Resident Fascist Posted December 16, 2014 Report Share Posted December 16, 2014 4 Inkmoth Nexus 4 Steam Vents 2 Sulfur Falls 4 Scalding Tarn 4 Flooded Strand 5 Island 2 Mountain 25 4 Delver of Secrets 4 Snapcaster Mage 4 Monastery Swiftspear 12 4 Gitaxian Probe 4 Lightning Bolt 4 Mana Leak 2 Remand 4 Magma Jet 1 Treasure Cruise 2 Cryptic Command 21 2 Sword of Fire And Ice 2 Probe is there to pump Swiftspear mostly, card is ridiculous. Am I doing it right? Link to comment Share on other sites More sharing options...
Simping For Hina Posted December 16, 2014 Report Share Posted December 16, 2014 What are you trying to do? It looks like you did it wrong. This is Modern, right? Okay, I save this post to write up something on UR Delver for you. Keep this post updated, unless you desire to try Mono U Delver Bear. My write up of that is located here: http://forum.yugiohcardmaker.net/topic/316455-modern-mono-blue-delver/ It is outdated, but most of my advice remains standard. I'll do the same for this deck, though. Okay. The idea of tempo is the same as Spellbooks in YGO, if you know how that works. Kind of the best way to describe tempo. Place a threat on the board and protect it. Delver is an obvious tempo creature because of how cheap it is and how it almost requires no effort or set up to be good. A deck like this should utilize cheap threats with cheap ways to back them up or gain advantage from the opponent. Because of Delver's ability and reliance on Instants and Sorceries, the deck has to ultimately be based around Instant and Sorcery spells. 28-30 is a good amount to run. Which takes up most of the deck, but I'll go with 29 spells for how I am describing this deck. 31 spots for Creatures and Lands. The purpose is to have a threat, though, and the minimum is usually around 12-14 creatures. The best creatures for a cheap and reliable threat are Delver of Secrets, Monastery Swiftspear, Nivmagus Elemental, and Blistercoil Weird. Only two of the creatures do even what this deck wants. Monastery Swiftspear and Delver of Secrets, the primary candidates for Tempo type strategies because they pretty much protect themselves and are threats from the first moment they enter the battlefield. The other two require too much set up for very little gain. 4 Delver of Secrets 4 Monastery Swiftspear That leaves room for 4-6 more creatures. Young Pyromancer and Snapcaster Mage are other cards that help to gain a lot of value as the game progresses, and these cards play nicely around both Monastery Swiftspear and Delver. Because Treasure Cruise is a card, Snapcaster Mage isn't as good as it used to be, in multiples that is. The graveyard is there to get value out of: Playing both Snappy-Chan and Treasure Cruise do this, but put a strain on each other in the early game. Young Pyromancer, however, supports this deck in both a Tempo and Permission suite and doesn't play around anything in the deck. This should be played in more numbers than Snapcaster Mage should be, due to the fact that it is more reliable and less strenuous to rely on as the game goes longer. Both are amazing, but meant for different things. That means you should at least run 4 Young Pyromancers as your remain creatures up to 12 and have Snapcaster Mage fill in the rest of the numbers, up to 16. Only 1 or 2 are appropriate when running Treasure Cruise. I'll talk about the rest of the spell and manabase coming up. Link to comment Share on other sites More sharing options...
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