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[MODERN] Mono-Blue Delver


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This is the deck I use for modern tournaments at my LGS. It works decently enough, and the majority of it was super cheap to build.

[spoiler=Deck List]
Creatures: 15
4 Delver of Secrets
4 Judge's Familiar
3 Ninja of the Deep Hours
4 Snapcaster Mage

Instants: 17
2 Surgical Extraction
4 Remand
3 Spell Snare
3 Trickbind
2 Disrupting Shoal
3 Vapor Snag
2 Mana Leak

Sorceries: 8
4 Gitaxian Probe
4 Serum Visions

Lands: 18
4 Halimar Depths
14 Island
[/spoiler]

The deck can definitely be made better, and I don't currently have a sideboard put together, but it does quite well from my experience so far. Any CnC would be more than welcome.

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Aetherling is a remnant when was control rather than tempo. I am all for the change.

 
Judge's Familiar is also just weak here since it is only good in multiples, and the drop one isn't that great for tempo. Creatures attack, spells prevent. That is the basic definition of Tempo for beginners. Judge's doesn't do anything more than be a worser Spell Pierce. Run Phantasmal Image over it or turn this into UR/W Delver to run Grim Lavamancer or Steppe Lynx. Phantasmal Bear at least gives edge to the whole beatdown plan.
 
Spell Snare is good, but I suggest that you only run 2. It is only good against small curves and faster decks. It doesn't entirely win a counter war or stop some of the bigger cards in the format. It hits a lot, and that is why it is good. 2 CMC cards are a very prevalent thing in the deck, especially against Affinity and BGx, which are the ones that would take advantage of such a curve. That is also why I keep suggesting to run Thoughtseize over Inquisition, or a 3/3 of either.
 
Delver is not meant to be run in Control all that well unless along side Geist, and by that time there are better cards to play anyways than just Delver. I would also monopolize on Ninja since it renews Snapcaster and can help for things if you're running Disrupting Shoal.
 
A card you might want to look at is Vendilion Clique because looking at the opponents hand is the best thing for this deck. Knowing your opponent's move before they do is why you would run this deck over anything else. This is why Gitaxian Probe is the best card in the deck. Because of that exact reason, the deck is powerful and can shake up an entire meta.
 
Surgical Extraction should also be cut. Getting rid of one card while wasting too many resources usually is going to make you over extend, and not prevent the opponent from winning. It actually gives them more of a game plan to go around, and Modern players are very experienced in changing a game right in the middle of it just to play mind games, and to get around the straight forward plan that some decks provide.
 
Trickbind is a little overrated since there is no point to waste two mana on abilities that will do more than just sit there. This is a tempo deck, so slowing them down helps, but only if it gives you advantage as well. Trickbind doesn't stop the opponent enough to get an advantage out of it, when there are cards like Mana Leak that prevent the opponent from enabling a card to slow you down or entirely stop you.
 
Vapor Snag is your go-to card for a bounce spell and creature removal. It recycles Snapcaster Mage and Ninja of Deep Hour or answers cards that Lightning Bolt or Black removal spells don't, and it also helps to lower the opponents life. It gives you more advantage than a lot of cards do for just 1 mana, and it is always a reliable card in the first game of any match.
 
You're missing an amazing card to play in this deck. Cryptic Command. It is the best control card of the format because it does everything in every match up that exists. Taps, Returns, Draws and Counters. Why not play it? It is also another card to use with Disrupting Shoal at 4 if you're in that position where it is just a dead card anyways, but it is the card you're most aiming to cast any turn past 5. This deck may work fast, but it doesn't win as fast, and not having the all-hit protection of the blue color pie in the deck is just a waste now.
 
Halimar Depthss isn't that great in this deck. It doesn't do anything besides filter, and coming into play tapped is worse than having no turn one play. You should play more lands, at least 20, even with the number of cantrips this deck has. Also, play Mutavault in this deck as another creature that doesn't get hit by Pyroclasm and relatives. It also blocks an Etched Champion, which a deck list this can't answer all that well.
 
Just a basis of Mono U Delver.
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Needs a playset of Phantasmal Bear, and 1 more Ninja of the Deep Hours. It's genuinely a thing. Really. Easily cut Judge's Familiar for Phantasmal Bear, then a Surgical Extraction for the last Ninja (the other Extraction should be cut for a counter spell too).

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Needs a playset of Phantasmal Bear, and 1 more Ninja of the Deep Hours. It's genuinely a thing. Really. Easily cut Judge's Familiar for Phantasmal Bear, then a Surgical Extraction for the last Ninja (the other Extraction should be cut for a counter spell too).

but liek, i mentioned all of this in my little page of the deck.
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