People who've been running delvers, what's the thought on how many to run? I have one right now.
It actually kinda wasn't amazing! Like it was really nice being able to trade up all the time but I felt on the edge of my seat most games and like I couldn't spend all my mana, but couldn't cut down to 16 because of colour requirements. I could have a lot of good trades, I could keep seeing more cards, but most of what I saw was really low impact and if your opponent was allowed to keep up, you had very few reliable ways to win or solidify advantage.oh man that deck looks nuts
You probably know my answer here already - three! I feel like he's not worth building around unless you have a reasonable chance of drawing one in your opener, and with three in the pool, hopefully the U/R Delver player can nab at least two. Not coincidentally, three is also the number of Champions of the Parish and Gravecrawlers that I run; it's pretty crucial to run these out on turn one.People who've been running delvers, what's the thought on how many to run? I have one right now.
@Grillo
How controlling would you say my list was?
; )
I love playing tempo. Beating my opponent's powerful spells by winning before they come down is right up there with still having all deez extra counterspells. When I'm playing tempo, the joke's on my opponent for their ambitious mana base and comically expensive spells. So it's no surprise I have a soft spot for Delver of Secrets.
However, when my tempo gets disrupted, I need to have a plan for recovery. The biggest problem I've had with Legacy Delver has been the inability to achieve raw card advantage. Ponder andBrainstorm are great at finding the right pieces at the right time, but when I start off with three cards, no matter how much cantripping I do, I will always end up with three cards. If my tempo plan encounters a hiccup against decks that generate real card advantage, it is difficult to recover. Cards like Ancestral Vision, Hymn to Tourach, Jace, the Mind Sculptor, Liliana of the Veil,Stoneforge Mystic, Counterbalance, Dark Confidant, and my own Force of Wills allow my opponent to grind me out while I am limited to one card a turn. If my early threats meet removal spells, it is bad news bears.
How have Delver decks tried to overcome this problem?
RUG Delver plays Nimble Mongoose to dodge removal. As long as the opponent resolves no comparable threats, no number of Abrupt Decays, Swords to Plowshares, and Bolts will stop a 'goose on the loose. RUG forgoes a powerful late game in order to go hard on mana denial, including Wasteland, and Stifle for opposing fetchlands. RUG is a pure tempo deck.
UWR Delver takes a more midrange approach, with Stoneforge Mystic plus Umezawa's Jitte andBatterskull to generate card advantage. True-Name Nemesis with equipment gives UWR a powerful late game if turning Delver of Secrets sideways doesn't work out. Swords to Plowshares is powerful a midrange spell, but would be mediocre in an all-out tempo deck like RUG.
BUG Delver also takes a journey to the middle of the range, with Liliana of the Veil and sometimes Hymn to Tourach. Additionally, BUG commonly includes True-Name Nemesis orTombstalker to dodge removal.
UR Delver usually forgoes resilient threats and mana denial in favor of Goblin Guide, Grim Lavamancer, and additional burn spells. Instead of including resilient threats, ways to recoup card advantage, or mana denial to prevent the opponent from resolving more expensive threats, UR plays like a burn deck. Once the board state belongs to the opponent, it finishes with a flurry of face-burn. Additionally, Young Pyromancer offers a potential card advantage machine, but dies to literally everything.
There is an inherent tension between Delver of Secrets and midrange cards. Delver is powerful because it costs one mana, so it is at its best in a pure tempo deck with a lot of disruption, like RUG. So far, there has been no way to gain card advantage without slowing down, so Delver decks have either played pure tempo with the drawback of potentially running out of cards, or sacrificed tempo for more staying power.
I just run two Cloudfin Raptors as my aggressive blue one-drop of choice. It's been pretty awesome so far!
You are correct! In my experience Delver tends to be a bit poisonous, since it operates on such a different level from other aggressive creatures. In a way it's a very conflicted card: a "small", aggressive one-drop that doesn't want other aggressive creatures around. Cloudfin Raptor just gets with the programI think that promotes a very different style of aggressive Blue decks than Delver, given that they require completely opposite card types to function, tokens not withstanding.
You are correct! In my experience Delver tends to be a bit poisonous, since it operates on such a different level from other aggressive creatures. In a way it's a very conflicted card: a "small", aggressive one-drop that doesn't want other aggressive creatures around. Cloudfin Raptor just gets with the program
I did 2-player draft/sealed thing (we were trying to come up with a new 2-player draft format. This one wasn't really cool, but we hit a better one later, which I'll tell you all about some time.) and this was the sweet deck I ended up with:
RWBu +1/+1 Counter Recursive Aggro
+a bunch more lands.
But man, what a load of sweet interactions in this deck!
Jeez double stormblood berserker! There's a 2 drop I'm afraid to double up on for fear of being too good.
That Psionic Blast is adorable, and almost certainly not worth it, but I like the rest of it.
Sunhome Guildmage though? Has he been good?
aw double berserker was a mistake, I only run 1. I'm thinking about running 2 though. Guildmage was pretty good here. Psi blast was awesome 4 sources, no problem.