Temur Delver

by fenderwrestler on 08 November 2017

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (2)


Artifacts (2)

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Deck Tags

  • Delver
  • Budget

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

0230199

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

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

Deck discussion for Temur Delver

A lot of the theoretical structure looks good here. I particularly like goblin dark-dwellers, but I'm seeing a problem with the lands, specifically the tempo problem you will almost certainly have. 7 of your lands come in conditionally untapped, 6 of your lands come in tapped (wilds produces a tapped), and 8 come in untapped but producing 1 color. This seems ripe for the chance at a hand where you drop a tapped land, flowed by a second tapped land before you ever get the chance to act or respond in the first 2 turns, which is a major problem for a deck like this. If you don't have 2 untapped lands available turn 2, a deck that runs heavy counterspells at 2 drops like this loses all the tempo it needs to stay afloat. I would consider dropping temple of epiphany entirely, as the scry isn't worth the loss of tempo, and switching to a guaranteed untapped early game land, some of which are slightly more expensive, so a basic might be the best option in your price range.

I'm also not seeing too much advantage from running 4 atarka's commands, as the burn damage is nice but not your win condition, the creature buff is conditionally advantageous (tokens galore), and the other 2 don't help enough to justify 4 copies (you run 4 so you will have a shot at having it in your opening hand. Personally I would prefer something that helped retain card advantage and tempo like remand, or another control element which keeps you alive until your win conditions start ticking.

I'm also surprised to see no 1 drop blue tactical cards like opt in here, as they are the bread and butter of running blue in a deck like this. Opt goes for a quarter a pop nowadays, so for a dollar you get a turn 1 play that ups the consistency of your deck, combos beautifully with your young pyromancers, and is one of the best topdecks you could hope for (gives you a cheap and decent choice).

Temur charm seems a bit shallow in this build. It's removal condition is highly conditional (you need a creature that will win the fight, which is 5 targets in this deck (4 more for a flipped delver, but you still might lose it), the counter is just a more expensive and high maintenance version of mana leak, and the non-block abil is a bad addendum to a win condition. Yes, it gives you a little choice, but with the limited lands in this deck, and the overall conditional nature of the choice, many better options for the deck exist in my mind.


All of this being said, I'm not trying to hate on the deck at all. I love that you went for it, even on a budget. Just trying to give a little feedback and help move the old girl along so you can stay consistent with it and survive long enough to cast the goblin into a bolt, murder off a creature, and start plowing away.

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Posted 08 November 2017 at 04:44

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Thanks for all feedback! I know I need to make edits in the land base but the other suggestions are very helpful. I'm working on a non budget version of this that will be more consistent and better overall while maintain the key principles of the deck. I'll post it here when I'm done.

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Posted 10 November 2017 at 00:30

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