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Decks (Magic The Gathering) => Standard => Topic started by: Godraw on February 28, 2012, 05:38:50 PM

Title: Grand Delver
Post by: Godraw on February 28, 2012, 05:38:50 PM

Grand Delver

75 cards, 15 sideboard


4 {Darkslick Shores}
4 {Glacial Fortress}
1 {Plains}
10 {Island}
3 {Evolving Wilds}

22 lands


4 {Treasure Mage}
4 {Snapcaster Mage}
2 {Wurmcoil Engine}
4 {Delver of Secrets}
4 {Grand Architect}
3 {Phantasmal Image}

21 creatures


4 {Lingering Souls}
2 {Gitaxian Probe}
4 {Ponder}
3 {Vapor Snag}
4 {Mana Leak}

17 other spells


Sideboard

2 {Negate}
2 {Oblivion Ring}
2 {Dissipate}
3 {Revoke Existence}
1 {Phantasmal Image}
2 {Runechanter's Pike}
3 {Gut Shot}

15 sideboard cards


Title: Re: Grand Delver
Post by: Godraw on February 28, 2012, 05:42:34 PM
This is my take on delver.

I was looking back at my old old illusion lists and I wanted to give delver the grand treatment that worked so well with illusions.
Title: Re: Grand Delver
Post by: Maximo on February 28, 2012, 06:44:35 PM
Drogskol captains affect spirits, not illusions. Use {Lord of the Unreal}.
Title: Re: Grand Delver
Post by: Maximo on February 28, 2012, 06:45:43 PM
For style points, use an Image on your own lord!
Title: Re: Grand Delver
Post by: Godraw on February 28, 2012, 07:04:46 PM
The idea is not to remake illusions it is to take the spirt delver style deck and give it the grand architect treatment.

The captians interaction is with it's self and also the Phantasmal image.
Two captains gives you two 3/3 hexproof and a illusion copying a captain is a hexproof 3/3 flyer.

The captain is a perfect lord and replacement for the lord of the unreal.

This deck idea takes what I find to be the stongest sides of the new spirt delver decks and the old grand illusion decks.


Title: Re: Grand Delver
Post by: Greg54js on February 28, 2012, 07:08:22 PM
Hmm interesting take on a deck style.. Keep us in the loop for how well it works :)
Title: Re: Grand Delver
Post by: Alaskanice on February 29, 2012, 03:23:51 AM
Maybe add a couple {Geist of saint traft}. Those would work well with the +1/+1 from both captains and architects.
Title: Re: Grand Delver
Post by: Greg54js on February 29, 2012, 06:11:05 AM
You could use {xenograft} make all of your creatures spirits then they all get the bonus +1/1 and hexproof
Title: Re: Grand Delver
Post by: Godraw on February 29, 2012, 07:57:14 AM
I added the saint and stopes getexian probe and the caged sun the add in lingering souls.

I think this should help things out a bit

Title: Re: Grand Delver
Post by: Godraw on February 29, 2012, 09:52:21 AM
I want the probe so I dropped 2 islands and put two probes back in.
Title: Re: Grand Delver
Post by: Godraw on February 29, 2012, 10:42:07 PM
I am wondering about the side board for this build ...  Any help
Title: Re: Grand Delver
Post by: Sagemaster on March 01, 2012, 12:06:22 AM
{Treasure Mage} to bring wurm coil to your hand at which point if you have out delver and an architect you could play both wurmcoil and the mage
Title: Re: Grand Delver
Post by: Godraw on March 01, 2012, 01:39:45 PM
I ended up cuting the captain and put in treasure Mage in his slot.

I love the pressure that the captain adds but the Mage will help with Wurm coil.
Title: Re: Grand Delver
Post by: cltrn81 on March 01, 2012, 03:09:40 PM
Should put 1 {swamp} in case you need to fetch it for lingering souls.
Title: Re: Grand Delver
Post by: Godraw on March 01, 2012, 03:29:57 PM
Quote from: cltrn81 on March 01, 2012, 03:09:40 PM
Should put 1 {swamp} in case you need to fetch it for lingering souls.
. Well should I evern play lingering souls now with out the captains
Title: Re: Grand Delver
Post by: Wally on March 01, 2012, 03:51:46 PM
If you do keep the black side of the deck, I'd suggest {undying evil} to play on your wurmcoils. With snap caster it would also give you another shot at it if you needed it.
Title: Re: Grand Delver
Post by: Sagemaster on March 01, 2012, 03:59:39 PM
You could keep the souls for a control aspect?