probably used fows where I shouldn't, and wasn't lucky drawing pyromancers: I drew them late, or just drew non-instants/sorceries after them (as difficult as it seems). I even missplayed hugely vendillion against SFM > batterskull (that costed me a game).

Anybody playing this deck should have patience and know really well the metagame. I can be very fast killing, and can assume control role because of all the permission, but the pilot has to play really well.
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« Reply #12 on: April 25, 2014, 03:37:24 am »

Your list looks quite strong vs Control, why are you maxing out Misstep that way (not forgetting Snappy's flashback ability)? With 12 critters (+ tokens) are you that worried about Bolt & STP?

Fitting in that 3rd Fluster or 2nd Sabotage instead would look quite strong. I have a personal preference for the 2nd Sabotage to cover different threats & matchups.

Edit: or fitting in that single Mystical Tutor (instead of 4th Misstep) could be quality. It not only flips Delver but it also triggers Pyro twice and it finds you the 1-off Sabotage when you need it and the other usual suspects.
« Last Edit: April 25, 2014, 04:05:04 am by tribet » Logged
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« Reply #13 on: April 25, 2014, 05:00:13 am »

I don't even like Probe in TPS.  The TPS list I posted in my Vintage Champs report (not the Burning Tendrils list) is so much better than the Reid Duke variants now seeing play, IMO.  
I know this is not the place for this but is there somewhere aside from your burning tendrils bible where we can find this list? I'm really curious to see it, if you claim it's so much better than the 2.5c Long deck, knowing you practically invented the deck and all. Probe seems pretty invaluable to a deck that wants to bait and play around counters and targeted hate.
« Last Edit: April 25, 2014, 06:10:01 am by WhiteLotus » Logged

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« Reply #14 on: April 25, 2014, 08:01:46 am »

I played a very similar list this weekend at Boston NYSE Qualifier.  I played to a 4-2 record in the swiss with both of my losses coming to TPS style decks.  I think the list is very strong especially in a diverse meta.  

Odd, if there is a deck in the format that I would think this is strongest against, that would be TPS decks, because of the density of countermagic, search and card selection.   This deck, given the degree of cantrips, has the greatest density of countermagic in the format (that is, access to countermagic per draw).  

I've been playing Burning Tendrils with Oath for the last year and a half, and just switched to this because I think it's so strong.


Agree this should be a strong matchup, however I feel I got a little unlucky with my draws and could have played tighter.  I lost to a first turn Yawgmoth's Bargain in one game, another game went something like this:

Turn One - Probe (mental misstep), Duress take my force
Turn Two - Duress take my Flusterstorm, Duress take my flusterstorm
Turn Three - He goes off

I learned a good lesson here, never Misstep a Probe, save it for Duress or a business spell.

Another game I could have won if I had used a Surgical Extraction in my hand on a Duress in the yard, but I was saving it hoping to disrupt a top deck tutor or hit a dark rit or some other good spell.  Had I used it on the duress I would've gotten the other duress he had in his hand and probably won.

So the losses to TPS were moreso bad luck and bad play than any failing of the deck.  You live you learn.  This was my first tourney in 4 years so some rust was to be expected.  It won't happen next time!
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« Reply #15 on: April 25, 2014, 08:49:48 am »

I totally would counter first probe. If he does not have duress/tgz, that misstep probably discourages him, and you are cutting one draw. If I have few cards in hand or he already knows my hand, I'll let him see my hand.

However, if opponent has 3 discarders, it's pretty normal that you lose.
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« Reply #16 on: April 25, 2014, 09:45:02 am »

Your list looks quite strong vs Control, why are you maxing out Misstep that way (not forgetting Snappy's flashback ability)? With 12 critters (+ tokens) are you that worried about Bolt & STP?

Fitting in that 3rd Fluster or 2nd Sabotage instead would look quite strong. I have a personal preference for the 2nd Sabotage to cover different threats & matchups.

Edit: or fitting in that single Mystical Tutor (instead of 4th Misstep) could be quality. It not only flips Delver but it also triggers Pyro twice and it finds you the 1-off Sabotage when you need it and the other usual suspects.

Misstep is not just for control. It is good aginst nearly everything. Additionally, it provides such good tempo in the early turns if the game that I would never run less than 4 in a tempo deck. Misstep is a card I always want to see in most matchups, and running 4 lets one use them very aggressively. I do agree that Mystical has a place here, however.
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« Reply #17 on: April 25, 2014, 11:01:56 am »

Steve,

I really like the simplicity of the deck.  It's elegant.  

What do you think about playing 1 energy flux in the board over the 4th ingot chewer.  Flux has the ability to dominate a lot of matchups and doesn't really effect you as you only play 2 moxes.  I understand the high CC on flux compared to chewer is probably part of the reason, but a 1 of still seems great.

How does this deck deal with Tabernacle at Pendrell Vale, or is that card just a silver bullet?  I understand that you can't play wastelands in a gush deck with only 14 lands.  

Lastly, I find it interesting you are playing 4 leyline of the void over something you can cast.  I take it your game plan against dredge is to aggressively mulligan until you get a cage or a leyline, and that seems a better option to you than playing something like tormod's crypt, keeping a hand without hate and trying to preordain into it.  Have you tested both?  
« Last Edit: April 25, 2014, 11:16:26 am by gkraigher » Logged
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« Reply #18 on: April 25, 2014, 11:13:48 am »

I need to gush (lol) about this deck for a minute. I've been playing a 99% similar list for the last couple of months, and this is one of the cleanest Vintage decks ever made. It is the Platonic ideal of Aggro/Control. Play your efficient threats, protect them with efficient counters, and draw a bunch of cards (that probably are going to be business due to the low mana count).

I have never felt completely out of a matchup with this deck, which is especially crazy given that you only have two colors to cover all bases. Every card is not only maximally efficient, but also flexible to allow multiple tactical avenues.  Fire/Ice and Steel Sabotage are perfect examples of this. I can't count how many games I've won from Fire/Icing a fatty to buy time for those final points of damage. Which brings up my next point, this deck is so good at closing out games. Between the evasion of Delver/Clique and the burn (from hand or Snapped), you can finish them off before that critical turn where they untap and win. For a Gush deck, it is ridiculously good against Shops. It can play longer “midrange” control with Clique, it smashes Ritual based decks, and it can outrace other aggro strategies. It’s a very rewarding deck to play. My favorite feeling in Vintage is “turn 3, no lands in hand, float UU, Gush” – and this deck maximizes the usefulness of that scenario more than any other I’ve ever used. So I think it's the most fun I've ever had playing Vintage.

Instead of Spell Pierce, I’ve been using Spell Snare with mixed results. Ultimately I think I’d rather add a second Misdirection before the first Pierce/Snare. If the main purpose of these slots is to better deal with Oath, then Misdirecting Abrupt Decay on your Cage is probably better than keeping mana open for Pierce/Snare on Oath. Misdirection is dead vs. Shops, but only slightly less so than Snare or Pierce – and at the same time it gives you more free wins vs. blue and massively slows down the BUG decks with 3-4 Decay.  

The next time someone tells you that Ponder (let alone Brainstorm) is safe to unrestrict, play them with this deck to change their mind.
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« Reply #19 on: April 25, 2014, 11:42:35 am »

I was also going to ask about Leyline vs. (Say) Ravenous Trap to maintain critical mass of instants and sorceries, and allow your Preordains and Gushes into second copies of 2BB spells to actually do something.

But, then I got thinking: focus on what matters.
Leyline is just about the strongest thing you can do against Dredge in a vacuum. Play or draw, no chance of the mana-less aggro plan B kicking in, which means they have to find the anti-hate which you conveniently have infinite counters for, or plan C of hardcasting Thugs and Imps and such which (I assume) hurts this deck less than your typical Grixis combo-control shell.

Which leads me to the ultimate question: what do you side out for CageLine? Snapcaster/Clique/Steel ++? I assume Lightning Bolts stay in for fighting the plan C?
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« Reply #20 on: April 25, 2014, 11:46:49 am »

I'm always the dumbass who skimps on Dredge hate, so I have -4 Leyline +2 Ravenous Trap +2 Pulverize (and a second mountain). Pulverize completely shuts down those Genesis Chamber aggro Shop decks, which I've seen a lot lately.
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« Reply #21 on: April 25, 2014, 01:59:18 pm »

this may seem silly, but as this deck doesnt seem to me to really need to "dig" for anything special (tinker, tv, tutors etc),  could Opt be a viable option? I only say/suggest this because its an instant that basically reads scry 1, draw 1. in this deck would the fact that its an instant make it better than the additional scry of preordain, since this allows you to leave mana open for counters, then eot Opt, and can also lead to, "in response i Opt, get x tokens, etc etc". just wondering since the deck is mainly 4 ofs and has so few mana sources, since like you said it can easily run off just 1, or 2 for the gushes, if Opt is an option that could even possibly be better than preordain/ponder in this type of build?
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« Reply #22 on: April 25, 2014, 02:29:13 pm »

I need to gush (lol) about this deck for a minute. I've been playing a 99% similar list for the last couple of months, and this is one of the cleanest Vintage decks ever made. It is the Platonic ideal of Aggro/Control.


You said that when my list was posted from the Vacaville tournament. 

http://www.themanadrain.com/index.php?topic=46051.msg638382#msg638382

Thank you Smile

I have immense fun playing it.

Steve,

I really like the simplicity of the deck.  It's elegant. 

What do you think about playing 1 energy flux in the board over the 4th ingot chewer.  Flux has the ability to dominate a lot of matchups and doesn't really effect you as you only play 2 moxes.  I understand the high CC on flux compared to chewer is probably part of the reason, but a 1 of still seems great.

How does this deck deal with Tabernacle at Pendrell Vale, or is that card just a silver bullet?  I understand that you can't play wastelands in a gush deck with only 14 lands. 

Lastly, I find it interesting you are playing 4 leyline of the void over something you can cast.  I take it your game plan against dredge is to aggressively mulligan until you get a cage or a leyline, and that seems a better option to you than playing something like tormod's crypt, keeping a hand without hate and trying to preordain into it.  Have you tested both? 

I would just ignore Tabernacle.  I only need 1 Delver in play to win the game.

Flux is a fine card, but I wouldn't play it over an Ingot Chewer. 

I haven't tested non-Leyline options, but I would like to. 
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MTGFan
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« Reply #23 on: April 26, 2014, 06:43:37 pm »

I'm sure at some point you will write a Premium Content primer on this deck, but it would certainly be cool to hear some more expanded discussion on strategic particulars and card choices in an upcoming podcast. Very Happy
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« Reply #24 on: April 27, 2014, 10:40:43 pm »

I appreciate the interest, but I don't have plans on doing either.  I will discuss this deck and the archetype in the next edition of my Gush book, but I'm not planing on writing a separate premium primer.  I'm focused on getting the Gush book completed (it's over three-quarters done).   I'd be happy to elaborate on or answer any strategic particulars or card choices folks have here, however.
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« Reply #25 on: April 27, 2014, 11:41:44 pm »

I appreciate the interest, but I don't have plans on doing either.  I will discuss this deck and the archetype in the next edition of my Gush book, but I'm not planing on writing a separate premium primer.  I'm focused on getting the Gush book completed (it's over three-quarters done).   I'd be happy to elaborate on or answer any strategic particulars or card choices folks have here, however.

I think my RUG Delver primer really goes into enough depth on the Delver Archetype.  It shouldn't be too difficult to decipher the differences from RUG and UR, and the playstyles are very similar from my testing.
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« Reply #26 on: April 28, 2014, 02:36:21 am »

Hiho,

one question regarding the Leyline in the SB. I found it personally very annoying to draw it 2nd or 3rd round and have it sit in my hand unable to cast it. Didn´t work a Rav. Trap better in this kind of Deck?
I´m playing UR Delver since there were Cloud of fearies in it XD and I tryed the leylines sometimes but don´t liked them.

But your Deck looks pretty cool und goldfishes very nicely. Looking forward to try it against friends.

best

Chris
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« Reply #27 on: April 28, 2014, 07:41:19 am »

And, Without green you can run more basics, for example, which is a boon against Wasteland decks.  The spaces that would be used by Tropical Island are freed up entirely, marginal though they may be.  

Reading this confuses me because you are running 4 gush. Doesn't that make protecting your non basic lands in this deck almost a benefit as you can get you opponent to sac a wastes in response and remove board position from them?

Now maybe green just isn't worth it anyways, because your only splashing for a few non essential things, but I can't imagine that 3 colors is that detrimental to the Mana base.

Also, have you considered Noxious revival? It's easier on your mana base than a snapcaster, can always be played off color, triggers and can trigger delvers, and allows you to loop time walk an extra turn. it is a tempo play in this list and is card disadvantage, but can allow you to get 2 timewalk turns in a row and a land drop with flipped delvers in play.
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Smmenen
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« Reply #28 on: April 28, 2014, 12:01:36 pm »

And, Without green you can run more basics, for example, which is a boon against Wasteland decks.  The spaces that would be used by Tropical Island are freed up entirely, marginal though they may be.  

Reading this confuses me because you are running 4 gush. Doesn't that make protecting your non basic lands in this deck almost a benefit as you can get you opponent to sac a wastes in response and remove board position from them?


By that logic, you wouldn't run any basics. You could just max out on duals.

You don't always have a Gush in hand. And playing Gush in response to a Waste activation is often the wrong time to play Gush. 
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« Reply #29 on: April 28, 2014, 12:46:50 pm »

And, Without green you can run more basics, for example, which is a boon against Wasteland decks.  The spaces that would be used by Tropical Island are freed up entirely, marginal though they may be.  

Reading this confuses me because you are running 4 gush. Doesn't that make protecting your non basic lands in this deck almost a benefit as you can get you opponent to sac a wastes in response and remove board position from them?


By that logic, you wouldn't run any basics. You could just max out on duals.

You don't always have a Gush in hand. And playing Gush in response to a Waste activation is often the wrong time to play Gush. 

You'd almost always play one basic, even with that logic.
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