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Delver of Secrets
Creature — Human Wizard
At the beginning of your upkeep, look at the top card of your library. You may reveal that card. If an instant or sorcery card is revealed this way, transform Delver of Secrets.
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Delver of Secrets Discussion
6 days ago
1 week ago
Yeah, Cryptic Command is pricey, but nothing else comes close to it's versatility. I think one of the major issues you may run into is even a budget aggro deck may be able to out-tempo you. Most of your good options will make the deck are fairly expensive. Things like Snapcaster Mage are very expensive, but allow you to flashback cryptics or Vapor Snag(which you should probably be running). If you are going to run 3 cmc counter spells run Dissolve, not cancel.
I know some of the suggestions are expensive, but the deck as it stands is neat, but won't win often. You also need better threats. Delver of Secrets Flip could work for you. It's front is a wizard, and it's back side is a 3/2 flyer.
Academy Journeymage is way too slow for modern. You have until about turn 4 to do something that has a significant impact on the board state. If you don't, you will probably lose.
Cipher cards are generally awful. Replace with something like Essence Flux or some other flicker effect to get additional value from your bouncing creatures.
1 week ago
1/ Flusterstorm works only versus sorceries and instants, not versus creatures.
2/ Yes, you can technically "use" the previous spells cast. Storm counts all spells cast by all players that turn. If the opponent cast Delver of Secrets Flip, you countered with Counterspell and the opponent later on the same turn cast Lightning Bolt:
- When you cast Flusterstorm, the storm trigger will see 3 other spells (delver, counterspell and bolt) were cast this turn before Flusterstorm.
- It will create 3 copies of flusterstorm, meaning your opponent will have to pay 4 times ( for each copy and for the original Flusterstorm) to successfully resolve the bolt.
1 week ago
As someone who has extensive play with both control and delver strategies in modern and legacy, your deck confuses me. That doesn't mean it is bad, but there are a few things I want to ask you about with this list...
The first question, and one that stems others, is which style of deck would you like to play... control or delver? While they do over lap a small bit, they do have some major differences. A delver deck is classified as a tempo deck, low land count + high spell count. This enables Delver of Secrets Flip to reliably flip over to put down the damage. You are close on the spell count for the deck, however, I'd recommend at least 25 spells for delver. This include running around 8 cantrips, since you need the hand to be fueled and ready to go along with card selection/filtering. The low land count is next on the agenda, since you're not there. 24 lands is excessive in a delver deck, if you run extra cantrips take some out. You want to trim to about 20 so you can keep the spells high one purpose, protect Delver Flip!!
Control decks are trying to get to the late game, which is more what this deck feels like than a delver deck. Control needs those 23+ lands in the deck for proper functionality. The permission suit is similar to a control deck, but just remember that Spell Snare is a card, and in a 3 color deck I would not recommend 4 Cryptic Command. It's extremely stressful to play with Cryptic Command, not to mention painful with your manabase. I also feel that there is too much delve in this deck for a control deck. Without running Thought Scour (which if you stick with control you won't want) having 5 delving cards (expensive ones at that) does not sound optimal. The Logic Knot is great, the Gurmag Anglers are great, I don't know about the Tasigurs with them both... Just a thought.
I'd love to help you and figure out how we can concentrate this deck a little further, so more or less, do we want tempo or hard control?
2 weeks ago
So heres my evaluation of the colors:
- has the best card value, from Dark Confidant, Liliana of the Veil, Thoughtseize, Gurmag Angler, Death's Shadow to stuff like Ad Nauseam - but if you takd a step back and pretend that you forgot the decks that are built to abuse these cards, all of them habe some significant drawbacks. They are often the best core cards but need support to be viable. Black is also the second best color for hate cards.
- best hate cards. Rest in Peace, Stony Silence, Rule of Law... etc. Its also the king of "symmetrical" (and crippling) effects and exile - exiling creatures is VERY underutilized at the moment, just consider what Declaration in Stone does to hollow one...
- is the color of counters, stupid stuff with spells (Snapcaster Mage, Gifts Ungiven... etc.) and nearly great cards, like Vapor Snag, Reality Shift, As Foretold, Disrupting Shoal, Delver of Secrets Flip and the list goes on. Its also USED TO BE the undisputed king of card filtering and card advantage but that got banned (Ponder, Brainstorm, Treasure Cruise) we have Search for Azcanta Flip, Serum Visions - the draw package is much more intact than filtering (sadly it was weaker to begin with). Problem is that red is arguably better at filtering with its loot effects - scry is good for miracles if its preceeded by a draw, while looting supports any strategy that is willing to get its hands dirty with using the grave (lets hope surveil makes blue better). (And black has plenty of good draw engines.) So its basically counters + stupid support cards for instants & sorceries.
- is a pretty good color that is pretty nice all around, but gets little to no credit as burn is an easy cop out answer wjen asked "what does red do?". Yeah it has reach, but it also has Blood Moon, Koth of the Hammer, Faithless Looting, Through the Breach all great quality cards that need no introduction. And it has some of the best 4 & 5 drops (Hazoret the Fervent, Stormbreath Dragon) - which are great in the push + bolt meta (and not that bad when you got the help of path to be able to play them early), and the vest 1drops - yes Goblin Guide is not bad - but its no Grim Lavamancer. Oh and it has all the mana acceleration you may want - Vessel of Volatility & Infernal Plunge are absurdly underappreciated cards - the former is basically a fixed Seething Song that can't be abused by storm, the latter is frickin Dark Ritual if you have cheap creatures in your deck - which is an achievable goal (not for storm though, apparently Wotc hates storm).P.s.:if you have run the old squee, all the loot effects becom card advantage engines.
During my recent excursions into mono red hollow one land, i relized that there are stupidly powerful lands like Nephalia Academy or Scavenger Grounds that simply don't fit into 3 color decks. Am i the only person who sees these cards a very good reason to not get greedy with color splashing?
3 weeks ago
My current idea is that Grixis has a lot of powerful cards available - Search for Azcanta Flip, Young Pyromancer, Snapcaster Mage, Serum Visions, Kolaghan's Command, Tasigur, the Golden Fang - it's these power cards that I want to capitalize on. Delver of Secrets Flip has won me plenty of games, but it's done nothing in plenty too. Mana Leak and Spell Snare are very polarized for when they're good - but so is Search for Azcanta Flip, to some extent. Cryptic Command is a very good card, but it's not what I want to play. 4-drops get punished too much in my opinion. Especially if I want to go under the opposing Cryptic decks, which also have Teferi. Inquisition of Kozilek and Thoughtseize are pretty good right now. Especially going turn 1 Inquisition into turn 2 Pyromancer. Mardu Pyromancer appreciates the power of such a line of play, but they can't follow it up with multiple cantrips on turn 3.
Right now I play Delver of Secrets Flip because the shell that supports it is really good. But I can't play a true Delver deck without another playable turn 1 creature. Legacy RUG and Grixis delver decks function because they can (or could) play Nimble Mongoose or Deathrite Shaman alongside Delver, which made the turn 1 tempo creature plan a lot more viable. Modern Big Zoo, D&T in Modern and Legacy, and Legacy Delver decks all know that you need a minimum of 8 or 9 turn 1 plays to reliably have one to curve out with and support an aggressive game plan. 9 is optimal which is why Zoo decks used to play 1 Birds of Paradise alongside their 4 Noble Hierarch and 4 Wild Nacatl. D&T in modern frequently plays 1 Weathered Wayfarer as the 9th turn 1 play. But when the other 1-drop options aren't viable enough, only 8 1-drops is fine, as seen in Legacy's D&T and Delver decks. But in modern I still haven't found a playable turn 1 aggressive card to pair with Delver of Secrets. Serum Visions and Thoughtseize don't count - the card needs to advance my board state.
I compensate for my lack of another creature by playing control with 4 hamfisted Delvers and a few things to support them, but when the deck needs aggression against Tron it doesn't find it enough, and when this deck without delvers could be blanking removal spells in the Mardu Pyromancer opponent's hand, I simply cast my Delvers into certain doom when I have the mana to spare.
There are some times, like vs Affinity or a Primeval Titan deck, that Delver of Secrets is really good even when cast after turn 1. Unfortunately there are relatively few decks where this is consistently the case.
I want to make a good Delver of Secrets deck, but after a summer of playing the card I'm unconvinced that I'm doing it correctly. Especially because of how good the card is in Legacy. Part of the difference is that I can cast Delver turn 1 in Legacy and most of the time I'll be able to attack with it at least a few times before it dies, if the opponent is playing removal spells at all. And if it does die, well, at least I can stay in the game with Stoneforge Mystic and because I have quality counters, I'm not getting locked out of the game by overwhelming board state disadvantage. But this is modern, not legacy.
Even though I now have Search for Azcanta Flip, I'm not convinced I want to play Delver of Secrets Flip alongside them. In this meta Young Pyromancer is an insane card. He dies hard to things like Terminus, which I have seen a lot of copies of recently. But if I need a few turns to get my grind engine on, then Pyromancer can do it. He can make chump blockers for that Gurmag Angler crashing in on me.
I think there are several powerful lines of play that opponents have that Grixis needs to be able to handle. I've seen Bloodbraid Elf cascade into Anger of the Gods in Ponza a few times - this is scary because discard spells aren't reliable to beat it. And control decks have Terminus, and discard spells can't stop it if it's Miracled. Counterspells are the only way to tempo out of such scenarios. The other option is to go over with bigger finishers, but this won't work against opposing Control decks.
My point is that both counterspells and discard spells have their merits and I feel naked when I play one but not the other. I want to find a way to play lands and cantrips and creatures and counterspells and discard spells and kill spells all in the same grixis deck. And I want more than just 2 Inquisition or 2 Thoughtseize - I want Rise // Fall. The card is insane. When it starts winning me games like crazy I'll come back and say I told you so.
Identifying the counterspells worth playing is no easy task. I really want original and powerful Counterspell. Nothing else feels adequate. Mana Leak can't counter Path to Exile when it matters the most. Dispel can't counter Anger of the Gods or Scapeshift. Spell Pierce is bad after turn 3. Logic Knot competes with Tasigur and Snapcaster for the graveyard. I think Mana Leak is still the best for what I'm trying to do, but it feels a little bad that I can't play Young Pyromancer with protection up. Playing Pyro with a Thought Scour or immediate Serum Visions is good enough for the silver medal.
Such a deck definitely needs 20-22 lands. No more, no less. I want enough discard spells that I can reliably play turn 1 discard into turn 2 pyro. At least 6 1-drops, and I probably won't have room for more. And 1 or 2 Rise // Fall to round it out. I want enough countermagic that the opponent has to respect it, but just 4 Mana Leak is probably enough for the mainboard. For creatures, 4 Snapcaster Mage is obvious. I think I want 4 Young Pyromancer until I get any indication that I shouldn't. Tasigur and Gurmag Angler have won so many games for me. I don't think I can play with less than 4 in combination of the 2. The obvious 8 cantrips. Finally, 2 Search for Azcanta Flip. The removal package will have to be treated separately and will depend on space, but Terminate is a card I have missed since I started playing less than 4 copies. I'm going back up to 4 Terminate and 0 Fatal Push.
The biggest challenge will be fitting all of the cards into the deck. There are a lot of things it is trying to do. I think I listed a 70 card deck. But I think such a deck has potential. Thoughts?
3 weeks ago
+1...This looks fun, not typical of UB pauper decks. Not sure if you know, Cloud of Faeries is banned in pauper...possible replacements to consider: Drake Familiar(good for resetting Unstable Mutation), Elusive Spellfist or Tidehollow Strix.