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Post by polarcow on Sept 4, 2012 20:30:09 GMT -5
Hi all!
So I've been playing a U\R Delver deck over the last couple of weeks as I try to get better at this game. I know it's not T1 but I like it. Hoping for suggestions on how to make it better.
21 Lands 11 Islands 7 Mountains 3 Terramorphic Expanse
11 Creatures 4 Delver 3 Sea Gate Oracle 4 Mulldrifter
18 Instants 4 Lightning Bolt 2 Geist Flame 2 Miscalculation 4 Counterspell 4 Accumulated Knowledge 2 Echoing Truth
10 Sorcery 4 Preordain 3 Rift Bolt 2 Flame Slash 1 Kaervek's Torch
15 Board 3 Hydroblast 2 Piracy Charm 3 Pyroblast 2 Seismic Shudder 3 Smash to Smithereens 2 Stone Rain
Now in the casual room I win more than I lose, but I'd like it to be better. My first thought is that since Delver usually ends up in the grave I could add a couple of stitched drakes to give me a big flyer and a little more creature presence. I will be trying -1 Terramorphic Expanse and -1 Sea Gate Oracle +2 Stitched Drake.
Any suggestions would be appreciated.
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Post by yugular on Sept 5, 2012 3:25:57 GMT -5
Just few notes from a casual scrub.
21 lands + Kaervek's Torch without Tron/Cloudpost seems wrong. I wouldn't go below 21 lands in this build personally. Well, do you usually evoke Mulldrifter or do you more often hardcast it?
I like the echoing truth in MD. That card is good.
How has geistflame been? Have you tried Firebolt in its place?
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ckangas
Raging Brainstorm
Posts: 69
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Post by ckangas on Sept 5, 2012 8:08:45 GMT -5
(If you're just looking to have fun with the deck, ignore everything I type)
There's always the question of "what does this deck offer that others do not?". Personally, I think izzet post is a better shell for cards such as mulldrifter, Geist Flame, torch, etc. That being said, UR Delver can offer advantages over izzet post; better mana and an actual clock. As a control shell, however, it is hard to beat the extra mana and life posts generate. Delver is also an inherently aggressive card that feeds off tempo. This means that it is at odds with your goals in a control shell; delver is focused on early pressure and early tempo, while a control shell grinds out the game until it wins through superior threats/CA/mana. This isn't to say that UR Delver is inferior to izzet post, merely that delver of secrets fits an aggressive deck much better than a control shell.
I'd start with trying to drop the torch and 2 flame slashes and a land for 4 chain lightnings. Flame slash is a good card, but it is also dead against decks such as storm in the format. The 4 damage can be relevant, but a big advantage of UR delver (instead of MU) is that the deck possesses reach after your opponent has stabilized. You could try to be really cute with ghostly flicker for drifters and sea-gates, although I prefer 10+ targets if 2+ copies of flicker will be run.
21 lands is a bit low if you're making a control deck, but 21 lands and 4 cantrips is actually a bit too many for an aggressive deck. If you're worried about flipping delver, adding in a few brainstorms or ponders won't hurt. You do run 3 fetches for brainstorms, and ponder isn't typically a horrible card.
Overall, I think it would be beneficial to ask yourself which direction you would like to take the deck. Cards like sea-gate oracle and mulldrifter may not go well with delver and miscalculation. Decide if you'd rather play aggressive or control, and shape your deck around that decision. I would hazard that aggressive is the better choice, but UB control has demonstrated that post mana isn't everything, and a more consistent mana base allows you to play things like counterspell. I also realize that the aggressive version fully evolved will look a lot like the UR delver/fiend/dragonauts version. Yet, you could focus the deck around generally solid cards instead of combo'ing off of kiln fiend or dragons.
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Post by polarcow on Sept 5, 2012 22:06:35 GMT -5
Thanks for the replies
ckangas, your response is correct. Try and focus this deck more. I'm just looking to have fun and get better at Magic with this deck. I suck at playing control, so it's good to try and figure out how to actually counter the odd thing. My play style leans more towards aggro and when I am trying to be more serious I play WW or Goblins.
yugular, I usually hardcast the Mulldrifter, but I don't like seeing the 3rd and 4th in the game. Geistflame has been really good for me. I like it for killing Delvers and Faeries.
The cards that I am usually underwhelmed with in the main deck are Flame Slash and multiple Mulldrifters.
After playing just 2 nights at 20 lands, I think I'm going to go back to 21. From my original list I'm going to try -1 mulldrifter -1 sea gate oracle -2 flame slash -1 Torch +2 Stitched Drake +3 Firebolt or other burn.
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