![]() ![]() I like to think of it as a Dark Ritual that gets you 6 mana or can bring back of bunch of creatures from the graveyard. Tome Scour was one of the biggest upgrades I’ve made to this deck due to the sheer quantity of cards it puts in the yard. (Discarding 2 Prized Amalgams just to bring them back feels so dirty). If there were a bunch of useless lands or sorceries in my graveyard, I could use them for my Treasure Cruise and then I could use Haunted Dead to bring back 2 or more Prized Amalgams all in the same turn. Milling cards became both a ramp spell and a way to put 9 power into play for free. I was looking at Dredgless Dredge decks for ideas on what to include in my deck when it finally struck me that I could include the threats in dredge as my own payoffs for milling my deck. Still, the deck was too slow and wasn’t turboing out my Gurmags as fast as I would hope, and if I didn’t draw any delve threats the deck got to attack with just 1/1’s. I edited my sideboard to include some Disdainful Strokes as well as I was losing to decks that went over the top of my 5/5. I replaced Satyr Wayfinder with Grisly Salvage as it filled the graveyard much more easily, and if I’m just delving it doesn’t matter whether it’s a creature or an instant. It didn’t impress me enough to be a consistent mainstay. ![]() Languish was a pretty awesome card when it worked, but missed out on hitting some key cards like Siege Rhino and Polukranos. I went down to 21 lands which helped with flood but wasn’t quite there yet. This version of the deck was a step in the right direction but was nowhere near complete. It was at this point that I realized that all of my main threats had 5 toughness, which led me to try a new version of the deck based around Languish. I was also flooding on lands very frequently because of Treasure Cruise and Once Upon a Time. I felt that I had a powerful idea, but I wasn’t getting my delve threats out fast enough to matter and I didn’t have enough interaction to effectively stop my opponent. Haunted Dead was thrown in as something that I can mill and still get value out of.Īfter playing with this list for a while, I was constantly losing. Blue was just a splash at this point for cards like Treasure Cruise and Opt, and a few sideboard cards. Round out the deck with Thoughtseizes, Fatal Pushes, and Abrupt Decays and you have an interactive gameplan backed up by a huge threat that dodges most of the removal of the format. Combine with cards like Stitcher’s Supplier and Satyr Wayfinder and you can efficiently fill up the graveyard for cheap. This combined with cards like Fabled Passage meant we have a lot of ways to get cards in the yard for free in the early turns, which will help us get out an early Gurmag. ![]() My initial idea for this deck centered on Once Upon a Time being a free spell that can find your delve threats and help cast them. Let’s start with my first iteration of turbo delve featuring Once Upon a Time. I want to talk about the first deck I started with, the evolutions I made along the way, and how I finally ended up on a deck that can consistently and easily cast turn 2 Treasure Cruises. Trying to build a deck around these delve cards has been a journey in and of itself, with many different iterations finally taking me to a deck that I am happy to show off today. These cards have been banned in almost every format they have been legal in and while we don’t have fetchlands to effortlessly power them out, there is still a lot of potential in pushing them to their limits in an attempt to break them. Brewers have already been successful with Felidar Guardian, Oath of Nissa, and Leyline of Abundance so it’s time for us to turn to the other broken cards of the format. We are at a point in the format where it is our goal as players to break cards in half and get them banned. ![]()
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