R/U Delver Pike

by OhaiChai on 14 February 2012

Main Deck (60 cards)

Sideboard (15 cards)


Sorceries (2)

Instants (5)


Artifacts (3)

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Deck Description

Counter/burn/tempo with delver

Criticism welcome, especially with the specific #'s of each of the spells.

Deck Tags

  • Casual

Deck at a Glance

Social Stats

2
Likes

This deck has been viewed 1,276 times.

Mana Curve

Mana Symbol Occurrence

0180190

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Not Legal in Vintage
  • Legal in Legacy

Deck discussion for R/U Delver Pike

I would drop Red Sun's Zenith and Geistflame from the mainboard, replacing them with a 4th Vapor Snag, 4th Ponder, 3rd Gut Shot, and a 4th Desperate Ravings. Faithless Looting, in my opinion, is a better card than Despeate Ravings. You lose instant speed, but you can play it turn one, it flashes back for the same cost, and you have more control over what's being put into your graveyard(presumably other flashback cards and/or Snapcaster targets)

Your land source is a little questionable. If you're serious about bringing this deck to an Invite/PTQ/FNM/whatever, you're going to want Ghost Quarter in your deck. I'd run anywhere from two to four copies. There are so many problematic lands in standard currently that /will/ cause you to lose games if you do not have answers to them (Kessig Wolfrun, Nephalia Drownyard, Inkmoth Nexus, Gavony Township to a lesser extent, etc)

Since you have so many basics, two Evolving Wilds may be worth considering for mana fixing as well. If you go the 4x Ghost Quarter route, I suppose in a pinch, you could use them to fix your own mana, should it come to that.

Looks solid, otherwise. I'm playtesting something very similiar on MWS currently. I am currently 7-3 overall in my playtesting with this deck here;

http://www.mtgvault.com/ViewDeck.aspx?DeckID=295277

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Posted 15 February 2012 at 05:32

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Thanks for the comments, but I think Faithless Looting isn't actually very good in this build, because it actually ends with you having fewer cards in hand than before you played it. Also, my curve is so incredibly low that I can't support any evolving wilds, and ghost quarter might be iffy too. You absolutely must be able to play something on turn 1 in this build, whether it's delver, ponder, or a gut shot to their turn 1 delver. I think the changes I'll make are:

-1 island, -1 mountain, +2 ghost quarter. -2 geistflame, +2 gut shot.

P.S.: the Red Sun's Zeniths are good because they actually exile the creature that you kill with them. I can see the argument for devil's plays though, since 2x fireball to the face will win a lot of late game situations.

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Posted 15 February 2012 at 11:22

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