This thread is for discussion of this week's ReConstructed, which goes live Tuesday morning on magicthegathering.com.
I would certainly run at least three maindeck with the sheer number of Delver of Secrets flapping around because I want to be dropping one as early as possible. If it gets hit at the very least it is a spell that won't be hitting my reaver.
Taking a proxy of the deck for a run or two against some of the aggro decks I've been considering, I have a few concerns.
1) Mana Consistency - This deck often has the case of "Wrong Land on the Wrong Turn" syndrome. This typically balances out by turn 5 or so, but there are strong probabilities that your early game is just hampered because you have a Plains when you wanted a Mountain, or your hand is just filled with block duallands and it just slows you down.
There really isn't much that can be done about this that hasn't already been done. It's just something you need to be aware of.
2) Early game - This deck has no early game. If you are lucky, you got the mana to be casting Pillars and Snapcasters while you are building your mana base, but with the wrong hand, you'll just sit there as werewolves and tokens eat your life total. If your opponent is on a turn 4 plan, you could be in serious trouble.
3) Desperate Ravings - I believe this is the wrong card for the job. I realize we want a card that lets us draw cards on an opponents turn, but the random discard is too detrimental when we are playing for the long game. I think Think Twice actually works out better for this deck.
... that said, when this deck rolls into about turn 9 (About 6 land drops), it performs beautifully, and dominates the game completely. Also, it *can* get to turn 9. I just think you'd want to tune it a bit more if you want to make it to that turn consistently.
"While that something you're looking for could be randomly discarded, the extra card is so valuable that it's a small risk worth taking."
You know how novice players never understand that self-mill doesn't mean they're reducing their chances of drawing their bombs? This looks to me like a more subtle instance of that same error.
Take the simple case where you have no cards in hand and flashback Ravings. Instead of thinking of it as draw two then discard one at random, think of it as draw one then mill one. So it's clear that in that case there is no "small risk", right?
In the more complex case where you already have N cards in hand, there's an N/(N+2) chance that you keep both the drawn cards. If you don't, it's just draw one and mill one again.
tl;dr - If all you care about is digging for a card, Desperate Ravings isn't a risk at all.
Anonymous really forgot what the best card for a deck in this block that ramps: Somberwald Sage. So much mana, and it can fix it to some extent. This allows you to have a much higher curve and still be viable. And, the deck that he built seems really good, but I am worried it might just fold to a Curse of Stalked Prey deck that moves too fast. Or any other really fast deck that can recover from a blasphemous act.
Angelic Wall was intended to stall aggro and force them to over commit to the board so he could wrath and gain card advantage. A better card for this slot however would have been Feeling of Dread . It can be used twice, accomplishes everything the wall does, and gives you more card advantage when you do wrath. Just something that I thought he missed.
PS: What does this gain from red? I would think that a straight U/W Control build would do really well and not have as many mana issues.
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