Sideboard


This is Patrick Chapin's 2014 World Championship Modern decklist, which I'm currently attempting to build (I've loved the idea of U/R Delver since the first time I heard of it) - I may modify it based on the local metagame, something I've yet to dip my toe into.

Comments are welcome, updates to follow.

Changelog #1 (01/19/2015): Well, had I KNOWN the new banned lists come out in January, I might have held off on trying to build this (and almost certainly would have held off on spending as much as I did >_>), but since I'm in it now, I'd better compensate for the fact that Wizards just banned Treasure Cruise (cry). Think a couple extra Snapcaster Mage, another Remand and a pair of Grim Lavamancer between the main and the side might make the build still workable, at least. Might consider changing the Thought Scours to something else too, now that Delve isn't needed for Cruising. Sigh. I would've liked to take it to ONE event, at least... :P

(( Changes: -1 Thought Scour, -1 Threads of Disloyalty [sideboard], -1 Magma Spray [sideboard]; +1 Remand, +1 Cryptic Command [sideboard], +1 Grim Lavamancer [sideboard] ))

Changelog #2 (01/21/2015): Hooray! I'm gonna get yet one more chance to play Ancestral Recall in Modern at another event tonight. Updates to follow, and I'll try and write down some notable details from each match (after having read over my previous blurbs and finding them kind of lacking in descriptive elements). I'm also going to be trying out different strategies with respect to how to play this deck tonight and I'll try and document how it all turns out.

(( Changes [as of 01/23/2015]: -4 Treasure Cruise; +1 Electrolyze, +1 Grim Lavamancer, +2 Snapcaster Mage ))

Changelog #3 (01/27/2015): Maybe for now, but almost certainly going to change this up to UWR delver before playing tonight.

(( Changes [as of later today]: -2 Thought Scour, -2 Vapor Snag, -2 Grim Lavamancer [main and sideboard], -4 Monastery Swiftspear, -4 Gitaxian Probe,-1 Cryptic Command [sideboard], -2 Blood Moon [sideboard], -1 Harvest Pyre [sideboard], -3 Island, -1 Sulfur Falls, 2 Forked Bolt [moved to sideboard], +4 Lightning Helix, +4 Path to Exile [3 main 1 sideboard], +3 Geist of Saint Traft, +1 Remand, +1 Plains, +3 Sacred Foundry, +3 Hallowed Fountain, +1 Arid Mesa, +1 Brimaz, King of Oreskos [sideboard], +1 Spell Pierce, [sideboard] ))

Changelog #4 (02/04/2015): Haven't been able to find any Brimaz, so I'm substituting a fourth Geist of Saint Traft for now.

(( Changes: -1 Brimaz, King of Oreskos [sideboard], +1 Geist of Saint Traft [sideboard] ))

Changelog #5 (21/03/2015): Updated after having missed the last couple of changes to the deck.

(( Changes: -3 Lightning Helix, -1 Path to Exile [2 moved to sideboard]], -1 Arid Mesa, -2 Sacred Foundry, -1 Hallowed Fountain -1 Plains, -1 Spell Pierce [sideboard], -1 Dispel [sideboard], -1 Forked Bolt [sideboard], 1 Geist of Saint Traft [moved to main deck], +2 Monastery Swiftspear, +4 Gitaxian Probe, +2 Vapor Snag, +1Azorius Charm, +1 Sulfur Falls, +1 Magma Spray [sideboard], +1 Goblin Rabblemaster [sideboard] ))

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There's apparently Modern events a few nights every week in this city! Who knew? Well, now I know, and I intend to go to most of them. Tonight was at a lovely little store called Games People Play (Barrington Street, Halifax, Nova Scotia, Canada - check them out! Modern on Thursdays! :P) and I placed 5th of 12. Spent my store credit on Theros packs and opened what is my fourth copy of Thoughtseize. Definitely a good night!

Round 1 - Titanbloom (Loss)

This was a tough game. I'd never played against Titanbloom before - which, for anyone unaware, is a deck that uses bounce lands (e.g. Selesnya Sanctuary), Amulet of Vigor, and Summer Bloom to play a turn 2 or 3 Primeval Titan, run alongside just a million utility lands and ramp effects, along with an alternate win condition of Hive Mind + Slaughter Pact .

Game 1 I went down to the combo. I took a risk tapping out to put him on a one-turn clock, and he topdecked the Hive Mind the following turn. Boo! Game two I nearly managed a win but couldn't seem to draw a second land, which would have allowed me to go on the offensive. I had sided into plenty of counterspells (thank you, Spell Pierce), but there couldn't really be any accounting for him drawing to all four of his Summer Blooms pretty well in a row. It was unreal. Anyway, first game loss - something of a tradition for me. (0-1)

Round 2 - Soul Sisters (Win)

This one I didn't even recognize the deck by name until someone informed me afterwards that it was Soul Sisters. My opponent was new to Magic and playing with a borrowed deck, but all things considered did pretty well. He had what might have ended up as winning momentum going Game 1, but due to a misplay he'd made and I'd missed (along with having since searched libraries and drawn cards) he got a game loss penalty, and the second game was a pretty straightforward UR Delver win - play a Delver of Secrets  Flip turn 1, flip it turn 2, start casting lightning bolts and attacking with giant bugs, profit. (1-1)

Round 3 - Cruiser 'Rang (Win)

This guy is a hilarious troll. He works at the store and I've chatted with him a few times before - real nice fellow - and today we happened to be discussing the decks we intended to run a few hours before play started. Cruiser 'Rang isn't something I'd heard of before tonight. It's basically sixteen Boomerang effects, four Treasure Cruises and a creature win condition that bounces permanents when it attacks - I forget the name. He'd told me when we were chatting that he figured he had flat zero chance of beating a deck like Delver with so many one-drops, and boy, was he right. All I had to do to win was play a one-drop creature on my first turn, and he had no way of building up the momentum needed for the deck to win (I don't think he was really planning on winning, lol) - which, if you're curious, is accomplished by casting Boomerang or another spell like it every turn starting on turn 2 (when I asked "what happens when you're on the draw?" he said, "you lose."), bouncing their single land every turn and essentially locking them out of the game. Ah, what fun. Utterly crushed in two games, didn't have to work for it in the slightest. (2-1)

And that was that! Attendance wasn't particularly high, so there were only three rounds - a little disappointing, as I would have much preferred a 3-1 finish over a 2-1. On the other hand, though, better to finish 2-1 than 2-2, so maybe I lucked out.

Comments and suggestions are always welcome, and I'll be back next week with more tales of Modern successes and failures.

Comments

Date added 9 years
Last updated 9 years
Legality

This deck is not Modern legal.

Rarity (main - side)

7 - 1 Mythic Rares

16 - 1 Rares

24 - 4 Uncommons

11 - 9 Commons

Cards 60
Avg. CMC 1.62
Tokens Angel 4/4 W, Elemental 1/1 R, Goblin 1/1 R
Folders Modern, Modern, my possible decks
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