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.
Printings View all
|From the Vault: Transform (V17)||None|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Delver of Secrets Discussion
1 week ago
1 week ago
PuddinWing I like the look of this but it almost feels like it's being pulled in two directions at once. I see either a Mystical Teachings toolbox control deck, or a more tempo oriented Delver of Secrets Flip & Bone Picker style deck.
If you want to lean more into the first one, I would find some one-of type instants and have them in your deck to have an answer for specific match ups etc Echoing Decay & Echoing Truth. I would also swap out Bone Picker for Augur of Bolas to help you find the tools you need in a match.
If instead you want to lean into the tempo/aggro (?) strategy of Delver of Secrets Flip and Bone Picker I would increase those Cast Downs to 4 copies and swap out SOME of the slower counter magic and lean into removal since that is what Bone Picker really needs to make it worth it.
Like the look of this! Hope my input is in some way helpful and constructive! Happy Pauper!
2 weeks ago
My suggestion is to make the deck a bit more efficient by exchanging Sprite Dragon or Delver of Secrets Flip for Crackling Drake and then switching the cryptic, logic knot, and essence scatter for Remand. These changes do change it more from midrange into tempo though.
3 weeks ago
Faced SynergyBuild on a very intriguing Snapcaster Mage, Oko, Thief of Crowns build. I wouldn’t doubt if there were True-Name Nemesis or Delver of Secrets Flip as well. Very cool build. I don’t want to credit the first game because my own issues with the interface. We did split the following two games of a three game match. Very interesting. I thought it was quite fun and tense. Putting game one aside, it was a learning opportunity indeed. Oko is stink against the D&T. It came down to card advantage vs redundancy. It felt very midrangey indeed. It may have been a boring spectacle but it was a tense experience. Welcome to UV, Oko, Thief of Crowns.
1 month ago
Like Squirrelbacon said, the flexibility you get by spending mana at instant speed is hard to oversate in ANY deck that runs counterspells. It's the difference between losing to an early Liliana of the Veil, or catching it with Stubborn Denial.
Without the presence of such cards, Opt (supports counters), Thought Scour (helps with delve and escape costs), or even Hieroglyphic Illumination (scales well into late game) can all be superior options.
Of course just because you play esper, it doesn't mean you need to play counterspells.
However you need to make a resultion, and build your deck accordingly. Either run counterspells (with fully playset Stubborn Denial at bare minimum) and support for them, or don't.
Half assing that decision is a terrible idea.
1 month ago
Thanks! I'm trying to add a slight Arcane subtheme to the deck for cards like Ideas Unbound and, more importantly, Psychic Puppetry. I found some interesting cards for this kind of subtheme like Veil of Secrecy which can be used to protect Delver of Secrets Flip or force it through to deal damage. Also, in the case a Pyroclasm or some other sweeper I don't have the counter to get rid of, I can cast Psychic Puppetry or something and Splice on Veil to tap something and bounce the Delver.
1 month ago
As a baseline, ramp decks - especially ones using mana dorks - are extremely vulnerable. They are hated out to an extreme by the "bolt the bird line", on top of loosing to "drwaing wrong half of the deck" even without aid from the opponent.
Frankly you MUST have some justification, that makes that vulnerability be worth it.
To give you an example elves can get away with this due to winning on t3, t4 through 1 creature getting killed.
Ponza can live with the problem as it locking out the opponent from his mana on t2 or latest at t3 makes itbstill worth the sacrifice.
Frankly your list has an uncanny resemblance to the card ponza played in its early days - if you gut the deck by removing all its interactions with lands.
Since then ponza added card selection (in Seasoned Pyromancer), and got some leaner threats to have better chances at casting said threat just in case they cannot ramp.
On top of all these issues, this decks runs "it doesnt do anything" cards.
Electrodominance does exactly NOTHING without suspend cards like Crashing Footfalls, Ancestral Vision, Restore Balance and the like.
Budoka Gardener Flip is an extreme overpriced Sakura-Tribe Scout for all intents and purposes. Without a metric ton off effects that put lands in to plyy it never flips - i mean numbers like seen in mono green belcher decks.
Then add blue as a 3rd color to allow you to run counterspells in a deck that plans to spend all of its mana on its own turn, thus wont have mana to counter stuff.
Which is why counterspell decks run cards that have extreme low mana cost (have mana after casting it), like Delver of Secrets Flip, cards with flash so they don't have to commit mana on their own turn to play threats, for example Restoration Angel, or cards that untap lands used to cast them, like Teferi, Hero of Dominaria or Wilderness Reclamation.
P.s.: Sorry if i sounded harsh, modern is a high power format, with low tolerance for "messing around".
RG Ponza aka. RG midrange is a deck thats very succesful.
RUG delver/monkey grow is a good respectable temur deck running counterspells.
Its possible to have deck that you describe in your deck description, but not by randomly piling together cards.
You MUST consider how your card interact with each other and plan your deck around it to have ANY chance
And you must have a plan to deal with other decks that can be as opressively interactive as 8-rack, or as fast as infect, that will win on turn 2 if you leave it to its own devices.
1 month ago
It's easier to think of it less as a Counterspell and more as a tempo play. In the first few turns of the game, when your opponents are usually casting one spell per turn if you can return that to their hand then essentially you have Time Walked them and they have wasted their turn. It also is decent later game because it cycles itself. Its not a fantastic card in a control deck where yes you would prefer hard counters so you don't have to deal with the spell again later, but in tempo decks like Delver of Secrets Flip builds for example, it can be a valuable tool to keep your opponent behind on resources.