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No one I know runs Wild Defiance anymore since it was only ever used in standard while Infect was still around. For this reason, I wanted to use it again without making it a sole win condition.
So, this deck is capable of a Turn 4 win:T1: Blue source, play DelverT2: Flip Delver (this is key), play a green source, enchant flipped Delver with Rancor, swing for 5T3: Play a land (preferably one of the dual lands), play Wild Defiance, swing with Delver again.T4: Play one last land (Either a dual or a land of the opposite color if you didn't play a dual last turn), swing with Delver and play Simic Charm using its first mode (or play any combination of Artful Dodge/Mizzium Skin/Pit Fight (if applicable)).If this isn't possible for some reason (Delver doesn't flip, you don't find Wild Defiance by turn 3, etc.), the deck still runs fine.Mayor gives your Delvers an extra +1/+1 assuming it doesn't flip. If it does, it still gives you a wolf token at your end step, which benefits from your mayor not reflipping, which continues the cycle of wolves dropping.Quirion Dryad benefits from every one of your non-basic-green spells in the sense that it will just keep getting larger.Talrand has been removed from the deck because he almost never saw any sort of play. In his place is Invisible Stalker, which is likely the best replacement considering the theme of the deck.Wild Defiance makes Pit Fight a hilarious removal spell.Also, Mizzium Skin makes your opponents scream when they try to get rid of all of your delvers at once with something like Detention Sphere.
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I'm not sure the infusion of red is really necessary. I would focus primarily on Blue and Green. I would include artful dodge to make your dryads unblockable and beefy. Instead of the Ranger's Guile, I would use Mizzium Skin which will permanently bump up the dryads while making them hexproof for a turn. And I would replace the giant/titanic growths with simic charms, and add in think twice for card draw/dryad food. For removal, put in a few Rapid Hybridizations and Pit Fights, both of which will pump up your dryad. I plan on building a deck very similar to that using the cards I just mentioned.
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I've made the changes you listed to the main deck. That said, the only thing left to consider is the sideboard. Even then, the only thing that comes to mind would be to run something like:2x Unsummon1x Rapid Hybridization2x Ghost Quarter2x Devastation Tide3x BlustersquallI'm uncertain about the last five cards, though.
Yeah, I've made this deck too. It's pretty fun. You probably want to focus more on casting non-green spells to bump up the dryad.Here's mine if you want to compare: http://www.mtgvault.com/dnoc106/decks/delvergro/
How about adding in cyclonic rift on the side board. It's a nice potential board wipe that can clear your opponents side if it gets out of control.
I think Experiment One in substitute for the dryad, and Master Biomancer in place of Talrand. If you haven't seen what a biomacer does to the game you will be ear to ear smiling after you add it and play-test it. It is literally one of the single, most potent threats in standard.
The only problem I have with Experiment One in this deck is that he doesn't Evolve at all unless Talrand comes into play, which being that there's only two of in the deck, if I found one during FNM at all I couldn't cast it. Master Biomancer suffers a similar issue as Talrand; he's fine mid-to-late game if you're still dropping creatures out after he's out, but this deck doesn't run ramp so he isn't coming out turn 3, which by that point you should already have at least one creature out. At the very least, Talrand makes dudes andDryad pumps from everything except Wild Defiance, Rancor, itself, and Mayor.
Really like the changes you made to this deck. Want to build it now :)