Delves are short, 10-15 minute scenarios that contribute to a character’s progression and provide credit toward the Great Vault rewards in the War Within expansion. They can be played as any role and can be unlocked by completing Tier 4 with revives remaining. There are 12 different delves and players can enter as any role.
During season 1 of The War Within, Brann Bronzebeard will be our delve companion. Every two cantrips you have lets you reduce your land count by 1, allowing you to run a delver deck with just 18 lands. Delver decks tend to only require 2-3 lands to win, as their spells are generally 1-2 Mana. To reliably blind flip Delver, you need around 25-ish instants/sorceries.
Delver works well if you aren’t forced to play a threat light deck. If there are instants/sorceries that double as Delver, it works well. Delver of Secrets decks are the best way to be aggressive in Legacy for two basic reasons: the quality of one-drop creatures Dragon’s Rage, which allows you to usually play one spell around a counter per turn.
The main gameplan of the deck is to play a lean 12 creatures, 18 lands, and 30 spells. For countermagic, I currently like 4 Mana Leaks (catch-all) and 2 Spell Snares. In summary, Delves are small-group adventures for 1-5 players, providing credit towards the Great Vault rewards in the War Within expansion.
📹 Modern: Can Delver Function Without Ragavan? | AnnihilatorMTG
What’s up YouTube, this week we are finally going back to Delver. I’m really excited to play this build again, especially since we …
How long to beat delver?
The mean duration of a main story is 131 hours and 48 minutes, with an additional 210 hours and 36 minutes devoted to extras. The mean duration of all play styles is 152 hours and 59 minutes.
What is a Delver in Magic The Gathering?
Delver is a blue-based Tempo deck for the Modern format, often combined with other colors for enhanced utility. In 2015, Grixis variants (Blue-Black-Red) gained popularity due to powerful delve creatures and Kolaghan’s command. The deck relies on playing large, evasive early threats like Delver of Secrets, Tarmogoyf, Tasigur, Golden Fang, or Geist of Saint Traft, then using counterspells and removal to prevent opponents from answering these threats. Snapcaster Mage helps reuse utility spells and adds an additional threat. Antonino De Rosa won Grand Prix Turin 2012 for RUG Delver.
How many spells should be in a MTG deck?
The rule for a well-playing deck is to have 1/3 land, 1/3 creatures, and 1/3 spells, with most costing 4 or less. However, adding extra creatures can be beneficial, especially if they have good effects. An effect that leaves behind legs is usually preferable to one that doesn’t in a vacume. There is no “correct” ratio of creatures to spells for a deck, as some decks run roughly even numbers, while others have more creatures or more spells. For example, a deck with 18 creatures and 19 spells might run roughly even numbers, while others may have more creatures or more spells.
How many creatures in a delver deck?
RUG Delver is a lean, punishing, and efficient version of the Legacy deck. It uses Stifle and Wasteland to prevent opponents from playing as many spells, generating a “virtual card advantage” by stranding uncastable spells in the opponent’s hand. The deck’s creature base is lean, with Delver being the fastest, Nimble Mongoose being the most resilient, and Tarmogoyf being the biggest.
The deck is designed to punish people for stumbling and building decks with greedy manabases. It has an excellent matchup against most combo decks and frequently plays multiple disruptive spells in a turn. However, it suffers greatly from newer cards, such as Deathrite Shaman, Fatal Push, and Gurmag Angler. Deathrite Shaman provides a mana advantage, lifegain, a clock, and a means of disrupting threshold.
Fatal Push answers most threats in RUG Delver for only one mana, cramping RUG’s style when it comes to applying pressure. Some lists have adapted cutting Tarmogoyfs for True-Name Nemesis, but with only 18 lands, they can be difficult to cast.
Despite these challenges, the deck’s game plan remains succinct and effective, making it viable for playing in a field of combo decks. If the number of Deathrite’s decreases again, this deck would be an excellent choice.
Is Delver good in modern?
The Delver of Secrets/Insectile Aberration, a mainstay of the Legacy format, has seen limited success in Modern, particularly when fueled by Treasure Cruise prior to its prohibition. However, it has never achieved the same level of prominence in Modern as it has in Legacy.
What does a Delver do?
A delver produces a mucus-like slime with a highly corrosive substance, which is particularly effective against stone. It deals 2d6 points of acid damage to organic creatures or objects, 4d8 points of damage to metallic creatures or objects, and 8d10 points of damage to stony creatures or objects. A slam attack leaves a patch of slime that deals 2d6 points of damage on contact and 2d6 points in each of the next 2 rounds. A large quantity of water or weak acid, such as vinegar, washes off the slime.
An opponent’s armor and clothing dissolve immediately unless the wearer succeeds on a DC 22 Reflex save. Weapons that strike a delver also dissolve immediately. A creature attacking a delver with natural weapons takes damage from its slime each time an attack hits unless the creature succeeds on a DC 22 Reflex save.
What is the 75% rule in MTG?
The 75 rule in MTG represents a foundational concept that informs both the construction of decks and the decision-making process during gameplay. The 75 rule suggests that a deck should be powerful enough to win against 75 opponents, thereby ensuring a balanced and effective deck.
How many monsters should I have in my deck?
In Yu-Gi-Oh, monsters are crucial for attacking and defending. A deck should consist of 12-18 monsters, supporting the archetype or working with the deck. The majority should be level 4 or below, with 3-4 level 5 and 6 monsters and 1-2 level 7 and up monsters. Use effect monsters with useful effects unless the deck focuses on normal monsters.
Spell cards are essential for making plays or overcoming tough situations. Good spells include archetype support cards, searchers, monster destruction, protection, spell/trap destruction, and deck thinners. Some decks may also use field or ritual spells. Trap cards are useful for disrupting opponent’s plays, with most decks using 5-10 traps. Good trap cards can prevent attacks, negate summons, remove monsters, and prevent opponents from making plays. Trap cards should be used to strengthen the deck’s weaknesses.
How to beat Delver?
In some instances, when an individual ascends to the ceiling, it is advisable to evade a few times and attempt to position oneself near a wall on the final attempt, as opposed to two in succession.
What is the best ratio for a Yugioh deck?
The 6:6:49 ratio represents a strategic approach to assembling an optimal deck for a given format. This involves incorporating six copies of “Option A” and six copies of “Option B,” with a total deck size of 49 cards.
Is delve an alternate casting cost?
It should be noted that Delve is not a means of reducing costs or an alternative cost for a spell. Rather, it is an alternative method of paying the normal mana cost.
📹 Modern: Taking UR Delver to the Next Level | AnnihilatorMTG
Hello people of YouTube, this week we are returning to UR Delver in Modern. Last time I played this deck I had an absolute blast.
Bauble doesn’t directly flip delver, but it still help flips delver. 1. By playing it with DRC, we essentially can manipulate top 2. By cracking it on opponent turn & targeting self, we then have 2 upkeep triggers in our next turn. Based on what you saw earlier, if it’s an instant / sorcery, choose delver trigger to resolves first. Otherwise, let bauble trigger resolves first. You can arrange the order since they both are yours, and triggers at the exact same timing.
I think you undervalue spell pierce a bit. Personally, I play control, and spell pierce is almost the best counterspell to have against a blue deck. You took out spell pierce against a prowess deck, but kept in force. I’d have kept the spell pierce over force #3. Also, I think abrade would have been better than force in that matchup. Overall, nice content. 🙂 You should try to make your voice sound more lively, especially since all we’re getting from you is the voiceover.
I’ve watched this three times already and have built the deck IRL and played three LGS tournaments. It’s not going great so far, but I’m not a great player (yet!), so I won’t say it’s definitely the deck’s fault. The decks I felt I had zero game against were amulet titan and GWr kiki-chord. Tron is doable, burn is doable, UR moon is definitely interesting and a great match, Jund DS is doable. I have yet to find a “really good” MU, but, again, I’m not a great player. I am also interested in knowing what to cut for the Mutagenics. I think maybe a couple of cantrips?