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2 days ago
You're basically playing U/R Delver. Cut your creatures down to:
Then, switch a few of your spells around:
You also won't need so many lands. The ones you have are also kind of a problem because a lot of them always come into play tapped. Modern tends to have fewer turns than other formats, so you having lands that can never enter play untapped will lose you a lot of games. Any lands that do enter the battlefield tapped need to do something really good to warrant this. Therefore, I'd change:
-4x Swiftwater Cliffs
-4x Izzet Boilerworks
-0-1x Halimar Depths
+4x Wandering Fumarole OR Sulfur Falls OR Steam Vents OR Shivan Reef OR Spirebluff Canal
+1x Desolate Lighthouse
+1-2x Island (depending on if you cut Halimar Depths)
You have more blue cards than red in your deck, so you'll want to play more blue lands than red ones if you can't get a hold on any dual lands.
You may find Turn / Burn to be a bit heavy on the mana requirement. Consider replacing these with low-cost counter cards, such as Dispel, Negate, Spell Snare, Spell Pierce, Squelch, Chart a Course, or Remand. If you do cut Turn / Burn for one of these other cards, remember to cut another Mountain or two and replace them with Islands. Otherwise, you'll have too many games where you can't cast anything despite having 90,2183,989 bajillionzillion lands in play.
Lastly, you'll need a sideboard. These are the cards that are useful for your deck, but only against specific kinds of threats. You're allowed to swap cards in and out of your deck between games after the first in a match (tournaments are best 2-out-of-3).
An example sideboard would look like:
2x Mizzium Meddler (for Boggles)
1x Counterflux (stops control and midrange)
1x AEtherize (you'll want these against aggro decks and tokens)
These four just get moved to your sideboard from your main since you only want them in specific situations2x Abrade (vs. Affinity)
3x Ceremonious Rejection (vs. Tron, Affinity, and Eldrazi)
1x Dispel (vs. Burn and control decks)
1x Magma Spray (stops Kitchen Finks and Dredge)
3x Tormod's Crypt/Relic of Progenitus/Grafdigger's Cage (you bring these in against any graveyard bullshit shenanigans)
2x Spell Pierce
(These last three are for beating Control, Combo, and Midrange decks, along with Burn)
From here, you should have a decent deck to take to your local shop to play with, but there's still some things you'll need:
- Serum Visions is beast mode in Delver because it's one of the most consistent ways to flip Delver of Secrets Flip in Modern. They're a 4-of, but fluctuate between $2 and $8, depending on the market. They're pretty cheap right now due to being reprinted in Eternal Masters, but they've definitely been higher. You should be playing these over Peek and if they're within your budget right now, go get them.
- Snapcaster Mage is a card that cranks up the power level of your deck. End of your opponent's turn Lightning Bolt -> Snapcaster Mage -> Lightning Bolt -> untap -> attack has ended a lot of games in Modern.
- Scalding Tarn + Steam Vents will fix almost all of your mana problems. You can play off-color fetchlands as long as they're blue and you have Steam Vents (such as Flooded Strand). Not only can you save on your life total by fetching up basic lands, this also opens up the option for a 3rd. color or maindeck Blood Moons. Fetch lands also act as fuel for Grim Lavamancers and Jace, Vryn's Prodigy Flip.
- Speaking of which, Jace, Vryn's Prodigy Flip functions as the 5th. through 8th. copies of Snapcaster Mage. He can also be somewhat of a "budget" option, although he works best when you're playing both cards.
- Sword of Fire and Ice and the other swords in the cycle can go a long way. An Insectile Aberration is nothing to fuck around with. An Insectile Aberration with +2/+2 and protection from 2 different colors will end the game.
- You'll also want Remands (likely 2 or more) at some point, but it's not high on the priority of cards to get. They act like Time Walks when your opponent taps out to play something and misses a land drop. This buys you time to lay down the beats with your small critters.
- Ancestral Vision is also a solid pick. You're looking to stall the game out long enough to kill your opponent with 3/2s and 1/1s, why not refill your hand halfway through the game?
Hope this helps! I'm sure I'm missing something that experienced Delver players can recommend.
3 weeks ago
In a deck with only ten creatures, Aether Vial seems suboptimal, especially with 4cmc and 3cmc creatures. Maybe sub for more cantrips like Opt, Thought Scour, Peek, or for additional copies of Vapor Snag or counters.
3 weeks ago
Hey ej133, thank you for your feedback! Truth be told, this deck is a thought experiment at this point and something I'd like to build but can't afford at the moment.
You raise a good point regarding Blood Moon, and it is something I've considered being a problem as well. Since this build only runs 6 fetches, and just 4 can grab an Island, it may be that Blood Moon is untenable in this build. I did add the 19th land to the board for that reason, but it may not be enough.
As for Opt, it may be that the deck wants to run some number of them, but Serum Visions is a must-play in Delver for ensuring that it flips. I did consider Opt instead of Peek, and that may be the correct choice.
I haven't seen many other Temur Delver lists running Izzet Charm, and it may be that card is just bad here, but it appears to do a lot of things we want: digs for cards and fuels Delve, creature burn, or noncreature countermagic.
Again, I really appreciate your feedback, and I'd love to hear any other thoughts you have on the deck. Thanks!
1 month ago
Honestly, playing the deck makes me think I need more card draw. I do like Peek though, I've been thinking about replacing it with Ancestral Vision but I think it might be too slow for the deck unless I drop in on first turn. In regards to Mulldrifter though it's mana cost is definitely too high and it doesn't have flash.
1 month ago
You're making me want to play Shoal in Delver! I have a lot of redundancy, so pitching a cantrip to prevent one of my precious few creatures from dying is appealing. I wouldn't run more than one though, it could get clunky for what my list does, but it's perfect in here. I love the full playset of Peek here too. Without Gitaxian Probe (Rest in peace!), Peek is the next best thing to check on whether or not going all in is a good idea.
I'm assuming Spellheart Chimera is for the grind match ups? What about Noxious Revival? You could even use it to stop reanimator decks as well as getting back your most important cards. Plus, it could lead to some crazy interactions/chains to help kill your opponent early with another free spell.
I'll check out the history, this deck is intriguing. Basically reaffirms a lot of my theories over the past year or so regarding a lot of these cards. I always had an idea that was somewhat vaguely similar to this, and it's great to see that idea fleshed out so thoroughly.
2 months ago
Logics - Thought Scour Seems like a really good card here. Instant speed cantrips are pretty good for infect right now and fueling delve off of that is pretty smart. Guess I never learned a thing or two from my games with Death's Shadow after all lol. I do have a few from some iconic masters packs I think.
I agree with what you say about Shapers' Sanctuary, and if I were to take the deck to a modern open or something I would make that change. But in the meta that I play this deck I do think that a 1 of mainboard is good. Every time I've played it it's drawn me so many cards. It sounds like you might do more competitive play than I do, and what you suggest is probably better for magic online players and more competitive paper players.
I have thought about removing a land from the deck but i don't know what one to take out. I think my only option is a fetchland, as I'm only running one Pendelhaven in this version of infect. I think Thought Scour would be a fine replacement for that land, maybe go down the Peek, a Spell Pierce, and maybe the maindeck Apostle's Blessing for a full playset of those. My question for you though. If we start running Thought Scour should we go to a full playset of Become Immense? Would wanting 4 of those mean only 3 Thought Scours?
You have kind of persuaded me on the jvp vs search argument. I had one a while ago but sold it because I wanted to pick up some Fatal Pushes for the sb so rip.
Again, your help is very much appreciated. This list is kind of my own disgusting infect baby after only about a year of playing infect full time in modern so advice like yours is very important. I think we can make a pretty kick ass deck together. Both of us definitely know infect needs some help atm also
2 months ago
Logics You have very helpful comments, and as a fellow infect player I think you need to think of this deck differently. This is ideally infect but one turn slower with enough protection to guarantee the win. Still capable of turn 3 wins, but turn 4 wins are the likely one. This is also my personal deck which really only sees play at fnm and with friends, so some cards are more of a meta call than a perfect card for infect. The 4 Spell Pierces mainboard is because of fnm. With all the creature removal there Spell Pierce can be a one blue mana instant that wins the game. The Search for Azcanta Flip is just a test right now, as I've seen some successful infect lists running one or two Jace, Vryn's Prodigy Flip. I like search more because it doesn't die to all the creature removal I talked about and it digs deeper than jace can once it flips. I would run Grafdigger's Cage in the sb if I had any, I just don't atm. Illness in the Ranks is honestly a card there just because the person I play the most magic with plays tokens and I'm a dick (that's why I play infect). Peek is also kind of a 1 of meme card, but it feels so good to play that, see a hand that can't interact with me and kill the following turn. I don't run Phyrexian Crusader because that requires both of my overgrown tombs to be on the battlefield, which can be a deadly handicap when countermagic is needed. Sorry for the long winded response, please tell me more of what you think.
Logics on BUG Infect
2 months ago
As an Infect player myself, I see a few things as problems, but am also genuinely curious.
I'm not sure about the 4 mainboard Spell Pierce. If you draw 2 of these against any creature based deck, you've probably already lot. I don't mind playing 4 copies in the 75, but 4 mainboard seems excessive, considering in most game one's a Blossoming Defense will work just as well, and is easier on your mana, or proactively casting an Inquisition of Kozilek will do almost as well.
I'm also curious to the lack of Phyrexian Crusader and extra Shapers' Sanctuarys in the sideboard, as well as the complete lack of graveyard hate. Grafdigger's Cage works wonders, even with Become Immense for matchups like Death's Shadow, or really any Snapcaster Mage or Collected Company matchup.
Basically I'm looking to pick your brain. What feels like it's working? What feels lacking? I'm trying to figure out where infect needs to be to get back into the meta, because I feel like it should still be there, it's just rebuilding the puzzle, and making it perfect. I do really like the inclusion of Plague Stinger, it feels like the extra evasion will help a lot, and with how the current meta is, Glistener Elf does feel bad a lot of the time.
Hopefully some of this helps, and we can figure out how to make infect as powerful as possible.