Delver of Secrets is an Epic Spirit Attack champion in the Dark Elves faction in Raid Shadow Legends. It requires 2-3 lands to win, as its spells are generally 1-2 Mana. To make Delver of Secrets reliable and good, players need to have a decklist with enough Instants and sorceries. The deck plays a lean 12 creatures, 18 lands, and 30 spells.
The main gameplan of the deck is to use Patriot or UWR Delver, which uses many of the best spells. Red offers some good Spells (Lavamancer, Bolt, Red Blast), so many people are running 2. The theory behind this is that you may get Blood Mooned and then want to be able to cast your Murktide Regent.
When playing more creatures, stopping a couple of key spells will often be enough to stay ahead until the game actually ends. For more creatures, playing more creatures makes Delver of Secrets more effective.
In terms of instants and sorceries, Delver of Secrets requires around 22 sorceries/instants to flip Delver. However, this is too low for reliably blind flipping Delver and even Tarmogoyf.
In conclusion, Delver of Secrets is a versatile deck that can be used in various decks, including Izzet decks. Players should consider the number of Instants and sorceries needed to make Delver of Secrets reliable and good.
📹 How Delver of Secrets Warped Standard
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What is a good Commander deck ratio?
Magic: The Gathering (MTG)’s Commander decks are designed to be creative and inspired, with around 35 to 40 land cards. These decks are made up of 100 unique cards, with a legendary creature acting as the player’s commander. Commander is the most popular paper format for MTG, but it can be challenging for beginners to start building a deck. Wizards of the Coast has released pre-constructed Commander decks in various themes and archetypes, which are a great starting point for new players.
Beginners can either start with a pre-constructed deck and tinker with it or build their own from scratch. Commander decks are heavily reliant on color identity, as players must assemble a cohesive strategy using 100 unique cards with limited colors. This presents an exciting deck-building challenge for newcomers to master.
What is the perfect MTG deck ratio?
In a Magic: The Gathering deck, it is recommended to include 24 lands for balanced mana access, following a 40 ratio. Adjust the number based on deck strategy, with more lands for control or ramp decks and fewer for aggressive, low-curve decks. Consider mana curve, color requirements, and non-land mana sources to avoid mana screw and flooding. Test and tweak land count to ensure consistent performance. Blue 60-card decks, known for control and manipulation, typically include 24 to 27 lands in a 60-card format to ensure a consistent mana supply for spell casting during crucial moments of the game.
How many spells should you have in a Commander deck?
A typical Commander deck may comprise approximately 38 lands, 38 creatures, and 24 spells, which is deemed acceptable for a monocolor deck, though somewhat sparse.
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 the ratio of spells to creatures in Magic The Gathering?
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.
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.
Is 36 lands enough in Commander?
The Elder Dragon Highlander (EDH) or Commander players typically aim for between 32 and 42 lands in their deck. To build an optimal mana base in a singleton format with 100 cards, it is safe to start at 36 lands and adjust based on personal preferences and the curve of your deck. To determine the number of lands needed, consider factors such as the aggressiveness of your deck and the lower curve, and ensure that you can consistently cast your commander on the curve.
Add 5-12 mana rocks depending on the depth of your deck, and run Sol Ring and Arcane Signet for optimal results. Variables to consider include the number of lands, mana curve, number of mana rocks, when to decrease or increase land count, and the use of Sol Ring and Arcane Signet.
How many floors are there in Delver?
Delver is set in an old dungeon called “The Dungeon”, which was initially six randomly generated floors followed by a static end-game floor. The game begins at the Camp level, where players can buy scrolls, gear, and pet a dog. The first two floors are Dungeon floors, consisting of buildings, open areas, and caves. Bandits inhabit these floors, followed by a small Well level for gear purchases. The next two floors are Caves, featuring deep pits and lava pools, and are home to insects. The final level is a small Lost City.
What is a good land ratio in Magic: The Gathering?
In a 40 card deck, play 17-18 lands, while 24 lands in a 60 card deck. If playing cards with five or higher mana costs, increase the number of lands. For example, if the critical cards cost four mana and you want to cast them on turn four, you need to hit your first four land drops. To draw four lands in ten cards, you need to play at least 40 lands, which means 16 lands in a 40 card deck. If your important cards are five drops and you want to play them on turn five, you need five lands in your first eleven cards, or 45 lands, which means slightly over 18 lands in your deck. With 17 lands in your 40 card deck, you have a 42. 5 chance of a randomly drawn card being a land.
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.
📹 Is Delver Any GOOD In 2023? | 🔵 Midweek Magic: Slow Start (MTG Arena)
It’s time for another Midweek Magic! This week, the event was Slow Start, which is a variant of Alchemy where the starting player’s …
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