Sideboard


Maybeboard


Strategy

This is an aggro-tempo Delver deck, focusing on resolving one threat and make it survive 'till it kills your opponent, while disrupting him with counterspells and removals.
When your threat is on the board, you'll usually draw>attack>go and play instants during your opponent's turn. If you draw a creature and you already have one on the field, it may be not the best choice to play it, because you won't have the mana to play counterspells (Anger of the Gods hurt us a lot).
Finally when you are out of fuel, just play Ancestral Recall and you'll be k.

Maindeck choices

Delver of Secrets : aggressive creature which can win the game alone if you proctect him long enough. Most of the the time it will be a 3/2 flying on turn 2 (if he didn't get bolted before), For sure one of the best drop-one in modern.
Young Pyromancer : Very versatile creature, can generate his own army of tokens quickly to put your opponent on a clock or chumpblock large creatures.
Geist of Saint Traft : Main reason of the white splash; can end a game in a matter of seconds, and doesn't die to spot removals. Volcanic Fallout is his worst ennemy, care of it.
Snapcaster Mage : SwissKnife. Only 2 because it poorly synergises with Treasure Cruise.
Lightning Bolt : Best removal in modern, makes room for your creatures and can be used as a finisher.
Lightning Helix : Best card of the deck against aggro decks, kills a creature and the life gain is really relevant right now with UR delver being the most played deck.
Mana Leak : 99% of the time a hardcounter for 2 manas, nothing else to say.
Path to Exile : When bolt is not enough... Its drawback IS relevant for us, so we don't run the playset, but sometimes it's the way to get rid of some annoying creatures like Siege Rhino, Celestial Colonnade or Tarmogoyf. An interesting trick is to use it on the Angel token if your opponent doesn't have any good targets for PtE.
Remand : Didn't you know Time Walk is modern legal ? They just changed the name and make it draw an extra card.
Spell Snare : Versatile counterspell, and the best card you can have in your opening hand when you are on the draw. Obviously not a 4-of because it remains limited.
Serum Visions : Allows you to sort out your future draws, and is a good topdeck late game.
Treasure Cruise : OP

SIdeboard and matchups

Coming soon cuz i'm lazy and the deck is still in trial stage.

Suggestions

Updates Add

Well I guess it had to happen... Sadly, I have to found a replacement now. I think i'm gonna play more snappy

Comments

Date added 9 years
Last updated 9 years
Legality

This deck is not Modern legal.

Rarity (main - side)

8 - 1 Mythic Rares

20 - 7 Rares

14 - 3 Uncommons

13 - 4 Commons

Cards 60
Avg. CMC 2.12
Tokens Angel 4/4 W, Elemental 1/1 R, Phyrexian Germ 0/0 B
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