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RUG Reveler Revealed! Primer WIP!!!

Modern Competitive Delver RUG (Temur)

mathimus55


Sideboard


Maybeboard


Who wants to play some sweet aggro control? Anyone? If so this is your deck. Play a beater, kill everything else. Bedlam Reveler refills your hand, Tarmogoyf still kicks ass, Delver of Secrets   and Stormchaser Mage are hard to block. Let's do this sh*t!

Card selection process

Delver of Secrets  : The main draw of the deck. Efficient and evasive beater that lends itself to a highly interactive game to flip him. An auto-4 of for the deck.

Tarmogoyf: The most efficient and powerful 2 drop in the game. Goyf is a relevant creature turn 2 or turn 10. He is the creature we need, but not the creature we deserve.

Stormchaser Mage: A bit of a curveball, especially at 2 mana. His flying, prowess and bigger toughness make him a much more relevant topdeck than the often preferred Monastery Swiftspear in this slot. Having flying means that even if we aren't able to prowess him up he can sneak in and steal games. He also is a much better blocker than Swiftspear in the games we need to play more defense early.

Bedlam Reveler: This guy...woof. The draw into playing RUG is because of him. He refills out hands late when we need extra gas, has a large body that is difficult to get rid of and turns our Stubborn Denial into a 1 mana Counterspell for protecting him. He might be the biggest impact card in the deck. Against the grindier matchups like Jund, Mardu or any control style builds he is undoubtedly our best creature.

Lightning Bolt: The most played spell in Modern for a reason. Fits out game plan of clearing the way for creatures to sneak in and also helps us finish off the job by going to the face late. 10/10 would play 5 if we could.

Tarfire : Extra copies of removal that happen to feed both Tarmogoyf and Bedlam Reveler. With lots of smaller creatures in the format right now in Affinity, Gruul Zoo, Abzan/Kiki Chord decks having extra copies of a 1-mana kill spell is great. Rarely does the 2 damage instead of 3 make much difference, especially in the earlier turns.

Flame Slash: We only need 1 copy of a 4 mana kill spell. A bit slow, but if we need to hit a Restoration Angel, Wall of Roots or any other random creatures we are able to.

Stubborn Denial: One of the best counterspells for our deck. With our plan to grow Tarmogoyf and Bedlam Reveler it acts as a 1 mana counter to every non-creature spell we can find due to the Ferocious ability. One of the more relevant counters across the format as well.

Gitaxian Probe: Some pros have called this spell one of the most powerful spells in any format due to the information you can gather. Checking to see if the coast is clear for a creature, finding out what deck they're playing in an unknown tournament or even just needing to trigger prowess on our creatures, this spell is very powerful. We often times will pay the mana cost for it as well.

Serum Visions: The card selection spell of choice, for Modern at least. We gain velocity through our deck, set up Delver of Secrets   to flip and can gain our incremental advantage over time. It's not ideal, but it's what we get. We need these to fuel our cheap Bedlam Revelers so we make do.

Dispel: People are going to cast their own Lightning Bolt and Path to Exile. We may as well keep them from killing our stuff. Also handy if someone thinks they're going to Collected Company or Chord of Calling for something cool. A big fat bowl of "nope."

Mana Leak: Only a 1 of and often gets sided out depending on the matchup. Plays well enough as a tempo play to keep the others from running away. As our only counterspell that hits creatures it fills a specific role.

Izzet Charm: A multipurpose tool in the deck. Helps us filter cards late with the loot effect, kill a creature early or a decent if underpowered counter. 1-2 copies in the 75 are always going to be appreciated due to the quality of each mode.

Seal of Fire: As a 1-of it does a few things that we really can take advantage of. One in being cast to sit on the board as a "free," Shock later. Two in we can cast it and leave it around so we don't have to discard it to Bedlam Reveler's ETB effect. Finally, it's another spell that we can use to pump Tarmogoyf proactively in any matchup.

Spell Snare: In Modern turn 2 plays are SUPER vital to furthering game plans. Whether you hit someone else's Tarmogoyf, Voice of Resurgence or any of the large amount of 2 mana kill spells it will have a target in 99% of our games.

Traverse the Ulvenwald: Such a crazy good card. Delirium is nearly a given in our deck, sometimes as early as turn 2 or 3, so it gets to act as extra copies of our Bedlam Reveler or Tarmogoyf late game. This card card be absolutely backbreaking against the control decks of the format, especially in sideboard games.

Echoing Truth: The final card in our toolbox-y build. Sometimes you just need to bounce a pesky artifact or planeswalker. This fits the bill. Against Elspeth, Sun's Champion or Lingering Souls tokens it can clear some major real estate and set the opponent back several turns.

Basics

Since Path to Exile is played in every white deck to some extent, we need them. We play an extra island for a couple reasons: for when we Blood Moon the board and just in case the opponent hits all 4 Path to Exile. It's not wrong sometimes to fetch for basics off the bat either since our land base is fairly painful otherwise.

Non-Basics

It's pretty standard for 3 color really. 2 of our main shock in Steam Vents and 1 of the others in Breeding Pool and Stomping Ground. We double up on Vents because our deck is heavy UR with a lighter green aspect.

I am a big supporter of at least 1 manland in every deck that can support it. Against control decks you are able to blank a fair amount of removal, especially wraths, until you are able to protect them. We only play 1 in a Treetop Village instead of Raging Ravine , Wandering Fumarole or Lumbering Falls since the activation cost is the easiest for us. I have been interested in trying a Lumbering Falls but the activation cost is somewhat prohibitive. With all the card draw in the deck we often get to 5+ mana, but we don't want to be tapping out to animate one either. Treetop Village finds that happy spot of a cheap activation cost with trample to help push damage through.

Blood Moon is one of the best punisher cards for greedy land bases and if we are able to fetch properly early we can lock out an opponent without disrupting our own gameplan. Simply one of the best cards we can bring in against a majority of the field.

Ancient Grudge: The flashback makes this a handy spell against Affinity and the Lantern Control decks. Spellskite is an issue for us and our highly interactive gameplan, so being able to clear one quickly and cheap is pretty important. We have a fair amount of loot effects so being able to pitch Grudge and still use it later is quite handy.

Dispel: Same as before. People try to kill our dudes. We gotta protect them. This does the job wonderfully

Grafdigger's Cage: With Dredge, Nahiri control, Collected Company/Chord of Calling around in the format like they are, this deck does WORK. The same thing that Blood Moon does, this does in different matchups. If we can steal any free wins for 1 mana we might as well do it.

Keranos, God of Storms: We only need 1, but he's a very hard enchantment to remove. They have to be playing exile effects, namely enchantment removal that exiles which is very uncommon. In the grindy matchups we can delay the inevitable long enough that Keranos will attrition them out over the game.

Scavenging Ooze: A solid extra piece of graveyard hate with incidental lifegain that we won't ever say no to. One of my favorite creatures in general, but his application against a variety of decks(ruining a Snapcaster Mage or Eternal Witness recursion maybe!?) means he can come into the 60 nearly any game.

Seal of Primordium: Fills the same application as Seal of Fire in the main board. Being able to cast for "free" before pitching it to Bedlam Reveler is pretty effective. Since Ancient Grudge only hits artifacts this is one of our few outs to enchantments hitting the board.

Stubborn Denial: See above explanation. Incredibly efficient counterspell

Young Pyromancer: I have been hapily surprised by how well he has done for me. Against the hyper aggressive decks in the format like Bushwhacker Zoo, Affinity or Burn we are able to string together some triggers and make chump blockers long enough for us to establish and take over. Still undecided if I will keep him since he can be meta-dependent but I do enjoy him for now.

Matchups and deck positioning to come later. Thanks for your support and don't forget to +1 the deck!!!

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Updates Add

Quick update with card selection. Changed the direction to theBedlam Reveler+Traverse the Ulvenwald value deck. The deck plays incredibly fun, while it can has some sluggish starts with only 13-15 creatures depending on the night and matchups I see in the room, it's very interactive and can take over a game quickly. The local playgroup doesn't play much in terms of linear combo style decks beyond a few Kiki Chord decks and some Abzan Company. Infect will show up often along with Mardu control, Jund and a plethora of others.

Tonight I went 4-0, beating Rat Tribal(new guy), Bushwhacker Zoo, BW tokens and Kiki Chord. The last match against Kiki Chord was incredibly entertaining, even some shop workers came to watch a couple of lesser played decks going at it for 4-0. All in all a good and fun night.

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Date added 8 years
Last updated 8 years
Legality

This deck is not Modern legal.

Rarity (main - side)

4 - 1 Mythic Rares

18 - 7 Rares

17 - 3 Uncommons

17 - 4 Commons

Cards 60
Avg. CMC 1.62
Folders Modern Arsenal, Modern, Temur (Modern/Standard)
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