With a PTQ win under it's belt Delver is sure to be a player in the Modern meta. If you like a deck with multiple decision tree's coupled with counters and discard this is the deck for you. However it isn't the easiest deck to play well and can be quite expensive.
Analysis
Delver is a steadily rising deck in the Modern Metagame.
With the decks threats being two mana or less the deck looks to get out a quick threat and then ride the disruption to the end. The deck plays a lot like the Legacy Thresh decks of years past.
Match-ups
Delver has a pretty even match-up versus the field. Most games come down to the skill of the pilot, or proper sideboarding choices. Storm While I don't have enough raw data on this match-up I can tell you from playing 50 or so games that this version of Delver is very good versus Storm. Between the discard and the cheap counters this deck can keep Storm of of it's critical mana spells long enough to win. There are those games versus Storm that they just get the nut's and play through your early hate and win. They can also blow you out turn 2 when they are on the play.
Twin I have tested this match-up a ton and so far it seems only slightly in Delver's favor. Winning 51 out of 49 games. As both decks are tempo based control decks the game usually comes down to who blinks first. The nice thing is you can usually land a early Delver and win solely through him. Though the Games where you don't or when they remove Delver are usually going to go in their favor.
Affinity This is the 45-55 match-up. Game one isn't fun at all and games 2 and 3 depend on Hurkyl's Recall.
For now that those are the match-ups that matter. As the meta evolves so will this section.
Card Selection
So now we get to the guys who you will see in most of the UB Delver lists. Now contrary to the RUG variant UB Delver is actually light on ceatures.
Delver of Secrets Without this we wouldn't be playing Delver now would we. Flying 3/2's for 1 mana seems pretty good don't they? Every list should run 4.
Dark Confidant This might be the best deck to take advantage of his ability. I can't stress hos good it is to have a draw engine in modern. The card advantage BOB creates is insane. I haven't lost a game where I was able to keep him alive for 2 or more turns. 3-4 are a good idea.
Snapcaster Mage Tiago is of course very good in any deck running as many spells as this deck does. Flashback on the right spell can really swing games. Though he is a little mana hungry and I do at times find him to be dead in my hand I still would run at least 3.
Vendilion Clique I have won many games with this cards ETB trigger. Many times moving their best spell to the bottom of their library can give you just enough time to swing in for the win. As a 3/1 flier for 1UU it is also a straight up good card just as a beater. Though it is a legend so no more than 3 should be played.
Spellstutter Sprite Something I have been using now and then versus burn. I generally take BOB out for a couple Spites and a Repeal in this match-up. Though I can't see myself putting them into the main. Good versus cheap decks. Combo's with Mutavualt and Clique.
I choose to post land second because they are so important to the deck. The manlands help to up the creature count without lowering the spell count that is required to boost Delver
Mutavualt 2/2 with every creature type and a low activation cost make this "the" best manland in modern. The realitive low activation cost also makes this land a good target for a Sword equip. Running 4 is best but sometimes 3 can be okay. Creeping Tarpit On color unblockable land that is great at killing resolved planeswalkers. As with Mutavualt 3-4 are really needed. Watery Grave Dual that is on color. Coupled with Fetches this can help smooth out mana. Depending on your meta and the way you like to play 1-4 are the usual course. Scalding Tarn Fetches the needed duals and can grab Islands when needed. Usually a 3-4 of. Verdant CatacombsFetches Grave and swamps. Usually a 2 of at most. Urborg, Tomb of Yawgmoth Sometimes you want a lot of swamps. Island well you just need some. Swamp Same as Island, though you may get away with running none.
Mana Leak Hard counter early with a condition that rarely matters late. Spell Snare This card is the poster boy for trading up. With most decks running 8+ 2 drops this card is rarely dead. Spell Pierce Great versus storm and other spell dense decks.
Smother This takes care of most of the formats creatures. Generally something over 3 mana should be countered or can't be. Thrun being the pain that this card could deal with even if it had no 3 cc clause. Tragic Slip Quickly rising to be one of my all time favorite removal spells. Kills little guys early and can kill huge dudes late with help. Dismember Still a great card even if it isn't as popular now as it once was.
Iquisition of Kozilek Pain free targeted discard. Though being weaker than Thoughtseize it sees more play do to Seizes life loss. Duress Great versus spell based decks and as with IoK pain free. Thoughtseize Costly both in life and actual card value. The 2 life can be huge versus burn and fast aggro.
Serum Visions Sadly this is the best option for draw other than Bob.
In case I didn't tell you, I don't care about your opinion I just want your facts. And not the facts that make you seem smart. I want the ones that are actual facts.
Used for future needs! Still working on the OP any help is always welcome.
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In case I didn't tell you, I don't care about your opinion I just want your facts. And not the facts that make you seem smart. I want the ones that are actual facts.
Will you add a part on my to chose UB instead of UR? I'd like that.
Do you mean instead of RUG? I plan on talking through the two decks varied game plans.
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In case I didn't tell you, I don't care about your opinion I just want your facts. And not the facts that make you seem smart. I want the ones that are actual facts.
Though I have done minimal testing, I am having good results splashing red for Terminate. I also have been doing well running 2x Liliana of the Veil, and really like running Trickbind MD.
Though I have done minimal testing, I am having good results splashing red for Terminate. I also have been doing well running 2x Liliana of the Veil, and really like running Trickbind MD.
Trickbind is good.
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In case I didn't tell you, I don't care about your opinion I just want your facts. And not the facts that make you seem smart. I want the ones that are actual facts.
I only ever use CC as a 2 of, but I am not as much of a fan of it as others are. It always seems to be an overcosted, and at times hard to cast, counter most of the time.
How do you use it? I've had bad luck with it against storm and bad luck using it as land denial.
How do you have bad luck with it against storm? You cast it to keep the copies from being created- which can be a little tricky on MTGO, but in meatspace it should be pretty straightforward.
I am not universally against PA, but I think in this deck it is probably too slow. Delver decks are generally tempo, and a card that does not start drawing you spells unil turn for is not really all that helpful.
How do you have bad luck with it against storm? You cast it to keep the copies from being created- which can be a little tricky on MTGO, but in meatspace it should be pretty straightforward.
I've played UR Storm a fair few times, and even with my only Storm engine being Past in Flames, I've gotten 2 Grapeshots in hand and lethal Storm for both surprisingly often (usually against slower decks). Those tend to be the times neither Trickbind nor Mindbreak Trap are effective. This may explain the recent shift away from keeping those cards in sideboards in favour of permanent-based, preemptive solutions like Rule of Law and Ethersworn Canonist. I don't even see Jund packing Mindbreak Trap despite the fact that everyone can cast it--I usually see Jund Charm and Thorn of Amethyst instead (but maybe that's because they're wider hate).
I've played UR Storm a fair few times, and even with my only Storm engine being Past in Flames, I've gotten 2 Grapeshots in hand and lethal Storm for both surprisingly often (usually against slower decks). Those tend to be the times neither Trickbind nor Mindbreak Trap are effective. This may explain the recent shift away from keeping those cards in sideboards in favour of permanent-based, preemptive solutions like Rule of Law and Ethersworn Canonist. I don't even see Jund packing Mindbreak Trap despite the fact that everyone can cast it--I usually see Jund Charm and Thorn of Amethyst instead (but maybe that's because they're wider hate).
Honestly people shouldn't have issues with Storm in this deck. DON'T LET THEM GET TO 6 MANA FOR THE LOVE OF GOD. Between the discard and the counters you shouldn't have to worry about the double Grapeshot happening. Oh and I see so many people who don't make people discard PiF when they can. All this deck needs is time versus Storm. So do whatever you can to get that time.
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In case I didn't tell you, I don't care about your opinion I just want your facts. And not the facts that make you seem smart. I want the ones that are actual facts.
How do you have bad luck with it against storm? You cast it to keep the copies from being created- which can be a little tricky on MTGO, but in meatspace it should be pretty straightforward.
It's always preceded by a gitaxian probe and it's really easy to play around. If they see it, then instead of 10 spells, grapeshot, flashbacked grapeshot for the kill, they wait a few turns and put a few more cantrips in the yard so they can go off with a lethal grapeshot x 4. I've had more luck surgical extractioning their rituals or otherwise eating their graveyard.
If you don't see Pyromancer Ascension, I actually recommend you hit rituals first. Removing the start of our combo is pretty good.
See no rituals? Hit Past in Flames--forcing us to get one more mana can be critical.
See no part of the actual combo? I suppose making us throw out free cantrips or Peer Through Depths (now we can't Dig 5 for combo pieces) isn't shabby.
I don't recommend you ditch Grapeshot unless you also run Extirpate effects or graveyard hate, as we'll usually cast Grapeshot dead last (i.e. after Past in Flames) and not mid-combo. Ripping out Empty the Warrens is better, as it costs 4 mana and we can no longer spring the Turn 2 Storm stuff on you.
Inquisition of Kozilek
See Thoughtseize, except you can't pick Past in Flames, Empty the Warrens, or Gifts Ungiven.
Mana Leak
If we're sitting on 3 lands or less, it's actually worth it to snag our second ritual with this card. We may not be able to recover from the tempo blow.
If we're sitting on a lot of lands, you might want to nab the first ritual or Past in Flames instead. Don't let us hit 6 mana after we pay the mana tax.
It's a counterspell. Hit early Pyromancer Ascensions with it. Hit Pyromancer's Swath with it (we're probably comboing off on fewer Storm and less mana with that route). Hit a Storm engine with it.
Remand
This is a pretty conditional counter against UR Storm, so hit the hardest slugger with it.
Remanding Past in Flames is very good, since we probably can't pay a 3R mana tax.
If we have 3 lands or less, Remanding rituals is fairly good, as it may delay us just long enough for you to kill us.
Remanding Pyromancer's Swath is very good, too, as we may be comboing off on fewer Storm if we're going that route. Remanding early Pyromancer Ascensions at least buys a turn--which just might be crucial.
Spell Snare
...Just hit 2-mana rituals and early Pyromancer Ascensions with this card. Hitting the first one you can is probably the proper play, especially if we have 3 lands or less.
This is the easiest counterspell to fight through, IMO, especially if we're sitting on a lot of lands.
Cryptic Command
Lucky punk. Hit Past in Flames after we've wasted a bunch of rituals and free cantrips; that should make us cry. Hitting Pyromancer's Swath also hurts.
Spell Pierce
See Mana Leak, except you've got to be more careful about whether you can afford to tax the second ritual or not. If we're sitting on enough gas, we can fight through a Spell Pierce (or even a Mana Leak). Be wary about countering Storm engines that aren't early Pyromancer Ascensions with this card.
By early Pyromancer Ascensions, I mean Turn 2-3 ones, not mid-combo ones. Mid-combo ones are just bait, really.
This may explain the recent shift away from keeping those cards in sideboards in favour of permanent-based, preemptive solutions like Rule of Law and Ethersworn Canonist. I don't even see Jund packing Mindbreak Trap despite the fact that everyone can cast it--I usually see Jund Charm and Thorn of Amethyst instead (but maybe that's because they're wider hate).
The problem with that is that g2 you are staring down the barrel of Echoing Truth.
Honestly people shouldn't have issues with Storm in this deck. DON'T LET THEM GET TO 6 MANA FOR THE LOVE OF GOD. Between the discard and the counters you shouldn't have to worry about the double Grapeshot happening. Oh and I see so many people who don't make people discard PiF when they can. All this deck needs is time versus Storm. So do whatever you can to get that time.
This smacks of "Nut Draw" reasoning to me. Getting the right control card at the right time turn after turn is not a consistant strategy against a deck with loads of redundancy. Even if you are following the Lectrys guide to beating storm (which is quite nice, actually) you still are gambling on getting enough control, while keeping instants on top of your library and having 1+ delvers to swing with. That can be a lot of "luck" to ask from a deck. I am not saying that it is not a way to go, but your message implies that stalling them is so easy a brain-dead child could do it.
I've had more luck surgical extractioning their rituals or otherwise eating their graveyard.
That can be more tricky with timing, but that can work well too. I pack extractions in my SB for just such an occasion, though.
EDIT: Here is the build I have been working with for a while:
My couple of question are:
1) in the PTQ decks I am seeing use of Swords, but in my mind it means taking one slot that could be used on an instant when there is no way to guarantee getting it. I'm not sure I see the point.
2) How many land are you liking? My gut tells me that 23 minimum is where it's at, but with such a low (and flat) curve it would be nice if I could get away with 22.
Three maindeck Negates? You're asking for a hurt, buddy.
I see Spell Pierce run in the same numbers, and frankly I think the the extra mana more than makes up for the guarantee of getting it through (sans counters). I have never drawn a Trickbind and had it sit in hand due to lack of targets, so 2x is pretty-much right on for me.
I don't own Darkslick online, and that is where I do most of my Modern playing, but aside from Tar Pit all the rest of my lands should mean I should be able to tap out of the gate. I tend to try and put at least 6 fetches in my decks, and often up to 8, so that I can insure near perfect drops- though that can be costly in term of life on some bad draws.
I think I'm going to start with a list close to Raja's winning PTQ deck listed in the Primer. (Thanks for that btw PMP) I don't have Mutavaults and so I will be borrowing them for awhile from my roomate when possible, but I will probably run something like 3-4 Tar Pits and 2-3 Faerie Conclave. If I had all 4 Mutavault, I would still try and keep the number of manlands below 8. I also am considering adding a Tectonic Edge or 2 to help fight opposing Manlands (probably not a major issue) and to try and keep Tron decks at bay for a bit.
I can sort of see why you might include Negate maindeck, but it's like running Duress main: sometimes you just won't want or need it. Spell Pierce is a bit different, as holding up U often doesn't clue in your opponent, and it's easier to still curve out while doing so. If people expect Pierce, it's less good, but representing 1U almost always means "I'm holding or threatening a counterspell". Trickbind I think falls into the same problem, and I really don't think it's all that strong. It may find a use every game, that part is easy, but does it really have a major impact? Even Pros like GerryT are moving away from Stifle in Legacy, and Trickbind is a slower card in a slower format with less Fetches and no Wasteland. I think you're better off running Tec Edge and something like Repeal or Spell Snare in the spell's slot.
Feast and Famine works wonders with manlands, and helps shore up the Jund matchup (one of our less ideal ones). I also might run a SoWAP and/or a SoFAI in the side, but I haven't gotten that far yet.
I can sort of see why you might include Negate maindeck, but it's like running Duress main: sometimes you just won't want or need it. Spell Pierce is a bit different, as holding up U often doesn't clue in your opponent, and it's easier to still curve out while doing so. If people expect Pierce, it's less good, but representing 1U almost always means "I'm holding or threatening a counterspell". Trickbind I think falls into the same problem, and I really don't think it's all that strong. It may find a use every game, that part is easy, but does it really have a major impact? Even Pros like GerryT are moving away from Stifle in Legacy, and Trickbind is a slower card in a slower format with less Fetches and no Wasteland. I think you're better off running Tec Edge and something like Repeal or Spell Snare in the spell's slot.
I see what you are saying, and am pretty open to being wrong, but I like to get data to back up those decision. I play online so I should be able to look where I have cast it and decide if it was the right thing to do, and if it turns out it is not then I will make the change. As for Negate, I think you are putting a little too much weight on signaling in this instance. Most people recognize that mana left open could be a bluff, and will 99% call that bluff. Thus keeping it open really should not effect what gets played. Again, however, if it turn out I have a dead Negate I will make changes.
Feast and Famine works wonders with manlands, and helps shore up the Jund matchup (one of our less ideal ones). I also might run a SoWAP and/or a SoFAI in the side, but I haven't gotten that far yet.
The sword I have access to online are the cheap ones: Sword of Body and Mind, and Sword of Light and Shadow, which are not as amazing as the rest in as many match-ups, but are still darn good. I am still no convinced that I should pull a non-permanent spell for a sword, however.
I see what you are saying, and am pretty open to being wrong, but I like to get data to back up those decision. I play online so I should be able to look where I have cast it and decide if it was the right thing to do, and if it turns out it is not then I will make the change. As for Negate, I think you are putting a little too much weight on signaling in this instance. Most people recognize that mana left open could be a bluff, and will 99% call that bluff. Thus keeping it open really should not effect what gets played. Again, however, if it turn out I have a dead Negate I will make changes.
The sword I have access to online are the cheap ones: Sword of Body and Mind, and Sword of Light and Shadow, which are not as amazing as the rest in as many match-ups, but are still darn good. I am still no convinced that I should pull a non-permanent spell for a sword, however.
In around 300 or so games I have played since taking on writing this primer I have won only 4 games due to a Sword. Though I will say it has drawn some counters and removal that left other cards open. I can't get the darn things to stick. Most likely due to the popularity of Affinity. I find that more often than not I side them out for either more counters or defined hate cards.
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In case I didn't tell you, I don't care about your opinion I just want your facts. And not the facts that make you seem smart. I want the ones that are actual facts.
I'm testing this deck a bit in preparation for a PTQ next weekend, and I've been enjoying it a great deal. The matches where it's playing the control role (Boros, Burn, Affinity) are a little awkward, but not terrible, and much better post sideboard. A card I've been testing a bit is Geralf's Messenger as a 2-of instead of the Cliques. I know the value of a Clique, especially against combo. But it's done pretty well so far against every deck not playing Path. Being able to push that extra 2/4 damage provides a nice little bit of reach. I've even Smothered it for the win once in response to a Kitchen Finks. Any thoughts?
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""Te Occidere Possunt Sed Te Edere Non Possunt Nefas Est"
(They can kill you, but the legalities of eating you are quite a bit dicier).
-DFW, in Infinite Jest
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With a PTQ win under it's belt Delver is sure to be a player in the Modern meta. If you like a deck with multiple decision tree's coupled with counters and discard this is the deck for you. However it isn't the easiest deck to play well and can be quite expensive.
Analysis
With the decks threats being two mana or less the deck looks to get out a quick threat and then ride the disruption to the end. The deck plays a lot like the Legacy Thresh decks of years past.
Match-ups
Storm While I don't have enough raw data on this match-up I can tell you from playing 50 or so games that this version of Delver is very good versus Storm. Between the discard and the cheap counters this deck can keep Storm of of it's critical mana spells long enough to win. There are those games versus Storm that they just get the nut's and play through your early hate and win. They can also blow you out turn 2 when they are on the play.
Twin I have tested this match-up a ton and so far it seems only slightly in Delver's favor. Winning 51 out of 49 games. As both decks are tempo based control decks the game usually comes down to who blinks first. The nice thing is you can usually land a early Delver and win solely through him. Though the Games where you don't or when they remove Delver are usually going to go in their favor.
Affinity This is the 45-55 match-up. Game one isn't fun at all and games 2 and 3 depend on Hurkyl's Recall.
For now that those are the match-ups that matter. As the meta evolves so will this section.
Card Selection
Delver of Secrets Without this we wouldn't be playing Delver now would we. Flying 3/2's for 1 mana seems pretty good don't they? Every list should run 4.
Dark Confidant This might be the best deck to take advantage of his ability. I can't stress hos good it is to have a draw engine in modern. The card advantage BOB creates is insane. I haven't lost a game where I was able to keep him alive for 2 or more turns. 3-4 are a good idea.
Snapcaster Mage Tiago is of course very good in any deck running as many spells as this deck does. Flashback on the right spell can really swing games. Though he is a little mana hungry and I do at times find him to be dead in my hand I still would run at least 3.
Vendilion Clique I have won many games with this cards ETB trigger. Many times moving their best spell to the bottom of their library can give you just enough time to swing in for the win. As a 3/1 flier for 1UU it is also a straight up good card just as a beater. Though it is a legend so no more than 3 should be played.
Spellstutter Sprite Something I have been using now and then versus burn. I generally take BOB out for a couple Spites and a Repeal in this match-up. Though I can't see myself putting them into the main. Good versus cheap decks. Combo's with Mutavualt and Clique.
I choose to post land second because they are so important to the deck. The manlands help to up the creature count without lowering the spell count that is required to boost Delver
Mutavualt 2/2 with every creature type and a low activation cost make this "the" best manland in modern. The realitive low activation cost also makes this land a good target for a Sword equip. Running 4 is best but sometimes 3 can be okay.
Creeping Tarpit On color unblockable land that is great at killing resolved planeswalkers. As with Mutavualt 3-4 are really needed.
Watery Grave Dual that is on color. Coupled with Fetches this can help smooth out mana. Depending on your meta and the way you like to play 1-4 are the usual course.
Scalding Tarn Fetches the needed duals and can grab Islands when needed. Usually a 3-4 of.
Verdant CatacombsFetches Grave and swamps. Usually a 2 of at most.
Urborg, Tomb of Yawgmoth Sometimes you want a lot of swamps.
Island well you just need some.
Swamp Same as Island, though you may get away with running none.
Mana Leak Hard counter early with a condition that rarely matters late.
Spell Snare This card is the poster boy for trading up. With most decks running 8+ 2 drops this card is rarely dead.
Spell Pierce Great versus storm and other spell dense decks.
Smother This takes care of most of the formats creatures. Generally something over 3 mana should be countered or can't be. Thrun being the pain that this card could deal with even if it had no 3 cc clause.
Tragic Slip Quickly rising to be one of my all time favorite removal spells. Kills little guys early and can kill huge dudes late with help.
Dismember Still a great card even if it isn't as popular now as it once was.
Iquisition of Kozilek Pain free targeted discard. Though being weaker than Thoughtseize it sees more play do to Seizes life loss.
Duress Great versus spell based decks and as with IoK pain free.
Thoughtseize Costly both in life and actual card value. The 2 life can be huge versus burn and fast aggro.
Serum Visions Sadly this is the best option for draw other than Bob.
Sample Deck Lists
60 cards
4 Creeping Tar Pit
4 Darkslick Shores
2 Faerie Conclave
4 Island
3 Misty Rainforest
4 Mutavault
1 Swamp
1 Watery Grave
23 lands
4 Dark Confidant
4 Delver of Secrets
4 Snapcaster Mage
3 Vendilion Clique
15 creatures
2 Doom Blade
4 Inquisition of Kozilek
4 Mana Leak
1 Repeal
4 Serum Visions
3 Smother
2 Sword of Feast and Famine
22 other spells
1 Damnation
2 Darkblast
1 Duress
2 Engineered Explosives
3 Hurkyl's Recall
2 Nihil Spellbomb
3 Threads of Disloyalty
1 Trinket Mage
15 sideboard cards
60 cards
4 Creeping Tar Pit
4 Darkslick Shores
5 Island
3 Misty Rainforest
2 Mutavault
1 Scalding Tarn
1 Sunken Ruins
1 Swamp
1 Watery Grave
22 lands
4 Dark Confidant
4 Delver of Secrets
4 Snapcaster Mage
2 Vendilion Clique
14 creatures
1 Go for the Throat
4 Inquisition of Kozilek
4 Mana Leak
4 Serum Visions
2 Smother
1 Spell Pierce
2 Spell Snare
1 Sword of Feast and Famine
2 Thoughtseize
2 Victim of Night
24 other spells
2 Annul
1 Disfigure
2 Hurkyl's Recall
1 Spell Pierce
2 Spell Snare
1 Sword of Fire and Ice
2 Thoughtseize
3 Threads of Disloyalty
1 Vedalken Shackles
15 sideboard cards
Cockatrice username: Blackcat77
Cockatrice username: Blackcat77
Do you mean instead of RUG? I plan on talking through the two decks varied game plans.
Cockatrice username: Blackcat77
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PLAY MORE ROUGE DECKS!
Trickbind is good.
Cockatrice username: Blackcat77
How do you use it? I've had bad luck with it against storm and bad luck using it as land denial.
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I've played UR Storm a fair few times, and even with my only Storm engine being Past in Flames, I've gotten 2 Grapeshots in hand and lethal Storm for both surprisingly often (usually against slower decks). Those tend to be the times neither Trickbind nor Mindbreak Trap are effective. This may explain the recent shift away from keeping those cards in sideboards in favour of permanent-based, preemptive solutions like Rule of Law and Ethersworn Canonist. I don't even see Jund packing Mindbreak Trap despite the fact that everyone can cast it--I usually see Jund Charm and Thorn of Amethyst instead (but maybe that's because they're wider hate).
Honestly people shouldn't have issues with Storm in this deck. DON'T LET THEM GET TO 6 MANA FOR THE LOVE OF GOD. Between the discard and the counters you shouldn't have to worry about the double Grapeshot happening. Oh and I see so many people who don't make people discard PiF when they can. All this deck needs is time versus Storm. So do whatever you can to get that time.
Cockatrice username: Blackcat77
It's always preceded by a gitaxian probe and it's really easy to play around. If they see it, then instead of 10 spells, grapeshot, flashbacked grapeshot for the kill, they wait a few turns and put a few more cantrips in the yard so they can go off with a lethal grapeshot x 4. I've had more luck surgical extractioning their rituals or otherwise eating their graveyard.
Thoughtseize
Inquisition of Kozilek
Mana Leak
Remand
Spell Snare
Cryptic Command
Spell Pierce
By early Pyromancer Ascensions, I mean Turn 2-3 ones, not mid-combo ones. Mid-combo ones are just bait, really.
This smacks of "Nut Draw" reasoning to me. Getting the right control card at the right time turn after turn is not a consistant strategy against a deck with loads of redundancy. Even if you are following the Lectrys guide to beating storm (which is quite nice, actually) you still are gambling on getting enough control, while keeping instants on top of your library and having 1+ delvers to swing with. That can be a lot of "luck" to ask from a deck. I am not saying that it is not a way to go, but your message implies that stalling them is so easy a brain-dead child could do it.
That can be more tricky with timing, but that can work well too. I pack extractions in my SB for just such an occasion, though.
EDIT: Here is the build I have been working with for a while:
3 Dark Confidant
3 Snapcaster Mage
2 Vendilion Clique
4 Delver of Secrets
Fly Food:
4 Mana Leak
4 Terminate
3 Negate
2 Repeal
2 Remand
2 Trickbind
4 Serum Visions
4 Inquision of Kozilek
3 Island
3 Swamp
1 Mountain
3 Creeping Tar Pit
2 Marsh Flats
2 Misty Rainforest
4 Scalding Tarn
3 Watery Grave
1 Steam Vents
1 Urborg, Tomb of Yawgmoth
3 Extirpate
2 Relic of Progenitus
2 Nihil Spellbomb
3 Shattering Spree
1 Trickbind
4 Shadow of Doubt
My couple of question are:
1) in the PTQ decks I am seeing use of Swords, but in my mind it means taking one slot that could be used on an instant when there is no way to guarantee getting it. I'm not sure I see the point.
2) How many land are you liking? My gut tells me that 23 minimum is where it's at, but with such a low (and flat) curve it would be nice if I could get away with 22.
Reprint Opt for Modern!!
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I don't own Darkslick online, and that is where I do most of my Modern playing, but aside from Tar Pit all the rest of my lands should mean I should be able to tap out of the gate. I tend to try and put at least 6 fetches in my decks, and often up to 8, so that I can insure near perfect drops- though that can be costly in term of life on some bad draws.
Reprint Opt for Modern!!
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I can sort of see why you might include Negate maindeck, but it's like running Duress main: sometimes you just won't want or need it. Spell Pierce is a bit different, as holding up U often doesn't clue in your opponent, and it's easier to still curve out while doing so. If people expect Pierce, it's less good, but representing 1U almost always means "I'm holding or threatening a counterspell". Trickbind I think falls into the same problem, and I really don't think it's all that strong. It may find a use every game, that part is easy, but does it really have a major impact? Even Pros like GerryT are moving away from Stifle in Legacy, and Trickbind is a slower card in a slower format with less Fetches and no Wasteland. I think you're better off running Tec Edge and something like Repeal or Spell Snare in the spell's slot.
Feast and Famine works wonders with manlands, and helps shore up the Jund matchup (one of our less ideal ones). I also might run a SoWAP and/or a SoFAI in the side, but I haven't gotten that far yet.
RGB Jund BGR
WGB Junk/Abzan Company WGB
LEGACY
RUGB Delver GURB
EDH
UW Geist of Saint Traft Aggro-Control WU
RUG Riku of Two Reflections Combo GUR
BBB Skithiryx Control BB
The sword I have access to online are the cheap ones: Sword of Body and Mind, and Sword of Light and Shadow, which are not as amazing as the rest in as many match-ups, but are still darn good. I am still no convinced that I should pull a non-permanent spell for a sword, however.
Reprint Opt for Modern!!
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In around 300 or so games I have played since taking on writing this primer I have won only 4 games due to a Sword. Though I will say it has drawn some counters and removal that left other cards open. I can't get the darn things to stick. Most likely due to the popularity of Affinity. I find that more often than not I side them out for either more counters or defined hate cards.
Cockatrice username: Blackcat77
(They can kill you, but the legalities of eating you are quite a bit dicier).