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Eternal Weekend is this weekend, with Legacy events taking place Friday through Sunday. Like last year, the events will take place on Magic: Online. For those who aren't familiar with the tournament, Eternal Weekend takes place every fall and is the premier event for the Vintage and Legacy formats. The winner of each event walks away with a sweet painting of a classic Magic card. The paintings can be sold on the secondary market for large sums, making these events quite exciting to compete in. This year there are three Legacy events, with a unique painting going to each winner, and two Vintage events. Today I will discuss the UR Delver deck I plan to play for the Legacy events. Here's a breakdown of my list:
UR Delver
To Delver or Not to Delver?
The number of Delver of Secrets to play is currently a contested debate. Modern Horizons 2 introduced an interesting proposition: winning solely with Dragon Rage's Channeler or Murktide Regent. Rather than play Delver, you could just focus on these creatures carrying you across the finish line.
It's a reasonable theory, and I subscribed to it for a while before changing my mind. I trimmed on Delvers because I wanted to make my Dragon Rage's Channeler better, but Delver is great with Channeler. Having both of them in your opening hand is super explosive. Delver is also a great way to pressure removal spells before sticking a Murktide Regent in the midgame. It also plays excellently with Daze, Lightning Bolt, Wasteland, and basically every other card in the deck.
My Mainboard Considerations
Most people play around six burn spells, generally complimenting Lightning Bolt with Gut Shot or Unholy Heat. I like Dead//Gone to beat a resolved Murktide Regent or Marit Lage, that are difficult to deal with otherwise. Dragon's Rage Channeler can help you dig for answers to these cards, but it is important to have cards to actually dig for. This is even more true when you take into account Murktide/Marit Lage are giant fliers that a delirious Channeler will be forced to attack into.
If you are lucky you will even be able to bounce a creature your opponent stole with a Ragavan, Nimble Pilferer for some crazy value, or maybe remove a creature when there is a Chalice of the Void or Sanctum Prelate out.
I have a strong guttural aversion to basic lands. I've found myself in bad situations too many games, stumbling due to basics. Too many headaches trying to decipher if I should fetch a dual or a basic (this second point is somewhat nonsensical since adding options is a pure upside, however, magic is pretty hard to play, and severely reducing the difficulty is a nice side effect). Now, I wouldn’t say I have the expertise to know what manabase will yield a higher win rate but figured the shock lands will look odd to some people so I figure it's worth mentioning.
Sideboard Selections
Meltdown is a premier answer to Urza's Saga. There are plenty of other artifact-centric decks around, which this is also good against. I feel pretty good about having two currently.
I currently have this piece of graveyard interaction over something like Surgical Extraction, as it’s a reliable way to interact with Uro, Titan of Nature's Wrath. With surgical, you will end up in situations your opponent will cast Uro and you won’t be able to use your graveyard interaction to stop it. Feel free to choose whichever graveyard interaction you feel is most suitable as any should be good.
The alternate threat. Versus those decks trying to remove all your threats, you should have plenty of time to find this. I love having one for that reason. Prismatic Ending made it so control decks can remove any threat you throw at them. Previous alt threats like Klothys, God of Destiny, and Sylvan Library ain’t as unbeatable as they once were. This however nicely gets around removal spells.
I wanted a couple of cards for Death and Taxes, so I could side out all my Ragavans for a couple of Meltdowns (many D&T players now run Urza’s Saga) and two other cards of choice. Ideally, it would work vs Elves too, as Dragon's Rage Channeler lets me dig for cards, but you need to have actual targets to find and many lists don’t have any bombs to find vs Elves. I also kind of wanted a card for Delver mirrors. I wanted to side out all my Force of Will and Wasteland in the mirror, as I don't feel either card is really that good in the matchup. That is a whopping eight cards to side out though, so I needed to find eight cards to side in.
Gut Shot is a reasonable card at filling this role. It's not an insane bomb to find vs Elves but you can’t go too wrong with it. It's not unbeatable vs D&T, but again a great spell nonetheless. It's also quite a nice way to not fall behind to Ragavan, Nimble Pilferer. I have it in my most recent list but feel free to change it around if you don’t like it. I am likely to register the list as I posted it above.
Final Thoughts
Cheers and good luck to those playing this weekend. I am excited to bring this ultra-powerful version of the classic archetype to the table. To me, it plays like RUG Delver did a decade ago, with Murktide Regent acting as the Tarmogoyf, Dragon's Rage Channeler as the Nimble Mongoose, and Ragavan, Nimble Pilferer as the Stifle.

I idly speculate that someone's done that already because grad students have paper quotas to meet. In any case, I have neither the knowledge nor inclination to write an article detailing all the math around deck size. Nor is it strictly necessary.
The first way is to break the
The first dedicated objection to the limit came from the
Having a companion means having a specific card
all the best cards in its color combinations. The plan is to out-power opponents with more of the best cards. This strategy benefits enormously from Yorion's existence. And not just because it's another fatty.
The normal version plays 2 cascade spells for starting odds of 8/60=13.3% to draw the cascade spell. With 80 cards, they have the space for the mana to play another cascader (normally Ardent Plea) and the odds get better at 12/80=15%. More importantly, the risk of the worst outcome (drawing Footfalls) gets lower from 4/60=6.67% to 4/80=5%. That's not a small improvement all around.
board and there really isn't a way to double up on them to improve the math. I've watched a lot of Yorion Cascade players at FNM and MTGO lose helplessly as they fail to draw the right spells at the right time and just die.





The first one is easily the most straightforward. Eruth, Tormented Prophet turns every draw into Harnfel, Horn of Bounty. Which is already a Modern-legal card, but Eruth costs less mana, and that does make a huge difference. Whether that's made up for by Eruth being a more vulnerable creature is hard to say. The bigger benefit to Eruth is that there's no need to get the ball rolling with a card to discard; every draw exiles two cards. Harnfel is an integral piece of
The question: why bother? Eruth's card advantage doesn't actually put cards into your hand for later. It's use it or lose it, and that really limits her home to combo. Storm isn't really viable anymore and even if it was, why would it bother with Eruth over Expressive Iteration? In fact, why would any deck bother with Eruth over Iteration? And that's ultimately the problem. Eruth has the potential to just snowball out of control in a single turn, but what is she building towards and how is that better than existing options? She feels like a card that could eventually find a home that doesn't yet exist.
Headless Rider is meant to be to Zombies what Xathrid Necromancer was to Humans. The problem is that the Rider is even less necessary in Zombies than Necromancer has been for Humans for years. Gravecrawler, Geralf's Messenger, Relentless Dead, Diregraf Colossus, the list goes on of Zombies that let Zombies shrug off mass removal. Rider does nothing new and isn't needed.
Still, Rider does have combo applications. Zombies often includes sacrifice combos, and Rider doubles the fodder for said triggers. Why Zombies needs to double its fodder isn't clear, but this could push the deck in a more directly combo direction. Which might help the deck actually see play because it has never had much traction in Modern. No matter how good the beaters have been, without disruption, it just can't keep up. Perhaps going more for sacrifice combos is what is needed and if so then Rider is a perfect Zombies card.
Wizards clearly intended for this Drake to be enchanted. However, it has flying instead of hexproof, so there's no chance of it being a big Bogles payoff. Kor Spiritdancer is better in that context. However, the potential for this card to draw your entire deck certainly exists. The problem is that it won't be easy. Given the name, the obvious pairing to make Stormchaser Drake absurd would be the storm mechanic. The problem is that there
There is the option to just target Drake with lots of spells like Kiln Fiend-style
Just like with Headless Rider, Torens, Fist of the Angels has the potential to create utterly absurd boards. Unlike the Rider, Torens is a value play. Humans has been playing Adeline, Resplendent Cathar, and Torens can make far more tokens in a turn. However, I really don't think that such a fair use is Torens' destiny. Rather, Torens combos with Memnite and Ornithopter to just flood the board with dorks. I'm not sure how such a turn would be set up, but it wouldn't be unheard of for some
Vow has a cycle of cards that exile a graveyard card on entering the battlefield and then get some value from the card type. And for the most part they're mediocre at best. Yes, even Cemetery Gatekeeper. It's no Eidolon of the Great Revel; it's just too easy to play around. Remember how Harsh Mentor worked out?
of setup, especially since nothing like Sensei's Diving Top is legal. But there's a chance for a lot of value.
given Izzet being quite proactive and the dig being a great way to set up a continuing value chain. Any Izzet deck looking for a dig spell would be well served.
It's a decent though not exceptional body that fits into white-based creature decks and fills a hole in many of them. Card draw has been getting increasingly easy to get and is necessary, after all. Thus, she's a very solid addition. But that's not enough. Despite being gracious to others, Welcoming Vampire doesn't do anything alone, and her stats aren't exceptional. The ability doesn't trigger on itself, only others, and that's a huge strike against playability. It also doesn't disrupt the opponent or have tribal synergy with anything. The deck that wants Welcoming Vampire is a grindy Wx Valuetown style deck, and that hasn't been viable in Modern in years. Thought it would be very strong in such a deck.
and why they won't see play, is Graf Reaver. A 3/3 for two with a drawback
Any deck that untaps with Hullbreaker Horror, instants in hand, and a way to get more will win the game. Simply put, no relevant spell is going to resolve, and the board will soon be clear for good. Uncounterability doesn't impact this reality. The catch is that since Horror costs seven, it will be quite hard to meet those conditions the turn it comes down. Solitude being the most played removal for big creatures, Force of Negation is no help. UWx can do it, but why should they bother when what they're doing now is so successful?
Wilderness Reclamation decks, on the other hand, often hit the needed mana early and then have plenty to spend protecting Horror and riding it to victory. It would be quite trivial for such a deck to float the needed mana, untap on end step, and then cast and protect Horror. However, Reclamation is not a good Modern deck. When everything comes together, it's very powerful right now, but the problem is actually getting everything to come together. The whole deck is built around resolving a four-mana enchantment and keeping it in play until end step. That's not easy as-is, and Horror does nothing to help. So I don't see it working out.
However, as Modern has evolved, the weaknesses of Tokens have become too exploitable, and the



sometimes it's happened due to a very open metagame producing lots of unique decks. September and July were the former, August and October are the latter. And if it weren't for some late rogue decks making the list, October would have broken the streak. We'll see what November brings.
I'm a bit incredulous, but for the
And that's worked well for the past year. However, there's been a shift in deck composition. A new
On that note, UW (frequently UW splashing Fire // Ice, but that's not a different archetype) is holding strong in the second position. And it's not merely acting as an also-ran but was a genuine threat to Hammer Time's position for most of October. As I mentioned
But then something weird happened. Towards the end of the month, UW began falling off, and Hammer Time was able to pull away. Given UW's performance up until that point it didn't make much sense. This was coupled with a resurgence of UR Thresh, but I think that UW's drop off led to Thresh's comeback, not resulted from it. I've been looking for some explanation to why this happened on MTGO and I got nothing. It may be that pilots got bored or there was a subtle sideboard tweak that changed everything.
that consistently just squeaks into Top 32 the same weight as one that Top 8’s. Using a power ranking rewards good results and moves the winningest decks to the top of the pile and better reflects its metagame potential.
The highest placing high tier deck is