[Deck] Izzet Delver
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There have been several UR delver 5-0 lists recently. Here are links:
https://mtgdecks.net/Modern/ur-delver-d ... ord-919555
https://mtgdecks.net/Modern/ur-delver-d ... nko-919337
https://mtgdecks.net/Modern/ur-aggro-de ... ago-916140
https://mtgdecks.net/Modern/grixis-delv ... ust-918486
I have been working on a list that I am having a lot of fun with. I will share it shortly. Anyone else playing UR delver? You can also see a recent UR delver stream by aspiring spike on youtube. He played his list yesterday, but hasn't uploaded a video. Here is a video from 2 months ago:
https://mtgdecks.net/Modern/ur-delver-d ... ord-919555
https://mtgdecks.net/Modern/ur-delver-d ... nko-919337
https://mtgdecks.net/Modern/ur-aggro-de ... ago-916140
https://mtgdecks.net/Modern/grixis-delv ... ust-918486
I have been working on a list that I am having a lot of fun with. I will share it shortly. Anyone else playing UR delver? You can also see a recent UR delver stream by aspiring spike on youtube. He played his list yesterday, but hasn't uploaded a video. Here is a video from 2 months ago:
Here is a list that I have been running that has been going really well lately. It's a lot of fun too.
The idea is basically to get out ahead early and bounce things and gain card advantage throughout the game. Here are the main interaction
Vapor Snag + Light up the Stage- a way to trigger spectacle easily and gain card advantage
Light up the State + Counter Magic- this is something I had not seen before, but if you light up the stage you can have counter magic up. Obviously the opponent can play around said counter magic because they know it's there, but they are forced to play around it. Unfortunately you can't use the blue card exiled from light up the stage to pay force of negations alternate cost, but you can use a force of negation that has been exiled by light up the stage by discarding a blue card that is in your hand.
Prowess and bounce spells- This is fairly straightforward, but powerful. Bounce spells are great with delver and prowess creatures. The damage adds up quickly and often opponents lose with 4-5 cards still in hand.
The last sideboard slot I wasn't sure about. It really depends on the meta. I have thought about Spreading Seas, Anger of the Gods, flusterstorm, Grim Lavamancer, etc. There are tons of options.
Another thing I have questioned is whether I should run a main deck Spell Pierce instead of a fourth light up the stage. I have played both ways and it didn't change a ton. I think in game one we want to win quickly and can side in additional counter magic if we need to.
I have tested it for about a week now and am loving it. I will run it through a couple of leagues and see how it goes. Let me know what changes you think I should make
The idea is basically to get out ahead early and bounce things and gain card advantage throughout the game. Here are the main interaction
Vapor Snag + Light up the Stage- a way to trigger spectacle easily and gain card advantage
Light up the State + Counter Magic- this is something I had not seen before, but if you light up the stage you can have counter magic up. Obviously the opponent can play around said counter magic because they know it's there, but they are forced to play around it. Unfortunately you can't use the blue card exiled from light up the stage to pay force of negations alternate cost, but you can use a force of negation that has been exiled by light up the stage by discarding a blue card that is in your hand.
Prowess and bounce spells- This is fairly straightforward, but powerful. Bounce spells are great with delver and prowess creatures. The damage adds up quickly and often opponents lose with 4-5 cards still in hand.
The last sideboard slot I wasn't sure about. It really depends on the meta. I have thought about Spreading Seas, Anger of the Gods, flusterstorm, Grim Lavamancer, etc. There are tons of options.
Another thing I have questioned is whether I should run a main deck Spell Pierce instead of a fourth light up the stage. I have played both ways and it didn't change a ton. I think in game one we want to win quickly and can side in additional counter magic if we need to.
I have tested it for about a week now and am loving it. I will run it through a couple of leagues and see how it goes. Let me know what changes you think I should make
The deck has undergone some changes recently trying to become a little more aggressive in game one. I cut the spell snare and one remand and added a soul-scar mage and land. I also cut the echoing truth for additional burn. I have also been testing a one of wizards lightning in place of chandra. Whenever I get to a final tuned list I will share it. Anyone else on UR Delver? The control lists are welcome too!