Trying to bring back Delver to Standard.
This deck tries to win with consistent tempo and constant beatdown. Put on early pressure with geist and Delver. Then slow your opponents with counter spells, unsummons, and versatile charm spells. Snapcaster makes all of your answers readily available from your graveyard, Restoration angel extends that effect and also provides a strong evasive source of damage.
Hands of Binding will do wonders for tempo. Not sure if Geist fits.
Geist fits in any deck that runs U/W, he's amazing. If he was going for cipher i would suggest invisible stalker. but, it's not really worth it. he already has a solid deck and trying to utilize cipher would change it too much
This looks great but i can tell you the tempo is going to be uber fast. Gatecrash is going to have alot of 4-5 turn kills. Even a 3 turn kill on the play with burning tree left unchecked and multiples in hand. Single mana spells like Unsummon , Tragic Slip , plus charms are going to be power plays trying to kill and remove fast creatures.
I do think that a U/G/? is going to be the deliver of secrets powerhouse. Maybe black or red for the last color. Even white for esper decks is possible. The meta is going to speed up like turn 3-5 Biovisionary with making a token of him and card:Druid's Deliverance gg.
Also goblins are going to be a real thing with being able to turn 5 kill with a burned at the stake. The key will being able to get around indestructible like Unsummon or Fog does. Removing a creature with an instant before combat is going to be critical to survive all new attacking triggers.
most of the deck is going to be able forcing your way through, drawing cards, and dispelling spells =3
i would recommend adding a few more lands. In playtesting it I would get stuck on mana often. Maybe go up to 24- 25 lands rather than 22
Tappedout.net shuffler is really flawed. I have this deck built in real life and I have been playtesting it extensively. I have only had games where I was missing a color, not low on lands. The deck only needs 4 mana by turn 5 or 6. 24 or 25 lands would be an overkill IMO. This deck aims to win before midrange decks can settle in, so you are going to be keeping hands that have at least 2 mana. When your hand has two lands in it, then you will be able to cast a majority of the spells in the deck.
I've been testing something like this and I don't really like the Dimir Charm. I think 3 Orzhov Charms is fine and you need more Azorius Charm cuz that one is either a skip your next turn or gain 3+ life and stabilize. Oh also draw a card. Syncopate seems bad with a low curve deck like this too, I'm trying two Negates for any bomby PW or whatnot.
|Date added||1 year|
|Last updated||1 year|
|Legal formats||Commander / EDH, Extended, Legacy, Modern, Standard, Vintage|