Something went wrong. Try again later

thatpinguino

Just posted the first entry in my look at the 33 dreams of Lost Odyssey's Thousand Years of Dreams here http://www.giantbomb.com/f...

2988 602 36 134
Forum Posts Wiki Points Following Followers

ThatPinuino's Magic Lessons: Delving for Secrets

Delve is likely the most powerful mechanic in the entirety of Khan’s of Tarkir. Unfortunately, delve is also the least intuitive of any of the mechanics in Khans from a deck building perspective. Raid, outlast, prowess, morph, and ferocious all benefit from being in decks with laser like focuses on one central theme: attacking, +1/+1 counters, morph, and big creatures. At first glance, delve cards seem to belong in a deck that focuses entirely on filling up your own graveyard in order to cast delve spells for as cheaply as possible. However, every delve spell you cast eats away a huge chunk of graveyard necro-fuel and in doing so makes each subsequent delve spell much more expensive. Like unemployed business majors in a recession, delve spells fight each other for the same resources.

This card is situationally good in a situation that comes up every game
This card is situationally good in a situation that comes up every game

This leads me to a well known anecdote about the most efficient creature in Magic’s history: Tarmogoyf. When Tarmogoyf was first printed in Future Sight, players approached it as though it was a graveyard based build-around-me card. Deck builders flooded their Tarmogoyf decks with every card type, self mill, and odd synergies to try to turn Tarmogoyf into a 2 mana monster on turn 2 or 3. Then people found the secret to playing with Tarmogoyf: it is amazing in almost any situation because games of Magic always involve cards of multiple types going to the graveyard through normal gameplay. Tarmogoyf is extra powerful in decks with lots of removal, discard, and fetch lands; however, it is strong almost any time it’s played. Although Tarmogoyf seemed like a build-around-me card, it was really just a hyper-efficient creature that complements an ordinary removal/disruption strategy; delve will be at its best when used the same way.

It took 1 weekend for this card to change a format
It took 1 weekend for this card to change a format

Most ordinary midrange, tempo, and control decks can afford to play 2- 5 delve cards with the expectation that they will get to cast at least one for a big discount. Though delve cards suck in your opening hand, there are few cards you would rather draw on turn 4 or 5. 2-3 copies of a given delve spell sounds like a good fit in most cases. Playing 2 powerful cards in one turn can be backbreaking and all of the delve cards allow for those types of explosive plays. Turn 5 Mandrills + Polukranos sounds pretty darn hard to stop. You don’t have to worry too much about filling your graveyard to the brim since almost all of the delve cards are still plenty playable if you can only delve for 2 or 3. Now if you play some cards that put cards in your graveyard and add value, like Satyr Wayfinder or Nyx Weaver, then you can really go nuts with delve. I’m talking about playing 5-8 delve cards with a reasonable expectation that you will play most of them for 1-3 mana. I’m not sure if a dedicated delve deck will be as strong as just splashing delve into an otherwise solid deck, but it is certainly worth exploring. The delve cards that I would personally test in standard are Dig Through Time, Empty the Pits, Murderous Cut, Treasure Cruise, Necropolis Fiend, Become Immense, and Hooting Mandrills.

In limited formats delve works best as a splash, not a major theme. 40 card decks can really hurt themselves with self mill and running out of cards is a real threat. On top of that, most of the cards that self mill large amounts are not particularly efficient in and of themselves. For example, Rakshasa’s Secret has a strong enough effect that the mill is gravy, but Taigam’s Scheming doesn’t do a whole lot other than hopefully fix your draws and fill your dead guy pile. A better way to use delve would be to build a deck that plays for the long game and just happens to be able to delve for cheap near the end game. That kind of deck could conceivably play a delve card for its full cost or play it for almost nothing, which assures that your delve cards are never useless.

In short, delve shines in just about any deck with black, blue, or green and a medium to long game plan. If you have any doubts about the power of delve cards just look at this deck list that won a recent Legacy tournament. 4 copies of Treasure Cruise in the main deck of a Legacy tournament winner is about as big a statement as a card and a mechanic can make.

10 Comments

10 Comments

Avatar image for bollard
Bollard

8298

Forum Posts

118

Wiki Points

0

Followers

Reviews: 3

User Lists: 12

Treasure Cruise is such a cool card. Glad I got one from my Khans FatPack!

Avatar image for thatpinguino
thatpinguino

2988

Forum Posts

602

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By thatpinguino  Staff

@bollard: Yep that thing is going to be a multi-format allstar unless it gets banned. It is basically Ancestral Recall in a whole lot of decks, and Ancestral Recall is one of the strongest cards ever printed. Khans might have some of the most powerful commons and uncommons I've seen in a very long time and delve is a huge part of that. Stock up on your delve commons and uncommons now because they are going to hold value! Foil Treasure Cruse could easily be 10$ some day.

Avatar image for thatpinguino
thatpinguino

2988

Forum Posts

602

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By thatpinguino  Staff

@bollard: I opened a box and somehow got 4 fetch lands but only 2 copies of treasure cruise... I can't say I'm disappointed, but the sheer unlikeliness of that happening is pretty staggering.

Avatar image for bollard
Bollard

8298

Forum Posts

118

Wiki Points

0

Followers

Reviews: 3

User Lists: 12

Avatar image for Levius
Levius

1358

Forum Posts

357

Wiki Points

0

Followers

Reviews: 0

User Lists: 2

I like Delve, with Morph it's probably the joint most interesting mechanic of Khans. Anything that makes cards cheaper has the potential to be really good; it's sort of a fixed version of Affinity in an odd way. It's a shame Logic Knot didn't get reprinted, I always enjoy a 2 mana counter spell. I wonder how Treasure Cruise will go down in Modern, considering Ancestral Visions is banned, and that Cruise looks to be on par at the very least. It's actually a really interesting comparison as visions is really good in the first few turns, but then quickly gets worse, and cruise is the complete opposite.

Anyway, I think I will have time to do some prerelease stuff on MTGO, and I am excited to give the format a go, I have heard only good things about it.

Avatar image for thatpinguino
thatpinguino

2988

Forum Posts

602

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

thatpinguino  Staff

@Levius: The only issue with the affinity comparison is that you really need to focus in on artifacts to play affinity cards, while delve just requires green, blue, or black and a non-aggro strategy. Logic knot would be pretty busted compared to the counter spells that get printed now. I mean it is a 1 mana counter some of the time. Treasure Cruise/ Dig Through Time are going to be all over the place in Legacy and Modern for the same reason Tarmogoyf is: they are super duper efficient spells with a drawback that isn't much of a drawback. Cruise might actually be stronger than visions in the long run since the timing element isn't as strict with Cruise. You can power out a turn 3 Cruise in a way you just can't with Visions.

You should really give Khans a shot! It is the most fun and balanced format I have played in a very long time.

Avatar image for Levius
Levius

1358

Forum Posts

357

Wiki Points

0

Followers

Reviews: 0

User Lists: 2

@thatpinguino: I guess what I meant with the affinity comparison was that while Affinty gets super broken because all your affinity cards get way cheaper and so can make the deck explosively fast, delve is a lot fairer as it only makes one card super cheap occasionally. Anyway nice article, I hope you keep the Giant Bomb Magic flag flying.

Avatar image for theoriginalatlas
Atlas

2808

Forum Posts

573

Wiki Points

0

Followers

Reviews: 7

User Lists: 19

I am honestly surprised that Tarmogoyf hasn't been banned in Modern yet, and yet cards that hose it like Deathrite Shaman did get banned. It's just super busted and efficient, and doesn't really do anything interesting or novel; it's just this big dumb beatstick that's defined the format for years now.

Haven't really had a chance to mess with Delve. I did terribly at the KTK prerelease running an Abzan deck with one Delve card (Dead Drop), and wasn't able to get value off of it. My LGS is drafting KTK tonight for FNM, and I'm probably going to go, and I don't know whether to plan to draft W/B to either move into Abzan or Mardu, or to draft B/G to move into Abzan or Sultai.

Avatar image for Levius
Levius

1358

Forum Posts

357

Wiki Points

0

Followers

Reviews: 0

User Lists: 2

@atlas: To be honest, I think it's simply the money that people have invested in the card that stops Wizards from banning Goyf. It wouldn't be the first time they have put money concerns of players before the health/accessibility of a format, which I can understand.

Avatar image for thatpinguino
thatpinguino

2988

Forum Posts

602

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

thatpinguino  Staff

@atlas: The investment angle on Goyf is one big consideration, but it also isn't an especially unstoppable card. it is the most efficient creature you can play, but it doesn't have evasion or protections so it is very answerable. You can even neuter it if you play graveyard hate. Goyf is the market setter when it comes to efficiency and power, but all it does is push less efficient beaters out of playability. It doesn't stop other types of decks from being playable. Its not like Goyf lead zoo decks are running roughshot over Modern. Deathrite shaman was a wincon, mana dork, hate card all at once. It could shut down graveyard strategies and ramp you and be grim lavamancer for 1 mana in 2 different colors. It was just too good at too many things. While I wouldn't be surprised if it was unbanned, I do think it has a bigger warping effect on the metagame than Goyf (as odd as that is).

My advice for all drafts is to let the draft come to you and not pre-decide what colors to play. That is especially true in a format as open as Khans can be. Every color combo is viable in Khans and 2-4 color decks will be the norm. If you really want to pick between w/b and g/b I would say g/b just because Disowned Ancestor and Kin Tree Invocation seem like the most fun cards to play together.

@Levius: Yeah the cost reduction thing is the same, but the usage case is very different. Affinity is only degenerate in one deck while delve has the potential of just being everywhere on top of being degenerate in a delve specific deck. I'll try to keep the weekly column up as long as I can!