The premise here is similar to many delver decks with a few adjustments.
Hellrider is a great card and can seriously do some damage at just 4 CMC it's a great card to curve into. In conjunction with Tandem Lookout this can net me several cards at a time before combat damage. This helps me clear potential blockers with burn spells and generally finish my opponent off.
Tandem Lookout probably the weakest of cards in the deck, but still give serious card advantage
Wurmcoil Engine this guy wreaks havoc on tempo decks and aggro decks
Sword of War and Peace helps finish my opponent off quick. Messes with their tempo and gives awesome protection.
Geistflame - Gut Shot with flashback. Yes it's not free like gutshot, but it's a better card advantage overall as I get two uses out of it with having to use a snapcaster on it. (still trying it out, but seems like it might be a better fit then Gut Shot
Pillar of Flame this makes sure that those pesky undying creatures don't come back
Flashfreeze - one of the hardest matchups is G/R Aggro so this helps a lot
Sword of Feast and Famine takes care of the G/R aggro.
Combust - U/W delver's bane
Crush - great artifact destruction
First Round: RDW - Won 2-1
Game 1 - He was able to burn pretty well against my delvers and such. He managed to land a stromkirk noble and I was running low on life when I finally played out Batterskull and followed up the next turn with a Wurmcoil Engine. He conceded after that.
Game 2 - I had trouble with land and getting the right cards not to mention his 2x chandra's phoenix that I had very little way to deal with. after landing a bloodthirsty stormblood berserker with a grim lavamancer on the field I was running low and nothing on my side to deal with either threat I was way behind. A couple turns later he dealt lethal.
Second Round: Naya Pod Lost 1-2
Game 1 - This was a tight game the whole time. I'd respond to his huntmaster and strangleroot geist and he'd respond with a restoration angel. I had the serious advantage with my clencher in hand: Batterskull. Played it out and it met with an Oblivion Ring. That gone and no way of recovering it, I needed a couple answers that never came. Still close though.
Game 3 - Got mana starved early. Got out my Hellrider and was about to come back when he podded his Huntmaster of the Fells Flip bringing out Zealous Conscripts he took my Hellrider and swang for 11 which was lethal.
Third Round: Esper Heartless summoning.
Game 1 - This was just an awful match in general. Opponent played VERY slow and through off my game. I proceeded to make awful mistakes the entire time, got impatient at other times. Game 1 was mine to win, unfortunately I gave it away.
Game 2 - Mana Starved. Frustrated with pace of play. Had batterskull and wurmcoil in hand, probably would have given me the game. Unfortunately he ultimated a venser and proceeded to win. (in hindsight I should have just killed venser when I had the chance, but went after him instead. Again poor playing on my part gave him the game)
Fourth Round: Opponent left with saying he was leaving, so automatic 2-0 win.*
I thought this idea would suck because its got 17 creatures in a delver deck, but having 20 instants and sorceries should be good enough to flip your delver consistently. Everything else is just gloriously fun looking. Good work, sir. +1
Waaaaaaait a second... I did a deck like this! Probably coincidence though because my decks often go unnoticed.
The only really problems with the R/U builds is their inconsistency to produce the right land at the right time. While evolving wilds does help this a little many players have found it too slow to be in the Delver archetype as you want to be able to do something every turn not waste one trying to find land. I have noticed that a lot of players do use the seven/seven with mountain and island along with the four sulfur falls.
As a player I do like the R/U over the W/U Delver decks it just that at the moment it is a lot easier to run the white builds as there is currently more land available.
Other notes you def want to use bonfire over slagstorm as it will wipe your board along with your opponents and that is a bad thing for with kind of build when you do not have the heavy burn. Also, chandra's phoenix is still a beast of a card to run in the R/U buld but having multiple cards with a double mana source without a lot of fixing or land to support does make that very hard. I do like the idea of lookout as he becomes a quick threat once he is paired but is only a 2/1, having invisible stalker in the build could help with his affect or just use the stalker and play so curiosity for extra draw power.
Thanks for the feedback guys. Yea Lonethief sorry never seen your deck. Post a link and I"ll give it a look.
As mentioned in my description I would prefer bonfire to slagstorm, but as of now I don't have them and can't really pick them up at this point.
I haven't found getting the right mana a problem at all. I always have the right two mana by turn 2 and I've playtested this consistently against U/W delver and have actually had no problem whatsoever with it post-SB and often in game 1 as well. Though Combust in this deck with the ability to flash it back makes it almost impossible for U/W delver to get anywhere at all. Certainly lots of people are running U/W but I don't see that as a reason to not run U/R. Chandra's Pheonix is good but most of the time the burn spells are targeting the creatures not the player so it won't get nearly the use out of it that it would in a RDW. While Stalker has his uses and works well with the lookout, I don't like him in this deck, he's too slow and only gets good when he has an equipment on him. I encourage you to playtest it. It's been surprisingly effective so far and I've put a lot of work into it already.
Also please +1 if you enjoy it.