This is my first attempt at Delver since DA, was previously playing various control builds. Midnight Haunting may become Blade Splicer and I like the idea of adding Jace to the board, just have to figure out if he is the right call for the meta and what to cut for him.
Edit: I was convinced by a few friends at the last minute that Feeling of Dread was terrible so I cut it for the 4th Geist of Saint Traft and added a couple counters to the sideboard instead of surgical since I know I didn't want surgical but didn't know what else to play since I didn't have a Jace on hand. The deck performed very well, netting me a top 4 finish which we split. Other than tuning the sideboard for the metagame I don't think there are any changes I'm looking to make unless somebody gives me a good idea.
This is my first attempt at Delver since DA, was previously playing various control builds. Midnight Haunting may become Blade Splicer and I like the idea of adding Jace to the board, just have to figure out if he is the right call for the meta and what to cut for him.
Edit: I was convinced by a few friends at the last minute that Feeling of Dread was terrible so I cut it for the 4th Geist of Saint Traft and added a couple counters to the sideboard instead of surgical since I know I didn't want surgical but didn't know what else to play since I didn't have a Jace on hand. The deck performed very well, netting me a top 4 finish which we split. Other than tuning the sideboard for the metagame I don't think there are any changes I'm looking to make unless somebody gives me a good idea.
23 lands seems like a lot for a deck that tops its curve at 3, unless you're anticipating boarding in Batterskull all the time. Ever experience any flooding upon testing?
A little, but Snapcaster+Midnight Haunting is a fairly common play and being able to play and equip swords on the same turn I cast them while the control players were tapped out was relevant so I upped the land count. Cutting a land or two for another Gut Shot or a couple Thought Scours would be fine, I just decided that I'd rather be more consistent in hitting land drops 1-5.
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Type 2 UBControlBU UWDelverWU BWUSuperfriendsUWB
Type 2 in development WBUCounterless Solar FlareBWU
Type 2 Retired UBWControlBUW RBVampiresBR GRValakutGR GElves!G GBEldrazi GreenBG
Although a lot of people have moved back to Gut Shot, I think the access to black mana makes Dismember that much more palatable for this deck...generally when it's bad, Gut shot is too (G/R aggro since life is a huge resource) or you just get to flat out upgrade it post-board (Zombies into Celestial Purge). The deck feels much more mid-rangey than Costa's Delver (and definitely that much less aggressive than Yuuya's!) so the times when you want something dead then it's worth making sure no matter how big it is or whether they have Mutagenic Growth.
4 Mana Leaks - in an ideal world we're curving out nicely, in a less ideal world we're using a lack of 2 drops to crack Evolving Wilds. It's more born out of a desire to do the unexpected (people 'know' the list plays light on counters). I've liked Disperse in this spot as well incidentally (more than a split of Revoke/Offering) as a split of 2 and 2 with leak, but I guess I feel really naked on just the 2 leaks.
3 Probe - The meta does feel aggressive right now so 2 life sucks. It's become a card I feel like compromising on...I want the information, I can live with having to time a single copy well in comparison to seeing too many of them at inopportune times against aggro.
Sideboard choices: I like the Offering's instant speed and the lifegain is relevant if you're taking a sword from R/G or a shrine from RDW. I move between 2 copies and splitting with Revoke Existence but it's pretty tough getting the balance right on the meta.
The Vault comes in with the Batterskull more often than not since it furthers an aim (protect against aggro and grind them out) as well as allowing the deck to hit the sweet spots on time. Missing a 3rd land drop is pretty deadly when it comes to how critical stemming the tide is with Lingering Souls, Timely etc. I find the Moorland Haunt more useful over the field right now so I'm running the 2 copies of that in the main.
Jace has been insanely good for me. More so than traditional Delver we can commit to protecting him thanks to Lingering Souls. He's also in a cute little window right now where he's associated with U/W Delver and not Esper which helps things.
I did want to fit a bit of an answer to graveyard shennanigans in, however the sideboard is really tight. Surgical Extraction is always a go to, but Nihil Spellbomb seems supportable with the mana and cantrips (although less spells for Delver, even if he's less important to us than other versions)
I've managed to write a fair chunk so I'd appreciate any thoughts/tweaks/tech
Splicers feel like where I want to be at - people are real prepared for Geist these days and Splicer can play D as well as beat down. And it can block opposing geists well, which is nice. Mainly it helps against the worst matchups - Naya pod and gr aggro. They also play nice with the Sun Titan sideboard plan, also good against Pod and GR as well as other decks. You just go bigger and no one expects it. Took this tech from a GerryT article a couple weeks ago. With the number of cantrips 22 land with 6 drops seems reasonable.
The trinket Mage package I'm on the fence about. In the main he can grab Spellbomb which is relevant against lots of decks, and can do a crappy stoneforge impression grabbing the dagger which I'm honestly just testing out. Delver, splicer and the Mage himself are all humans and so get the bonus and dagger can just help race. The real bonus is really the cage and elixir in the sb, but I'm still not sure if the Mage plan is good enough.
I'm just hoping that these changes don't give up too much in other matchups. I'll be testing this regardless but i'd love to hear feedback.
Just built this. It's changed a little bit. Had 2 Wurmcoils. I love the rare turn 3 Wurmcoil. And I despise using Architect solely for his lord-ship. The numbers on Architect and Snapcaster may flip. I like the Illusion take on Delver, they are cheaper and faster, and let the Delver game plan go off.
I feel that lingering souls is worth the slight black splash. And while yes there are a lot of 2/2 splits and 3/1 splits this is the kind of deck that benefits from having more available options.
I liked the MTG Pulse article analyzing why Yuuya runs Thought Scour and no probes. It really increases the power of Pike, Snapper, and Haunt which are all integral cards for us.
I'm experimenting with running 2 Judgements in place of O Rings or Dungeon Geists in the mainboard. It's a meta decision but also ups the potential number of Delver and Pike targets. Of course, I upped the land count to 22 to support it. Playstyle is a bit more aggressive than Costa's build. I'm particularly satisfied that there's usually plenty of Haunt fuel post Scour and Judgement as well as a large collection of spells in the graveyard; if pulled off against aggro, you usually end up with far superior board position.
Comments would be appreciated. One thing I want to do is somehow make room for Grafdigger's Cage which shuts down Unburial/Green Sun/Pod much harder than anything I board right now, and these are all somewhat problematic matchups.
I just recently switched to UW delver from uw humans and i was wondering if Shahar's list from gp salt lake city is still viable (list is in the link above, you may have to do a bit of scrolling though). I like it a lot because of the batterskulls (1 main and 1 SB) and well... it's delver.
Just built this on Friday, played 2 local tournaments with it, going undefeated in rounds both times, and losing only 2 games total in both tournaments. I really like the deck, and it is incredibly versatile. Mutagenic Growth was a last minute addition before the 2nd tournament, and it was a total MVP. It is a counterspell and a shock built into one card. I usually just use it to save Delver or Geist's life, but one game, I used it to get in the last 2 damage I needed with my Geist's Angel to win, when I was dead on board next turn to a swamp of human tokens.
Just built this on Friday, played 2 local tournaments with it, going undefeated in rounds both times, and losing only 2 games total in both tournaments. I really like the deck, and it is incredibly versatile. Mutagenic Growth was a last minute addition before the 2nd tournament, and it was a total MVP. It is a counterspell and a shock built into one card. I usually just use it to save Delver or Geist's life, but one game, I used it to get in the last 2 damage I needed with my Geist's Angel to win, when I was dead on board next turn to a swamp of human tokens.
I have heard vague rumors of a moustache-dispensing vending machine in a distant laundromat, across the street from a tattoo parlor. However, this information is shaky, and time is of the essence.
I have heard vague rumors of a moustache-dispensing vending machine in a distant laundromat, across the street from a tattoo parlor. However, this information is shaky, and time is of the essence.
This is the deck I'm going to try out this week. I'm expecting alot of Cavern of Souls decks so Mana leak is obviously not as good. The unsummons and MGs are there to just help your guys stay alive (Geist) and end the game as quickly as possible. If Geist can stay on the field for 3+ turns you will usually win that game and I think this deck is very good at doing that. With so many cantrips I went down to 19 lands, plus the deck curves out at 3. Sword is a little slow right now so I went with Pike which can be so brutal with all the free and one cost Ist/Sorc. in this deck.
Looks solid, but I think you're going overboard with the Cantrips. You could probably cut 3x Probe for something like 1x Scour, 1x Gut Shot, 1x Mutagenic Growth. I'm also not sure that 4 Mana Leak is the way to go, but it remains to be seen how present Cavern of Souls will be in your metagame.
I have heard vague rumors of a moustache-dispensing vending machine in a distant laundromat, across the street from a tattoo parlor. However, this information is shaky, and time is of the essence.
Take your monoblack deck, then set aside 14 swamps. Add 4 Creeping Tar Pits, 4 Darkslick Shores, 4 Drowned Catacombs, and 2 Jwar isle Refuge and add 4 Jace, the Mindsculptors. Your monoblack deck is instantly better. Better yet, drop those refuges, throw in some islands and some mana leaks, and lo and behold, you're now playing a real deck. Congratulations. Welcome to the world of competitive M:TG.
I'd cut Dismember entirely, or at least move it to the board, and go +1 Gut Shot. You don't have even a splash of black mana, so you'll always be paying 4 life for it, and that's not really a good trade, especially with so much aggro out there. Basically, it's bad for the same reason Timely Reinforcements is good.
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Remember to use proper deck tags. Explanation here.
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BGStandard Green AggroGB
UWRGModern Saheeli CobraGRWU
UBRGLegacy StormGRBU
Wizards Certified Rules Advisor
4x Seachrome Coast
4x Glacial Fortress
3x Moorland Haunt
9x Island
3x Plains
Creatures
4x Geist of Saint Traft
4x Delver of Secrets
4x Snapcaster Mage
2x Invisible Stalker
4x Mana Leak
2x Midnight Haunting
2x Gut Shot
4x Vapor Snag
Sorcery
4x Gitaxian Probe
4x Ponder
Equipment
1x Runechanter's Pike
2x Sword of War and Peace
1x Batterskull
3x Celestial Purge
2x Dismember
1x Oblivion Ring
2x Revoke Existence
1x Dissipate
1x Negate
2x Sword of Feast and Famine
2x Timely Reinforcements
Edit: I was convinced by a few friends at the last minute that Feeling of Dread was terrible so I cut it for the 4th Geist of Saint Traft and added a couple counters to the sideboard instead of surgical since I know I didn't want surgical but didn't know what else to play since I didn't have a Jace on hand. The deck performed very well, netting me a top 4 finish which we split. Other than tuning the sideboard for the metagame I don't think there are any changes I'm looking to make unless somebody gives me a good idea.
UBControlBU
UWDelverWU
BWUSuperfriendsUWB
Type 2 in development
WBUCounterless Solar FlareBWU
Type 2 Retired
UBWControlBUW
RBVampiresBR
GRValakutGR
GElves!G
GBEldrazi GreenBG
Legacy
UWStonebladeWU
EDH
GWRhys the RedeemedWG
GWURafiq of the ManyUWG
GRWMayael the AnimaWRG
23 lands seems like a lot for a deck that tops its curve at 3, unless you're anticipating boarding in Batterskull all the time. Ever experience any flooding upon testing?
UBControlBU
UWDelverWU
BWUSuperfriendsUWB
Type 2 in development
WBUCounterless Solar FlareBWU
Type 2 Retired
UBWControlBUW
RBVampiresBR
GRValakutGR
GElves!G
GBEldrazi GreenBG
Legacy
UWStonebladeWU
EDH
GWRhys the RedeemedWG
GWURafiq of the ManyUWG
GRWMayael the AnimaWRG
4 Darkslick Shores
3 Glacial Fortress
2 Evolving Wilds
2 Moorland Haunt
5 Island
1 Plains
1 Swamp
4 Delver of Secrets
4 Snapcaster Mage
4 Drogskol Captain
3 Phantasmal Image
2 Dungeon Geists
4 Vapor Snag
4 Mana Leak
4 Lingering Souls
3 Gitaxian Probe
2 Dismember
2 Celestial Purge
2 Divine Offering
2 Timely Reinforcement
2 Dissipate
1 Negate
1 Dungeon Geists
1 Vault of the Archangel
2 Batterskull
2 Jace, Memory Adept
Few reasons behind things:
Although a lot of people have moved back to Gut Shot, I think the access to black mana makes Dismember that much more palatable for this deck...generally when it's bad, Gut shot is too (G/R aggro since life is a huge resource) or you just get to flat out upgrade it post-board (Zombies into Celestial Purge). The deck feels much more mid-rangey than Costa's Delver (and definitely that much less aggressive than Yuuya's!) so the times when you want something dead then it's worth making sure no matter how big it is or whether they have Mutagenic Growth.
4 Mana Leaks - in an ideal world we're curving out nicely, in a less ideal world we're using a lack of 2 drops to crack Evolving Wilds. It's more born out of a desire to do the unexpected (people 'know' the list plays light on counters). I've liked Disperse in this spot as well incidentally (more than a split of Revoke/Offering) as a split of 2 and 2 with leak, but I guess I feel really naked on just the 2 leaks.
3 Probe - The meta does feel aggressive right now so 2 life sucks. It's become a card I feel like compromising on...I want the information, I can live with having to time a single copy well in comparison to seeing too many of them at inopportune times against aggro.
Sideboard choices: I like the Offering's instant speed and the lifegain is relevant if you're taking a sword from R/G or a shrine from RDW. I move between 2 copies and splitting with Revoke Existence but it's pretty tough getting the balance right on the meta.
The Vault comes in with the Batterskull more often than not since it furthers an aim (protect against aggro and grind them out) as well as allowing the deck to hit the sweet spots on time. Missing a 3rd land drop is pretty deadly when it comes to how critical stemming the tide is with Lingering Souls, Timely etc. I find the Moorland Haunt more useful over the field right now so I'm running the 2 copies of that in the main.
Jace has been insanely good for me. More so than traditional Delver we can commit to protecting him thanks to Lingering Souls. He's also in a cute little window right now where he's associated with U/W Delver and not Esper which helps things.
I did want to fit a bit of an answer to graveyard shennanigans in, however the sideboard is really tight. Surgical Extraction is always a go to, but Nihil Spellbomb seems supportable with the mana and cantrips (although less spells for Delver, even if he's less important to us than other versions)
I've managed to write a fair chunk so I'd appreciate any thoughts/tweaks/tech
Inkfox Aesthetics by Xen
4 Seachrome Coast
4 Glacial Fortress
3 Moorland Haunt
1 Plains
9 Island
Creatures (15):
4 Snapcaster Mage
4 Delver of Secrets
3 Geist of Saint Traft
3 Invisible Stalker
4 Mana Leak
4 Vapor Snag
4 Ponder
3 Midnight Haunting
3 Gitaxian Probe
2 Sword of War and Peace
2 Runechanter's Pike
1 Oblivion Ring
1 Faith's Shield
1 Revoke Existance
2 Revoke Existance
2 Ratchet Bomb
2 Celestial Purge
2 Flashfreeze
1 Faith's Shield
1 Oblivion Ring
3 Nihl Spellbomb
2 Corrosive Gale
This build has been doing very well for me for the last few weeks (multiple X-0s and X-1s). Any feedback would be appriciated.
Banner courtesy of Argetlam at Hakai Studios
WU Delverblade
WRG Kibler Pod
WB Lingering Tokens
0 Myr!
Modern:
WUB Esper Delver
Commander:
WUB Zur the Enchanter
Horde Magic:
BB Zombie Apocalypse
Plains.
Needs more Hexproof. No exceptions.
4 Geist of Saint Traft
4 Snapcaster Mage
2 Invisible Stalker
4 Gitaxian Probe
2 Gut Shot
2 Runechanter's Pike
4 Lingering Souls
4 Mana Leak
4 Ponder
1 Sword of War and Peace
4 Vapor Snag
2 Evolving Wilds
4 Glacial Fortress
4 Island
1 Vault of the Archangel
1 Plains
4 Seachrome Coast
1 Swamp
3 Celestial Purge
2 Dissipate
1 Negate
2 Timely Reinforcements
2 Dungeon Geists
2 Phantasmal Image
1 Divine Offering
1 Revoke Existence
1 Surgical Extraction
Trying this out. Apparently the list won a PTQ like 2 weeks after i had this on Cockatrice...although its not exactly very innovative lol
Thanks Hero's of the Plane
Modern
-------------
xRxAffinityxRx
4 snapcaster Mage
2 phantasmal image
2 trinket mage
3 blade splicer
4 mana leak
4 Thought Scour
2 gitaxian probe
4 vapor snag
4 ponder
1 dismember
1 batterskull
1 silver-inlaid dagger
1 Nihil Spellbomb
4 seachrome coast
4 glacial fortress
3 Drowned Catacombs
2 moorland haunt
8 island
1 plains
2 sun Titan
1 jace, memory adept
1 Phantasmal Image
2 dissipate
3 celestial purge
2 divine offering
1 dismember
1 Nihil spellbomb
1 grafdigger's cage
1 elixir of immortality
Splicers feel like where I want to be at - people are real prepared for Geist these days and Splicer can play D as well as beat down. And it can block opposing geists well, which is nice. Mainly it helps against the worst matchups - Naya pod and gr aggro. They also play nice with the Sun Titan sideboard plan, also good against Pod and GR as well as other decks. You just go bigger and no one expects it. Took this tech from a GerryT article a couple weeks ago. With the number of cantrips 22 land with 6 drops seems reasonable.
The trinket Mage package I'm on the fence about. In the main he can grab Spellbomb which is relevant against lots of decks, and can do a crappy stoneforge impression grabbing the dagger which I'm honestly just testing out. Delver, splicer and the Mage himself are all humans and so get the bonus and dagger can just help race. The real bonus is really the cage and elixir in the sb, but I'm still not sure if the Mage plan is good enough.
I'm just hoping that these changes don't give up too much in other matchups. I'll be testing this regardless but i'd love to hear feedback.
Modern: Jund, Wafo-Tapa UWR
Legacy: Witch-Maw Stoneblade
EDH: Ruhan of the Fomori, Hazezon Tamar, Maga, Traitor to Mortals
4x Delver of Secrets
4x Phantasmal Bear
4x Phantasmal Image
3x Lord of the Unreal
3x Grand Architect
2x Snapcaster Mage
4x Mana Leak
1x Negate
4x Vapor Snag
2x Frost Breath
3x Gitaxian Probe
2x Gut Shot
Just built this. It's changed a little bit. Had 2 Wurmcoils. I love the rare turn 3 Wurmcoil. And I despise using Architect solely for his lord-ship. The numbers on Architect and Snapcaster may flip. I like the Illusion take on Delver, they are cheaper and faster, and let the Delver game plan go off.
Ballin' signature from Heroes of the Planes
2 Gut Shot
2 Gitaxian Prob
1cc - 14
4 Vapor Snag
4 Ponder
4 Delver of Secrets
2 Thought Scour
2cc - 11
3 Mana Leak
1 Negate
2 Invisible Stalker
4 Snapcaster Mage
1 Runechanter's Pike
2 Sword of War and Peace
3 Geist of St. Traft
4 Lingering Souls
5cc - 1
1 Batterskull
Lands - 21
4 Seachrome Coast
3 Glacial Fortress
3 Darkslick Shores
2 Evolving Wilds
1 Plains
1 Swamp
2 Moorland Haunt
5 Island
2 Corrosive Gale
2 Timely Reinforcements
2 Phantasmal Image
1 Revoke Existance
1 Divine Offering
2 Celestial Purge
1 Negate
2 Dissipate
1 Jace, Memory Adept
1 Sword of War and Peace
I feel that lingering souls is worth the slight black splash. And while yes there are a lot of 2/2 splits and 3/1 splits this is the kind of deck that benefits from having more available options.
I'm experimenting with running 2 Judgements in place of O Rings or Dungeon Geists in the mainboard. It's a meta decision but also ups the potential number of Delver and Pike targets. Of course, I upped the land count to 22 to support it. Playstyle is a bit more aggressive than Costa's build. I'm particularly satisfied that there's usually plenty of Haunt fuel post Scour and Judgement as well as a large collection of spells in the graveyard; if pulled off against aggro, you usually end up with far superior board position.
Comments would be appreciated. One thing I want to do is somehow make room for Grafdigger's Cage which shuts down Unburial/Green Sun/Pod much harder than anything I board right now, and these are all somewhat problematic matchups.
3 Runechanter's Pike
Creatures
4 Snapcaster Mage
4 Geist of Saint Traft
4 Delver of Secrets
2 Invisible Stalker
Instants
4 Vapor Snag
4 Mana Leak
4 Thought Scour
3 Gut Shot
4 Glacial Fortress
4 Seachrome Coast
2 Plains
8 Island
3 Moorland Haunt
1 Ghost Quarter
Sorceries
4 Ponder
2 Day of Judgment
2 Phantasmal Image
3 Celestial Purge
2 Dissipate
1 Surgical Extraction
2 Flashfreeze
2 Revoke Existence
2 Oblivion Ring
1 Jace, Memory Adept
2x Runechanter's Pike
1x Sword of War and Peace
Creatures
4x Delver of Secrets
4x Snapcaster Mage
3x Geist of Saint Traft
2x Invisible Stalker
2x Dungeon Geists
Instansts
4x Mana Leak
4x Vapor Snag
2x Thought Scour
2x Gut Shot
1x Dismember
1x Mutagenic Growth
4x Ponder
3x Gitaxian Probe
Land
4x Seachrome Coast
4x Glacial Fortress
3x Moorland Haunt
9x Island
1x Plains
2x Phantasmal Image
2x Dissipate
2x Celestial Purge
2x Timely Reinforcements
2x Revoke Existence
1x Jace, Memory Adept
1x Batterskull
1x Dungeon Geists
1x Negate
1x Divine Offering
Frites
Naya Pod
2x Sword of War and Peace
Creatures
1x Phantasmal Image
4x Delver of Secrets
4x Snapcaster Mage
4x Geist of Saint Traft
2x Dungeon Geists
Land
4x Darkslick Shores
4x Seachrome Coast
2x Evolving Wilds
3x Glacial Fortress
1x Plains
5x Island
1x Swamp
1x Moorland Haunt
1x Vault of the Archangel
4x Gitaxian Probe
4x Vapor Snag
1x Gut Shot
4x Mana Leak
4x Ponder
4x Lingering Souls
I just recently switched to UW delver from uw humans and i was wondering if Shahar's list from gp salt lake city is still viable (list is in the link above, you may have to do a bit of scrolling though). I like it a lot because of the batterskulls (1 main and 1 SB) and well... it's delver.
4 Delver of Secrets
4 Snapcaster Mage
4 Geist of Saint Traft
2 Dungeon Geists
2 Invisible Stalker
Countermagic:
4 Mana Leak
Card Advantage:
4 Ponder
3 Thought Scour
2 Gitaxian Probe
4 Vapor Snag
2 Gut Shot
1 Dismember
1 Mutagenic Growth
Equipment (3)
3 Runechanter's Pike
LANDS (21)
9 Island
1 Plains
4 Glacial Fortress
4 Seachrome Coast
3 Moorland Haunt
1 Surgical Extraction
2 Phantasmal Image
2 Dissipate
1 Negate
1 Batterskull
2 Timely Reinforcements
2 Divine Offering
1 Revoke Existence
2 Celestial Purge
1 Dungeon Geists
I want to try out Lingering Souls, and if I do, I will play the following list.
2 Evolving Wilds
3 Glacial Fortress
5 Island
1 Moorland Haunt
1 Plains
4 Seachrome Coast
1 Swamp
1 Vault of the Archangel
3 Geist of Saint Traft
2 Invisible Stalker
4 Snapcaster Mage
1 Dismember
1 Disperse
1 Gitaxian Probe
1 Gut Shot
4 Lingering Souls
4 Mana Leak
4 Ponder
3 Runechanter's Pike
3 Thought Scour
3 Vapor Snag
Which do you guys think is stronger?
STANDARD:
UWDelverWU
LEGACY:
RGOBLINSR
RBURNR (Retired)
WWhite WeenieW (Work in Progress)
This deck is 66 cards... Is it like a "cantrips don't count" type of thing, or is there a specific reasoning behind this exact 66?
1 Noxious Revival
4 Ponder
3 Vapor Snag
2 Thought Scour
2 Righteous Blow
2 Mana Leak
1 Negate
4 Lingering Souls
1 Divine Deflection
Creatures:11
4 Delver of Secrets
4 Snapcaster Mage
3 Geist of St. Traft
2 Sword of War and Peace
1 Sword of Feast and Famine
Planeswalkers: 2
2 Tamiyo the Moon Sage
Lands: 21
4 Seachrome Coast
3 Glacial Fortress
3 Darkslick Shores
2 Evolving Wilds
1 Moorland Haunt
1 Vault of the Archangel
1 Plains
1 Swamp
5 Island
3 Celestial Purge
1 Sword of War and Peace
2 Surgical Extraction
1 Flashfreeze
1 Dissipate
1 Divine Deflection
2 Revoke Existance
2 Ratchet Bomb
1 Sorin Lord of Innistrad
1 Timely Reinforcements
4 Delver of Secrets
4 Snapcaster Mage
4 Geist of saint traft
3 Invisible Stalker
Instants/Sorceries
4 Ponder
4 Vapor Snag
3 Gitaxian probe
4 Thought Scour
4 Unsummon
4 Mutagenic Growth
3 Runechanters Pike
Lands
4 Seachrome Coast
4 Glacial Fortress
8 Island
1 Plains
2 Moorland Haunt
2 Phantasmal Image
2 Mental Misstep
2 Celestial Purge
2 Steel Sabotage
1 Revoke Existence
3 Negate
2 Timely Reinforcements
1 Faith's Shield
This is the deck I'm going to try out this week. I'm expecting alot of Cavern of Souls decks so Mana leak is obviously not as good. The unsummons and MGs are there to just help your guys stay alive (Geist) and end the game as quickly as possible. If Geist can stay on the field for 3+ turns you will usually win that game and I think this deck is very good at doing that. With so many cantrips I went down to 19 lands, plus the deck curves out at 3. Sword is a little slow right now so I went with Pike which can be so brutal with all the free and one cost Ist/Sorc. in this deck.
Here's the list
I appreciate any advice for tips. Thanks guys
so, I'm going to give this a shot tonight:
4 Seachrome Coast
4 Darkslick Shores
3 Glacial Fortress
1 Drowned Catacomb
1 Cavern of Souls
2 Moorland Haunt
1 Plains
1 Swamp
5 Island
Creatures (17)
4 Delver of Secrets
4 Drogskol Captain
4 Snapcaster Mage
3 Phantasmal Image
2 Geist of Saint Traft
4 Ponder
4 Lingering Souls
3 Vapor Snag
2 Gitaxian Probe
2 Mana Leak
2 Thought Scour
1 Negate
1 Dismember
1 Go for the Throat
1 Doom Blade
2 Timely Reinforcements
2 Celestial Purge
2 Nihil Spellbomb
2 Sword of War and Peace
2 Gut Shot
1 Revoke Existence
1 Divine Offering
1 Vapor Snag
1 Phantasmal Image
1 Vault of the Archangel
what should I change? I'm trying to go for a slightly more aggressive bend since it's difficult to out-tempo haymakers in the traditional way.
4 Glacial Fortress
4 Seachrome Coast
3 Moorland Haunt
9 Island
1 Plains
Creatures (16)
4 Delver of Secrets
4 Snapcaster Mage
4 Geist of Saint Traft
2 Invisible Stalker
2 Dungeon Geists
4 Ponder
4 Gitaxian Probe
Removal (6)
4 Vapor Snag
2 Righteous Blow
1 Dismember
1 Gut Shot
Counters (4)
4 Mana Leak
Equipment (3)
2 Sword of War and Peace
1 Sword of Feast and Famine
2 Ratchet Bomb
2 Timely Reinforcements
2 Phantasmal Image
2 Mental Misstep
2 Celestial Purge
2 Oblivion Ring
1 Divine Offering
1 Revoke Existence
1 Dissipate
Deckstats
My Decks, Haves & Wants, Buy/Wish List, and Worksheets:
Standard:
:symu::symw::symb:Control:symb::symw::symu:
:symu::symw::symr:Flash:symr::symw::symu:
Modern:
:symu::symb: Tezzfinty :symb::symu:
Legacy:
:symu::symw::symr:Stoneblade:symr::symw::symu: