With the release of Innistrad, I was super excited to play U/R counterburn. I liked
Delver of Secrets, but first experimented with
Burning Vengeance which didn't turn out too well. With the recent success of Delver decks I was happy to try something new. I thoroughly enjoyed playing U/R Delver in my first FNM with Innistrad last night. I ended up a mediocre 2-2, but I think a slight change will fix the problem I had. The list I ran last night was:
4
Sulfur Falls
10 Island
8 Mountain
4 Delver of Secret / Insectile Aberration
4
Snapcaster Mage
2
Grim Lavamancer
4
Ponder
4
Mana Leak
2
Negate
4
Vapor Snag
4
Gut Shot
4 Shock
3
Incinerate
3
Brimstone Volley
Sideboard:
4
Flashfreeze - Any G or R deck, can replace Mana Leaks or Negates
4
Steel Sabotage - For
Birthing Pod, and
Wurmcoil Engine
3
Ancient Grudge - A resolved
Wurmcoil Engine scares me this much
2
Arc Trail - Good for 2 for 1 or even 1 and damage to the player, not liking sorcery speed too much
2
Nihil Spellbomb - Thought Solar Flare,
Burning Vengeance or G/x Dredge decks might show up, I was wrong
I had a terrible problem with drawing way too much land, even at 22, so I am making the current change of -1 Island, -1 Mountain, +2
Gitaxian Probe. I will see how that goes.
FNM Report:
Game 1 RDW - 1-2
I had not play tested against RDW, but read and assumed it to be my worst match up since they can deal with Delver and my limited creatures very easily. I found that if they are targeting my creature with their removal then they run out of fuel and do not have enough reach to burn me out while I have multiple ways to keep going. I won game 1 when he mulled to 5, I flipped Delver on turn 2 and protected it with counter magic and Snapcasters. Game 2 was a very close race, but I drew 10 land. On my last turn he was at 2, I was at 3, and I could have drawn multiple cards to win the game, but drew a land. Game 3 wasn't even close, I kept a 2 land hand, but drew 7 more and did not have enough to disrupt him. During this match I was most worried about Koth hitting the field so I kept a counter in my hand as often as I could specifically for him. I have enough burn for his creatures,
Vapor Snag is awesome against Stormkirk Noble and Stormblood Beserker. Snapcasters were great at keeping me somewhat in the game by giving me what I needed from my graveyard and swinging for 2 at a a time.
Game 2 R/G Werewolves - 1-2
I thought this would be a very easy game, but got buried in land again. I was not able to protect my creatures against his burn Game 1 and without enough burn to keep his werewolves in check I got
Overrun by
Instigator Gang. Game 2 went perfectly for me, turn 1 Delver, turn 2 flip and
Vapor Snag his creature, turn 3
Mana Leak, Turn 4 Snapcaster -
Mana Leak. I was reminded what I loved about the deck. Game 3 was a disaster. Too much land, not enough gas,
Daybreak Ranger ruins Delver's day when I cannot
Remove it.
Game 3 GWU Something? - 2-0
This was a new brew and clearly my opponent was not having much luck with it. Gut Shotting birds ruined his game plan and he was never really in any of the games. Game 2 I was playing great with 3 land after 5 turns and he Acidic Slimed my
Sulfur Falls,
Ponder was able to dig for a new land and I won pretty quickly. This game is what made me think I could go down to 20 land. I am perfectly fine playing with 3 land which lets me play Snapcaster into burn or
Vapor Snag and
Brimstone Volley after a creature dies. 4 land is optimal allowing me to do everything but Snapcaster into
Brimstone Volley which is a luxury.
Game 4 Mono White Humans - 2-0
This was a new player with some good cards but not an optimized list. Even with too much land, I was able to use my
Limited Resources and scare him into playing around
Mana Leak, giving me time to draw something relevant. Oddly enough, the land issue actually saved me against a
Trepanation Blade. He double equipped two blades to a soldier and attacked revealing 2 lands. Next attack, 2 more land which gave me enough time to win on my next turn. Just for fun we looked at what another attack would have revealed , lo and behold it was 2 more land. I enjoyed playing with him and explaining some intricacies to my deck and some better plays he can make in the future with his deck.
My sideboard was lackluster and I took a general approach without knowing what my meta game would be. I will replace the
Nihil Spellbomb for 2
Arc Trail, but other than that I'm not sure what to do with it yet.
Card Analysis:
Delver of Secret - White, Blue and Green do not have an answer for an early Delver and if you can protect it you will have a great game. Before the FNM I was thinking that without a Delver in the first 3 turns my chances of winning would be slim, but I found that with enough disruption Snapcasters can attack enough for the win.
Snapcaster Mage - Even though Delver is the namesake and important win condition, this is the best card in the deck. I think everyone knows how good he is.
Vapor Snag makes a great partner for an aggressive Snapcaster. Funny enough, my least favorite play with him is to play him on my turn to flashback
Ponder, oh our first world problems.
Grim Lavamancer - These were my last inclusion to the deck when I didn't feel 8 creatures was enough. He has great utility and you only need to be cautious of what targets you leave in the graveyard for Snapcaster. I think 2 is the perfect number. He supplements early drops or comes in late and has a full graveyard to use.
Ponder - Must include 4, I may not be shuffling as often as I should with it leaving me stuck with too much land, but its too tempting to draw 1 land, leave an instant on top to flip Delver with a second land underneath. Any tips on better
Ponder decisions would be great.
Mana Leak - Must include 4, not much to say.
Negate - 2
Negate are a good supplement to 4 Mana Leaks. It will protect Delver and keep Planeswalkers off the field.
Vapor Snag - Most list placing in TOP 8 only run 2 of these, but I think they play great with Snapcaster and our tempo game to warrant 4. I am always happy to draw one and they are the best way to deal with large creatures that hit the field and Golem Tokens.
Gut Shot - There are few decks that this will not get a turn 1-2 kill. Paying 2 life to get rid or a
Birds of Paradise, Stormkirk Noble,
Delver of Secrets,
Champion of the Parish,
Phantasmal Bear...the list goes on, is well worth it. I found that I'm most likely to side them out for
Arc Trail against some slower aggro decks where it is not necessary to kill something on turn one.
Shock - Cheap removal is what this deck is all about. I like the picture and nostalgia that comes with Shock, but if you feel like running
Galvanic Blast then by all means.
Incinerate - I've been back and forth between 3 and 4
Incinerate because of the finishing capabilities and creatures with 3 toughness. I think that 3 with Snapcaster recursion is just enough to get the job done.
Brimstone Volley - Probably the most likely to get replaced card. Going down to 2 might not even be a problem. Snapcasting and
Brimstone Volley is very nice and even dealing 5 after losing a Delver can take out big chunks when you need it most. 3 CMC though limits your options for the turn. I don't have a replacement for it yet though so it will continue to do work for me.
Other Considerations:
Chandra's Phoenix - I don't see the appeal of this card beyond a recurring creature, but I have not played with it at all and RDW beat me with one that I had to keep removing. I don't like playing cards on my turn and 2 damage for 3 mana is not quite up to par. I don't think I will be play testing this at all.
Stormkirk Noble - I want to try these in place of
Grim Lavamancer, but they may be put into the sideboard to come in against Haunted Humans for the chance to run away with a game where it comes out early. I don't like the idea of drawing it late game, and I like having blue mana on my first turn way too much.
Phantasmal Bear - I've considered this 1 drop, but based on theory I don't see it doing quite enough to warrant the inclusion. I see it losing value the later you draw it and it is easily traded with or removed.
Think Twice /
Desperate Ravings - I've wondered if the deck could use more card draw, but I don't think either of these fills your hand fast enough. And after playing
Burning Vengeance I've learned my lesson of drawing relevant cards rather than more card draw.
I'm enjoying U/R and don't think I'll be testing any other colors for Delver, though I agree that other colors do provide interesting options.