Thursday, December 11th, 2014
Welcome back to another segment of “This week in Magic.” The last time we were here, I discussed some main board options for UR Delver for Modern. This week, I’m going to go over some side board options. If there is time, I’ll try to go over a local Modern tournament I 4-0’d with UR Delver. So, as a quick reminder, here is the full list that I ran:
Main board
4 Delver of Secrets
4 Monastery Swiftspear
4 Young Pyromancer
4 Gitaxian Probe
4 Serum Visions
3 Thought Scour
4 Lightning Bolt
2 Forked Bolt
2 Vapor Snag
2 Spell Snare
2 Mana Leak
2 Spell Pierce
1 Electrolyze
4 Treasure Cruise
2 Polluted Delta
3 Flooded Strand
2 Wooded Foothills
2 Bloodstained Mire
4 Steam Vents
2 Island
3 Mountain
Side board
2 Blood Moon
2 Electrickery
1 Negate
1 Dispel
2 Dragon Claw
1 Pithing Needle
1 Counterflux
1 Relic of Progenitus
2 Combust
2 Smash to Smithereens
I’ve been playing the deck for a couple of weeks now, and I can say with much certainty that Electrickery is now open. I initially had it in the side board for the mirror match. However, I realized the main focus in the mirror tends to be taking care of your opponent’s Young Pyromancer. A really interesting option I came across was running Izzet Staticaster. As an 0/3, the only way to kill it is with a Lightning Bolt, and it can survive most attacks.
I’ve been very happy with the many one of’s in the side board like Negate and Dispel. Some of the problem cards I’ve been running into have been other counterspells and Lightning Bolts. In those situations, Dispel really shows its strength. Negate has been great in countering some of those random spells that you were expecting or even forget exist in the format. Mana Leak and Spell Pierce are great early counters, but later on, their power takes a big dip. Having a hard counter like Negate is great during those times.
As for the rest of the side board, I think I need more time with it. Up to now, I’ve had no problem, but there haven’t been many opportunities to test it. For example, I have yet to try the deck against Affinity or Tron. What have I played against? Good question. To answer that, I’ll go over a local tournament I attended and won.
In the first round, I played against Merfolk. As someone who has played Mono Red Burn, and played against this match up a lot, I was not a fan. However, I have to find a way to remind myself, that I’m not playing burn anymore. My opponent had an okay start. They opened with a Cursecatcher and then followed that up with one of their lords. I was on the draw and I opener was a Swiftspear. I followed that up with a Lightning Bolt, then another Swiftspear. Now, I know I could have done it the other way around, but with Cursecatcher on the board, I needed to be sure I could pay for the one mana in case they sacrificed it to counter the Bolt. My opponent didn’t and let their lord die. When I followed the Bolt up with another Swiftspear they were a little confused.
Now with two Swiftspears on the board, things began to get out of hand. I played spells without hesitation to help grow my monks and eventually take game one.
Unfortunately, for my opponent, the only creatures he saw were two Spellskites. I would land a turn two Young Pyromancer and it would stick. Numerous spells later, I had acquired a fleet of elementals and the game was over.
For the sake of time, I’m going to skip ahead to the fourth and final round. This was a match against Splinter Twin that had no Tarmogoyfs. Game one did not go well for me. However, it went as well as it could for the Twin player. How perfectly well did it go? At the end of my third turn, they played Deceiver. It resolved and tapped my only other blue source. Of course they could just be leading me on, but my opponent untapped, drew their card, and then played their Twin. On to game two!
In game two, I brought in a Dispel, a Negate, and two Combusts. I took out an Electrolyze, both Forked Bolts, and a Gitaxian Probe. Something tells me that a probe is the wrong thing to take out here, but I am still unsure what is better. If you have any suggestions, please let me know.
Game three, I realized I needed to get an aggressive start. So I mulled with the intent to get turn one creature down. I know Lightning Bolt is a serious issue here, but if I can get it to stick, I’ll feel a lot better about the match. If I remember correctly, I mulled to five cards before I was satisfied. I landed a first turn Delver, but it didn’t last long as it was bolted the next turn. I got very lucky and drew into a Young Pyromancer. I was lucky enough to have the Pyromancer stick around for quite a few turns. My opponent even had landed a Ratchet Bomb at one point, but hesitated in blowing it up. Later in the game, I played a Delver with the Bomb still in play. My opponent had made a big play mistake when they ticked the Bomb up to one counter. When my Delver finished resolving it’s flip, they had decided to blow up the Bomb forgetting that it’s converted mana cost was now zero.
The third and final game was still a little exciting even though my opponent didn’t do much but draw cards. Once again, a Young Pyromancer had made an early appearance only to be followed up by a handful of spells to create an army of Elementals. The thing about Twin is that sometimes it can win without any kind of warning. I guess that’s why the game was a little exciting for myself. It may have been a bit boring for my opponent, but how was I supposed to know they were drawing blanks most of the game.
Well it seems I’ve gone of my time for this week. Tune in next week as I wrap things up and give some final thoughts on the deck for now. Thanks for reading!
Simeon is now the Community Manager for Battleground Games & Hobbies. If you have any questions or inquiries, then you can reach him at Sims@battlegroundgames.com. He is also an avid gamer who loves to play board games and video games. He graduated college with a degree in Political Science, and now serves the public by writing about games. You can check that out here. Don’t forget to “like” him on Facebook as well. It’ll update you on all of his newest content. Best of all, you can follow Simeon on Twitter (@SimeonCortezano) for some real time hilarity. Thanks for reading!
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Tags: Magic the Gathering, Modern, MTG, Simeon Cortezano, ur delver
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Thursday, December 4th, 2014
For this week in Magic, we’re going to take a visit down memory lane and talk about Modern! I’ve been playing Modern again lately, and I’ve got a bit of a bug. Thanks to the introduction of Khans, though, the format has changed, and for the better. Cards like Dig Through Time and Treasure Cruise add a dynamic that not many people expected. Some people were even speculating that Treasure Cruise would be banned. However it hasn’t, and decks like Mono Red Burn have welcomed it with arms wide open.
I am not running Mono Red Burn, though. I’ve decided to go the UR Delver route. This deck is a lot of fun and can almost second for another burn deck. Okay, that’s enough talk. Let’s take a look at what I was playing.
Main board
4 Delver of Secrets
4 Monastery Swiftspear
4 Young Pyromancer
4 Gitaxian Probe
4 Serum Visions
3 Thought Scour
4 Lightning Bolt
2 Forked Bolt
2 Vapor Snag
2 Spell Snare
2 Mana Leak
2 Spell Pierce
1 Electrolyze
4 Treasure Cruise
2 Polluted Delta
3 Flooded Strand
2 Wooded Foothills
2 Bloodstained Mire
4 Steam Vents
2 Island
3 Mountain
Side board
2 Blood Moon
2 Electrickery
1 Negate
1 Dispel
2 Dragon Claw
1 Pithing Needle
1 Counterflux
1 Relic of Progenitus
2 Combust
2 Smash to Smithereens
This list is far from perfect, but I felt good playing it this past weekend. For this week, we’re just going to focus on the main board, and if there is time, we’ll touch upon the side board. Right after playing, I knew the one thing I wanted to add was Snapcaster Mage. As to why it wasn’t there to begin with, I think it just escaped my mind. Now the question is how many do I run? I’ve seen many lists go back and forth between one and two Snapcaster Mages.
To begin with, I may want to start with two Mages. However, I can see the argument to only play one. First of all, you’ll notice that Delver, Young Pyromancer, and the Swiftspear all have something in common – they are all dependant on non-creature spells. By running more creatures than I have to, it can almost hinder me in a small way. Can you imagine needed to rip just any spell to either trigger the Pyromancer or trigger the Prowess on Swiftspear, but instead you draw your Mage?
I can see what you’re saying, big deal, right? So what if you draw your Snapcaster Mage? Just cast that guy and flashback a Lightning Bolt! Well, you need to remember that this is a deck that runs only 18 lands. Resources are very limited and when you do draw your Mage, you may find that you don’t have the mana to do everything you want. Of course, this is the worst case scenario, so don’t let this deter you. However, it is very much a possibility.
The next debate is over certain counterspells. I feel there is a good question over whether to run Remand or Mana Leak. What that answer is, I’m not quite sure. Remember, I’m no expert here, I’m just a guy putting his thoughts down on electronic paper. Is it better to run Mana Leak or Remand?
A great argument for Remand can be made for it’s cantrip ability. In this deck, I can totally see drawing more cards. More fuel for the fire. However, an important thing to keep in mind is what the format currently looks like. If you feel like decks such as Jund, Pod, Tron, and such are going to be dominant, then running Remand is an excellent choice. In the later game, Mana Leak just is not good enough.
In a metagame where decks like UR Delver and Mono Red Burn (splashing Blue for Treasure Cruise) are running rampant, then Mana Leak is at it’s best. As someone who played Mono Red Burn, Remand was the best counter I could see if I saw any. Most of the time, it meant I was paying two mana for my Lightning Bolt instead of one. In some cases, that can be game changing, but most of the time it’s not. Remember I mentioned that resources can be limited, Mana Leak can hurt a lot especially when you average about three to four lands a game.
This leads me to seeing people making a compromise. This is where you see lists running one Remand or one Mana Leak. While this may seem like a solution, I don’t think it is. You want your counterspells to matter in the game. Running one of’s does not help solve the problem. In the end, you’re better off running two of a less efficient counterspell than none at all.
Time to wrap things up. There are some obvious staples of the deck that should never be messed with. I feel that these staples are Serum Visions, Lightning Bolt, Gitaxian Probe, and Treasure Cruise. Otherwise, feel free to play around with numbers until you feel comfortable. That’s it for now. Tune in next week where I’ll try to tackle the side board and hopefully recount some playtesting. Until then, take care.
Simeon is now the Community Manager for Battleground Games & Hobbies. If you have any questions or inquiries, then you can reach him at Sims@battlegroundgames.com. He is also an avid gamer who loves to play board games and video games. He graduated college with a degree in Political Science, and now serves the public by writing about games. You can check that out here. Don’t forget to “like” him on Facebook as well. It’ll update you on all of his newest content. Best of all, you can follow Simeon on Twitter (@SimeonCortezano) for some real time hilarity. Thanks for reading!
Join the Battleground Games & Hobbies community forums!
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Tags: Magic the Gathering, Modern, MTG, Simeon Cortezano, treasure cruise, ur delver
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