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Deck Comments / Re: UR Delver - Comments
« on: December 09, 2014, 07:24:49 am »
UR Delver
So, Legacy has changed fairly drastically since Karns of Karkir was released and this deck is almost certainly the biggest reason. Like other tempo decks it still focuses on getting a threat and delaying your opponent long enough to chip away at their life and win, but this deck always feels less like a close win. It is highly aggressive and often doesn't mind being non-interactive because it is so fast. I once heard someone call this a “glorified burn deck” and while it is much more complex than that, I can see where they're coming from. It hits hard and fast with cheap threats and burn spells, in fact, most of the deck costs less than 2. However, it's only possible due to the following card...
Treasure Cruise
This card is absurd. It's basically ancestral recall in a deck like this. The entire deck is structured around this card. Cheap threats, heaps of cantrips and fetch lands make filling up your graveyard absurdly easy. This card is what allows the deck to play so aggressively. In most aggro decks, your board can be wiped or they can establish a big enough threat, you just run out of gas and lose. With this card, that simply doesn't happen, in fact, running out all your threats is actually preferable because it means you can cast treasure cruise more easily. It also changes how you play your counterspells. Before this card, you would often save a card like daze for key spells that severely slow down their game. However, with treasure cruise, it's actually better to run out daze fairly quickly. Even if it doesn't counter something, if the extra mana prevents them from playing something else that can very often be good enough in a deck this fast, and being able to play treasure cruise earlier because you've used daze aggressively makes it worthwhile.
Creatures
Delver of secrets-
As good as ever. It's a cheap flying threat that flips easily in a deck with so many cantrips and burn spells. It's especially useful against bigger threats such as knight of the reliquary, tarmogoyf, etc... because it can fly over them while the rest of your board prevents them from getting too much damage in.
Monastery Swiftspear-
Before Karns, UR Delver would run Goblin Guide, which simply makes no sense. It gave your opponent land in a deck full of soft counters. This is a much better replacement. It's fast and hard to deal with because it's a 1/2. With the amount of cheap draw cards and burn it often can hit for as much as 2 or 3 points of damage, and with treasure cruise it can hit for as much as 5 each turn.
Young Pyromancer-
This card has always been good. But never before has a deck been so suited for it. This deck has the lowest curve and most card advantage (thanks to treasure cruise) which makes playing a bunch of instants and sorceries very easy to do. This makes young pyromancer a “one man army” and it is very difficult to deal with once it starts flooding the board with tokens. Watch out for sweepers, in particular eletrickery can be good against this card, but otherwise it is an essential threat.
Burn
The thing about treasure cruise is that it has made burn spells a lot better in a deck like this. If you think of playing a treasure cruise with even one monastary swiftspear in play. You draw two lightning bolts and a land. You play both, dealing 6 damage, and attack with swiftspear for 4. That's 10 damage for 3 mana. However, to make this work the burn spells have to be very mana efficient, such as...
Lightning Bolt-
The best burn spell by a long way. Quick, efficient and versatile it really shines in the deck. It's also great spot removal against other UR Delver decks.
Chain Lightning-
Lightning Bolt's little brother. It's not as versatile because it's a sorcery, but it's still 3 damage for 1 mana. Just be careful when up against other red decks that you don't play it when they have mana up to use its copy effect. This isn't often relevant, but just something to keep in mind.
Fireblast-
This is just a 1 of because you rarely want to cast it more than once, especially in a mana efficient deck like this. But it is an excellent kill spell and works very well with monastery swiftspear. It also stocks up your graveyard quickly for treasure cruise.
Counter Magic
Because this deck uses burn as removal, countermagic is essential to stopping larger threats. It is also, as always, vital for dealing with combo decks.
Force of Will-
As always force of will is your best answer to combo decks. It is a bit clunky, but against decks that can win on turn 1 or 2, it's really your best option. It's also your best answer to really impactful threats that can't be killed with burn. Not only creatures, but also cards like chalice of the void, which completely lock you out of the game.
Daze-
While force of will is your key defence card, saved to target really impactful spells, daze is a bit more flexible. This is still a tempo deck and you still want to slow down your opponent. While, of course, it would be ideal to use this to counter an important spell, daze gets worse and worse as time goes on, so it's better to play it as early as you can.
Draw Cards
Besides Treasure cruise, the rest of the cantrips are fairly typical. Brainstorm, Ponder and Gitaxian probe. They are all essential because they set sculpt your hand, find threats, and fill up your graveyard quickly.
Brainstorm-
This card is often described as the best card in legacy, although that title may now belong to treasure cruise, it's still very good. With a fetchland you can shuffle away unwanted cards. It can also be cast at instant speed, allowing you to search for options at the time you need them. Also, if your opponent tries to cast discard cards against you, you can use brainstorm to hide good cards. And, as if all of this wasn't enough, you can also use it to make sure delver flips consistently.
Ponder-
Not quite as good as brainstorm because it isn't an instant, but still useful. The shuffle option is often handy, especially if you don't have any cards you want to get rid of from your hand. It's often better to use this to set up your draws first and then cast brainstorm.
Gitaxian Probe-
The free draw spell. Very useful with Young Pyromancer and monastery swiftspear. Of course, the 0 mana cycling effect helps fill up your graveyard quickly for treasure cruise and the information gained from it tends to be more important than you might think.
Mana Base
I won't write too much about this. The Important thing is that the mana base is very lean. This deck only runs 18 lands. While this optimises treasure cruise and works very well when so many of your cards are so cheap, it has one vital drawback... there is no wasteland. You simply can't afford to run it because so many of your spells cost 1 coloured mana. This makes daze a little worse and means you have to err on the aggressive side so you can win before the other player develops their board too much.
Sideboard
Pyroblast-
Useful against opponent’s counter cards and also against Delver, Jace the Mind Sculptor, Trasure Cruise and Dig Through Time, to name a few. You mainly bring it in against delver, stoneblade, and miracles. But it can also be useful againt combo decks which use defensive counterspells like infect. A lot of people have taken to using this in the maindeck. I can certainly see why, but I do feel that nonblue decks are still around and having this as a dead card game one seems too impactful in those matchups.
Grafdigger's Cage, Tormod's Crypt-
Dredge and Reanimator are both really bad matchups for this deck. They are fast combo decks that can ignore countermagic and build up a board too dificult to get through. These give us a change against them. Grafdigger's cage is also good against Elves (natural order and green sun's zenith) and sneak and show.
Sulfuric Vortex-
This is really against control decks like miracles that can subdue a board state quickly. It puts extra pressure on them and gives them no way out. Overall it's just very difficult to deal with. It can also be a good way to deal with batterskull against stoneblade.
Hydroblast-
Burn is a pretty bad matchup, they don't mind counterspells and can very often win faster. This gives us an extra card that can answer key burn spells, either price of progress, or burn spells that are targeting key threats of ours.
Eletrickery, Forked Bolt-
Both for the mirror match. They are very useful for dealing with numerous small threats and eletrickery is especially good at dealing with young pyromancer. Eletrickery can also be brought in to deal with decks like TES and Charbelcher, that produce massive amounts of tokens.
Smash to Smithereens-
Let's face it, artifacts are just plain bad for us. Chalice of the void on 1 undoes almost all of our spells, batterskull's lifelink can stop our assult in its tracks, umezawa's jitte can obliterate our field as soon as it connects. Smash to smithereens is a great way to deal with all of these threats and it's a burn spell too. It's particularly effective against batterskull and jitte because many decks wont run more than 1, so once it's gone, it's gone. Be careful to target batterskull when your opponent is tapped out so it can't be returned to its owner's hand to dodge the smash to smithereens.
Flusterstorm-
Easily the besta counter card against storm and most combo decks in legacy. Also again be useful when caught in a counter war.
Zuran Orb-
This card is absurdly good against burn. Not only does it gain life, it also makes price of progress completely useless, and with our deck's low mana curve sacrificing lands is rarely an issue.
So, Legacy has changed fairly drastically since Karns of Karkir was released and this deck is almost certainly the biggest reason. Like other tempo decks it still focuses on getting a threat and delaying your opponent long enough to chip away at their life and win, but this deck always feels less like a close win. It is highly aggressive and often doesn't mind being non-interactive because it is so fast. I once heard someone call this a “glorified burn deck” and while it is much more complex than that, I can see where they're coming from. It hits hard and fast with cheap threats and burn spells, in fact, most of the deck costs less than 2. However, it's only possible due to the following card...
Treasure Cruise
This card is absurd. It's basically ancestral recall in a deck like this. The entire deck is structured around this card. Cheap threats, heaps of cantrips and fetch lands make filling up your graveyard absurdly easy. This card is what allows the deck to play so aggressively. In most aggro decks, your board can be wiped or they can establish a big enough threat, you just run out of gas and lose. With this card, that simply doesn't happen, in fact, running out all your threats is actually preferable because it means you can cast treasure cruise more easily. It also changes how you play your counterspells. Before this card, you would often save a card like daze for key spells that severely slow down their game. However, with treasure cruise, it's actually better to run out daze fairly quickly. Even if it doesn't counter something, if the extra mana prevents them from playing something else that can very often be good enough in a deck this fast, and being able to play treasure cruise earlier because you've used daze aggressively makes it worthwhile.
Creatures
Delver of secrets-
As good as ever. It's a cheap flying threat that flips easily in a deck with so many cantrips and burn spells. It's especially useful against bigger threats such as knight of the reliquary, tarmogoyf, etc... because it can fly over them while the rest of your board prevents them from getting too much damage in.
Monastery Swiftspear-
Before Karns, UR Delver would run Goblin Guide, which simply makes no sense. It gave your opponent land in a deck full of soft counters. This is a much better replacement. It's fast and hard to deal with because it's a 1/2. With the amount of cheap draw cards and burn it often can hit for as much as 2 or 3 points of damage, and with treasure cruise it can hit for as much as 5 each turn.
Young Pyromancer-
This card has always been good. But never before has a deck been so suited for it. This deck has the lowest curve and most card advantage (thanks to treasure cruise) which makes playing a bunch of instants and sorceries very easy to do. This makes young pyromancer a “one man army” and it is very difficult to deal with once it starts flooding the board with tokens. Watch out for sweepers, in particular eletrickery can be good against this card, but otherwise it is an essential threat.
Burn
The thing about treasure cruise is that it has made burn spells a lot better in a deck like this. If you think of playing a treasure cruise with even one monastary swiftspear in play. You draw two lightning bolts and a land. You play both, dealing 6 damage, and attack with swiftspear for 4. That's 10 damage for 3 mana. However, to make this work the burn spells have to be very mana efficient, such as...
Lightning Bolt-
The best burn spell by a long way. Quick, efficient and versatile it really shines in the deck. It's also great spot removal against other UR Delver decks.
Chain Lightning-
Lightning Bolt's little brother. It's not as versatile because it's a sorcery, but it's still 3 damage for 1 mana. Just be careful when up against other red decks that you don't play it when they have mana up to use its copy effect. This isn't often relevant, but just something to keep in mind.
Fireblast-
This is just a 1 of because you rarely want to cast it more than once, especially in a mana efficient deck like this. But it is an excellent kill spell and works very well with monastery swiftspear. It also stocks up your graveyard quickly for treasure cruise.
Counter Magic
Because this deck uses burn as removal, countermagic is essential to stopping larger threats. It is also, as always, vital for dealing with combo decks.
Force of Will-
As always force of will is your best answer to combo decks. It is a bit clunky, but against decks that can win on turn 1 or 2, it's really your best option. It's also your best answer to really impactful threats that can't be killed with burn. Not only creatures, but also cards like chalice of the void, which completely lock you out of the game.
Daze-
While force of will is your key defence card, saved to target really impactful spells, daze is a bit more flexible. This is still a tempo deck and you still want to slow down your opponent. While, of course, it would be ideal to use this to counter an important spell, daze gets worse and worse as time goes on, so it's better to play it as early as you can.
Draw Cards
Besides Treasure cruise, the rest of the cantrips are fairly typical. Brainstorm, Ponder and Gitaxian probe. They are all essential because they set sculpt your hand, find threats, and fill up your graveyard quickly.
Brainstorm-
This card is often described as the best card in legacy, although that title may now belong to treasure cruise, it's still very good. With a fetchland you can shuffle away unwanted cards. It can also be cast at instant speed, allowing you to search for options at the time you need them. Also, if your opponent tries to cast discard cards against you, you can use brainstorm to hide good cards. And, as if all of this wasn't enough, you can also use it to make sure delver flips consistently.
Ponder-
Not quite as good as brainstorm because it isn't an instant, but still useful. The shuffle option is often handy, especially if you don't have any cards you want to get rid of from your hand. It's often better to use this to set up your draws first and then cast brainstorm.
Gitaxian Probe-
The free draw spell. Very useful with Young Pyromancer and monastery swiftspear. Of course, the 0 mana cycling effect helps fill up your graveyard quickly for treasure cruise and the information gained from it tends to be more important than you might think.
Mana Base
I won't write too much about this. The Important thing is that the mana base is very lean. This deck only runs 18 lands. While this optimises treasure cruise and works very well when so many of your cards are so cheap, it has one vital drawback... there is no wasteland. You simply can't afford to run it because so many of your spells cost 1 coloured mana. This makes daze a little worse and means you have to err on the aggressive side so you can win before the other player develops their board too much.
Sideboard
Pyroblast-
Useful against opponent’s counter cards and also against Delver, Jace the Mind Sculptor, Trasure Cruise and Dig Through Time, to name a few. You mainly bring it in against delver, stoneblade, and miracles. But it can also be useful againt combo decks which use defensive counterspells like infect. A lot of people have taken to using this in the maindeck. I can certainly see why, but I do feel that nonblue decks are still around and having this as a dead card game one seems too impactful in those matchups.
Grafdigger's Cage, Tormod's Crypt-
Dredge and Reanimator are both really bad matchups for this deck. They are fast combo decks that can ignore countermagic and build up a board too dificult to get through. These give us a change against them. Grafdigger's cage is also good against Elves (natural order and green sun's zenith) and sneak and show.
Sulfuric Vortex-
This is really against control decks like miracles that can subdue a board state quickly. It puts extra pressure on them and gives them no way out. Overall it's just very difficult to deal with. It can also be a good way to deal with batterskull against stoneblade.
Hydroblast-
Burn is a pretty bad matchup, they don't mind counterspells and can very often win faster. This gives us an extra card that can answer key burn spells, either price of progress, or burn spells that are targeting key threats of ours.
Eletrickery, Forked Bolt-
Both for the mirror match. They are very useful for dealing with numerous small threats and eletrickery is especially good at dealing with young pyromancer. Eletrickery can also be brought in to deal with decks like TES and Charbelcher, that produce massive amounts of tokens.
Smash to Smithereens-
Let's face it, artifacts are just plain bad for us. Chalice of the void on 1 undoes almost all of our spells, batterskull's lifelink can stop our assult in its tracks, umezawa's jitte can obliterate our field as soon as it connects. Smash to smithereens is a great way to deal with all of these threats and it's a burn spell too. It's particularly effective against batterskull and jitte because many decks wont run more than 1, so once it's gone, it's gone. Be careful to target batterskull when your opponent is tapped out so it can't be returned to its owner's hand to dodge the smash to smithereens.
Flusterstorm-
Easily the besta counter card against storm and most combo decks in legacy. Also again be useful when caught in a counter war.
Zuran Orb-
This card is absurdly good against burn. Not only does it gain life, it also makes price of progress completely useless, and with our deck's low mana curve sacrificing lands is rarely an issue.