Standard Delver

by IrishJohn938 on 07 January 2015

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (3)


Sorceries (2)


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Deck Description

I recently built the Modern Delver, and wanted to port that experience to standard. I think I did an okay job, even though this deck relies heavily on chasm skulker or Planeswalkers to finish off my opponent.

I switched the focus a little bit, and the ultimate goal is to have Narset reveal a Howl of the Horde.

Play lots of instants and sorceries, keep your opponent worrying about what you keep in your hand, then hit with Narset or a Pearl Lake Ancient out of nowhere.

How to Play

Find a Chasm Skulker, draw bunches of cards.

You need a blue and/or red source of mana in your opening hand. White is only important after you or your opponent have a board presence. Luckily, this deck tends to close quickly with Narset plus Feat of Resistance in hand.

Dig through your deck until you find what you need to close the game. The deck is designed to pester your opponent with burns and little stuff, hopefully you will last long enough to do some real damage with Narset and/or Pearl Lake Ancient.

Jace fills the graveyard, filters draws, and eventually gives Chasm Skulker a nice boost.

Sarkhan is a good way to put late pressure on your opponent. There are more late game bombs than early strategies. I need more things to do early, but the more creatures I add the worse Narset is, Chasm Skulker may just be too much in the deck. I really want it to work, but I don't think there is a competitive home for him. I will try this build and see how it goes.

IMPORTANT NOTE: It seems to be oft overlooked that Planeswalkers can be cast off of Narset. Super sweet!

Deck Tags

  • Standard
  • Treasure Cruise
  • Standard
  • Casual
  • Jeskai

Deck at a Glance

Social Stats

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Mana Curve

Mana Symbol Occurrence

7280240

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Standard Delver

Here are a few thoughts...... if I'm seeing this correctly, there are only 7 cards that you look to win the game for you, right? 4 Skulker, 1 Sarkin, 1 Kearnos, and 1 Master? The Servants can do a little work, but you aren't counting on them for the heavy lifting. Only 3 Magma Jet... the Skulkers start off as 1\1's... So right away, it looks like winning is going to be challenging. You only have 5 targets to gain benefit from sacking your Servants... There isn't enough interaction with your opponent. Yes- the Circle of Fire and Polymorphers jests works well.... once. And you only have 3 copies of the Jest. Without more interaction, the Skulker will never get big, Jace and Sarkin will never survive the table, and all your deck will do is toss lots of cards in the yard and then draw cards w\ the Cruise. That won't win you too many games.

Also, the Master of Predicaments is only marginal- at least in this build. You'll never cast the Cruise for free because no one will pick the low becasue none of the low cards here really punish them for guessing wrong. Don't get me wrong- I like that Sphinx, but you need to build in some painful cards for the 4 and under.... a few things I tried were Mind Rot, Stoke the Flames, Steam Augery, Hero's Downfall, Chandra, and Divination- just to name a few. That way you have a chancec to sneak in a 5+ casting cost spell because you've already stung them with the smaller spells. But the problem there is that you need to make that 5+ casting cost spell be really nasty- my favorite choice was Worst Fears. Something like this was my initial attempts.

http://www.mtgvault.com/bellz76/decks/master-of-fears/

Ultimately, I think you need some more win conditions and a little more interaction with your opponent to make your deck idea go.

Hope this helped some.

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Posted 07 January 2015 at 21:23

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It did, thank you. I like steam augury, and I agree the goal of the deck is a little schizophrenic. I will try some stuff out. I really appreciate your assessment of the deck!

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Posted 08 January 2015 at 19:53

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