Friday, April 26, 2013
Forcing Through - Legacy Primer: Punishing Delver
Legacy
is for the most part the most diverse format is all of magic.
Theoretically you can play just about anything in the format as long
as it has at least some good match-ups with the tier one decks of the
format.
This is a variant list of RUG delver that I would like to
show to you all today.
Punishing
Delver (RUG Delver): By Corey Vangel
Lands:
19
2x
Grove of the Burnwillows
1x
Island
4x
Misty Rainforest
2x
Scalding Tarn
3x
Tropical Island
3x
Volcanic Island
4x
Wasteland
Creautres:
11
4x
Delver of Secrets
4x
Nimble Mongoose
3x
Tarmogoyf
Instants/
Sorceries: 29
4x
Brainstorm
3x
Daze
1x
Dismember
4x
Force of Will
4x
Lightning Bolt
3x
Punishing Fire
2x
Spell Pierce
4x
Stifle
1x
Thought Scour
3x
Ponder
Enchantment:
1
1x
Sylvan Library
Sideboard:
15
1x
Grim Lavamancer
1x
Scavenging Ooze
1x
Flusterstorm
2x
Krosan Grip
1x
Pyroblast
2x
Red Elemental Blast
4x
Submerge
2x
Surgical Extraction
1x
Life from the Loam
RUG
delver is general is incremental card advantage.dec, your goal is
essentially to negate whatever your opponent is doing via
counterspells and Stifle and Wasteland until you’ve gained enough
momentum to beat them to death with a bunch of small to medium sized
creatures possibly while clearing away the threats they do obtain
with your burn package.
These
are some of the cards that you will be using to ensure your victory:
Wasteland:
Wasteland
has been punishing people for their basic light mana-bases since 1997
and is used to great effect in this deck the way that legacy is.
Whether you are keeping a Esper Stoneblade off of the crucial four
mana to cast their Jace, the Mind Sculptor or making sure that ANT or
TES has the hardest time going off through your counter-magic there
is a good chance that wasteland will be at the center of it.
Post-board depending on your match-up wasteland becomes even better
as you will often bring in Life from the Loam to recur its awesome
effect over and over and over again.
Nimble
Mongoose:
Nimble
Mongoose is without a doubt the best creature in the deck. There are
so many decks that actually don’t run any mass removal and
therefore cannot deal with the 3/3 (and let’s face it in this deck
it’s always a 3/3) shroud beasty. Against control lists Nimble
Mongoose forces them to play the match on your terms as they have to
make most of their plays around it, for example an active mongoose
forces your opponent to have to fate-seal with a Jace, the Mind
Sculptor as otherwise they just paid four mana for a Brainstorm. This
effect that Nimble Mongoose generates is only exacerbated with
multiples.
Brainstorm:
Brainstorm
is probably without a doubt the best draw spell in the format, in
this deck however it is so much more than just a draw spell. Some of
the other wonderful things that Brainstorm accomplishes in this are
(but not limited to)
- Flipping Delver of Secrets
- Tucking useless cards/ extra lands with a fetch-land
- Drawing into Stifle
- Drawing into Daze and/or Force of Will and/or cards to pitch to Force of Will
- Increasing your graveyard total
Punishing
Fire:
Punishing
Fire is essentially the card that helps you sure up a lot of your bad
match-ups pre-board by giving you an outlet in which to destroy all
of their creatures as soon as they hit the board. Punishing Fire can
almost singlehandedly beat a goblins player if you get the Punishing
Fire/ Grove of the Burnwillows soft-lock down early enough to deal
with all of their Goblin Lackys and Goblin Piledrivers and Goblin
Matrons and whatever else they throw at you. Punishing Fire is also
very important in the maverick match-up as it allows for recursion to
deal with Mother of Runes and Noble Hierarch and Gaddock Teeg.
Stifle:
Stifle
is basically a one mana stone rain most of the time with all the
fetch-lands in this format and it works quite well to that effect.
That being said, Stifle serves a myriad of other uses between
countering Knight of the Reliquary Activations to dealing with pesky
Planeswalker ultimates stifle can aid you in just about anything
depending on the situation required.
Match-ups:
Versus
Merfolk:
When
playing against Merfolk, it is important to realize that they are
essentially running twenty copies of the same creature, so always do
your best to either counter their Aether Vial, or find ways to
minimize its effectiveness via Lightning Bolt and Punishing Fire.
Beyond that rule this match-up is usually in your favor as if you can
stick and hold a Tarmogoyf/ Sylvan Library, they often have a
hard-time coming back all the loss of card advantage they would have
obtained. Post-board you should bring in the Grim Lavamancer, the
Pyroblast, both of the Red Elemental Blasts, and one Krosan Grip just
to max out odds of winning.
Versus
Maverick:
When
playing against Maverick, keep in mind that in game one, besides
Thalia, Guardian of Thraben, Knight of the Reliquary and Stoneforge
Mystic you really don’t particularly care about what they are doing
as most of their creatures are either small enough to be killed with
a burn spell or have the capability to be countered if necessary.
Post-board you should bring in the Grim Lavamancer, both of the
Krosan Grips, all four Submerges and the Life from the Loam to deal
with all of their tricky non-basics.
Versus
Elves:
When
playing against elves it is important to identify what in their deck
would be considered threatening. For example, Heritage Druid, Priest
of Titania and Nettle Sentinel are threatening; Whereas Llanowar
Elves and Fyndhorn Elves and Elvish Visionarys are not. As long as
you can prioritize your burn spells for their important creatures and
counter only what is necessary this match-up is quite often a
cake-walk. Post-board you should bring in the Grim Lavamancer, and
all four Submerges and the Life from the Loam just to ensure that
they cannot beat you.
Versus
Stoneblade:
When
playing against Stoneblade you should be aware of the fact that you
are the aggressor in this match-up, so act accordingly with your
spells by attempting to force things like Nimble Mongooses through
while maintaining one of two mana up to present to your opponent that
you have stifle up (even if you don’t) to keep pressure on them and
take advantage of their mistakes when they get into awkward
situations and have to do something less than optimal. Post-board you
should bring in both of the Krosan Grips, the Pyroblast, and both of
the Red Elemental Blasts to deal with problematic permanents if and
when they hit the board.
Versus
Miracles:
When
playing against Miracles you will realize that the match-up is
somewhat identical to how you would play against Stoneblade. They
have many of the same spells and same interactions but there are
major differences in how they go about winning. Where Stoneblade
tries to capitalize on using its namesake card Stoneforge Mystic to
get a Batterskull through and then maintain card advantage long
enough to win, Miracles intends to set up a soft-lock using
Counterbalance and Sensei’s Divining Top to ensure that none of
your spells resolve and they can eventually beat you with either a
Vendilion Clique or an ultimate from Jace, the Mind Sculptor. With
this knowledge in hand you should do your best to maintain pressure
on your opponent while holding stuff back so that when they Terminus
you will not have lost any momentum. Post-board you should bring in
both of the Krosan Grips, the Pyroblast, both Red Elemental Blasts
and the Life from the Loam in order to keep them off land.
Versus
BUG:
When
playing against BUG you are going to understand that this match-up is
a battle of attrition as you will be trading spells and counters back
and forth all game. Your job in this match-up is to try and out-tempo
your opponent, so if you can keep them off of mana, or Wasteland one
of their Wastelands if they have to tap out or just overrun them with
Nimble Mongooses while making sure their Deathrite Shamans stay in
check. Post-board you should bring in the Grim Lavamancer, the
Scavenging Ooze, all four Submerges and the Life from the Loam in
order to do your best to tip the match-up in your favor.
Versus
RUG Delver (Mirror):
When
playing against the mirror you will notice that the added tech of
Punishing Fire/ Grove of the Burnwillows will help with Delver of
Secrets efficiently. The trick with this match-up in particular is
that you have to maintain being ahead on board through Wasteland and
counterspells. Sometimes it really boils down to the person who draws
into more Delver of Secrets wins as your ground creatures will often
maintain parody. Post-board you should bring in the Scavenging Ooze,
the Pyroblast, both Red Elemental Blasts, and the Life from the Loam.
Versus
BUG delver:
When
playing against BUG Delver it is best to just kill everything they
cast if at all possible either through Lightning Bolt, Dismember, or
Punishing Fire/ Grove of the Burnwillows as their deck is full of
problematic creatures that must be dealt with immediately. With that
point out of the way you can play this match-up almost identically to
the mirror in that you try and maintain board advantage through
Wasteland and Counterspells. Post-board you should bring in the Grim
Lavamancer, the Scavenging Ooze, all four Submerges and the Life from
the Loam.
Versus
Jund:
When
playing against Jund it is often best to wait a couple of turns to
see how they are establishing their board presence, for example if
they go turn one Deathrite Shaman, chances are they are either going
to slam down a Liliana of the Veil next turn of play a discard spell
along with a Dark Confidant. Either way the Deathrite Shaman has to
die, so bolt the shaman with a Volcanic Island if at all possible so
you have the island up to daze whatever spell they play next turn. If
you can maintain that pace against Jund the match-up if easy, if
however they start to pull ahead and can keep a Liliana of the Veil
down long enough to keep it out of burn range, the match is lost.
Post-board you should bring the Grim Lavamancer, the Scavenging Ooze,
all four Submerges and the Life from the Loam.
Versus
High-Tide:
When
playing against High-Tide you have to basically do your best to kill
them before turn 4-5 as they will go off no matter how many
counterspells you are holding, so try to maintain as much pressure on
them as possible through burn spells and small creatures. Post-board
you should bring in the Flusterstorm, the Pyroblast, and both Red
elemental Blasts and both Surgical Extraction to do your best to
prevent them from going off.
Versus
Sneak and Show:
When
playing against Sneak and Show it is always best to hold your
counters for the most important things i.e. Show and Tell or Sneak
Attack as quite often if they land either of those, you are dead.
More often than not sneak and show’s line of play against a deck
like RUG delver is to Show and Tell out the Sneak Attack with extra
red mana floating and then just put a Griselbrand (drawing seven
cards) followed by an Emrakul out and just kill you. So if you can
play as aggressive as possible with your burn spells and
Delvers/Mongooses you can take that out away from them. Post-board
you should bring in both Krosan Grips, the Pyroblast, both Red
Elemental Blasts and the Life from the Loam.
Versus
Omni-show:
When
playing against Weird Science you should essentially play it
identically to how you would play against Sneak and Show except that
you should be more pro-active with your counterspells to counter a
Show and Tell or a Personal Tutor, or a Burning Wish to fetching Show
and Tell. If you can maintain countering all of their major threats
and effectively using wasteland this match-up is easier than Sneak
and Show. Post-board this match-ups Sideboard is the exact same as
Sneak and Shows.
Versus
ANT:
When
playing against ANT you will notice that they run a lot of discard
spells in order to deal with your counterspells, which is ok. What
you are actually aiming to do in this match-up is deal them on
average about 13 points of damage as quickly as possible to take away
their ability to Ad Nauseam/ Grim Tutor to victory as they will not
have the spare life to abuse those cards. Post-board you should bring
in the Flusterstorm, both Surgical Extractions and the Life from the
Loam to keep them off of land and important cards.
When
playing any form of RUG delver there is usually no clear way to
side-board in any given match-up, so I would suggest using your best
judgement based on what you want to come up when.
You
should play this deck if:
- You like playing an aggressive control deck
- You like using Wasteland/ Stifle
- You like Tempo Decks
You
Shouldn’t Play this deck if:
- You prefer playing pure control lists
- You don’t like blowing up peoples lands
- You don’t like control lists at all
This
is a basic overview as to what you can expect from playing RUG
delver, as always if you have any questions about the deck or another
deck that you would like me to cover, please feel free in the comment
section below.
Corey Vangel
@Zielle47
@Zielle47
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