Even better, it seems that people are still building it wrong. I mean, seriously, the deck can consistently kill on turn 4 and has a reasonable turn 3, and you are adding more lands and Talrand? Why? If you can't aggro kill early, you already have enough control, and more lands plus a "late game" is the worst plan here since 'Jack and Jill' was green lighted.
Roughly comparable to Todd Anderson's U/G Delver list. |
So, to help the embattled masses, who live in fear of needing 2/2 flying Drakes when you can have a 7/7 ground-pounding super plant on turn 3 instead, here is the updated version of "Potting Soil".
4 Snapcaster Mage
4 Delver of Secrets
4 Quirion Dryad
12 Creatures
4 Vapor Snag
4 Gitaxian Probe
4 Gut Shot
3 Mutagenic Growth
4 Mental Misstep
4 Mana Leak
3 Apostle's Blessing
4 Ponder
29 Spells
4 Hinterland Harbor
4 Cavern of Souls
7 Island
3 Forest
18 Land
And for those of you wondering, there are several thousand combinations of hands/draw phases that get you a turn 4 kill, but here is an example of the turn 3 for the non-believers:
Example 1:
Dryad, Delver, Gut Shot, Probe, Gut Shot, Harbor, Island.
Turn 1: Island, Delver. Pass.
Turn 2: Reveal Ponder. Attack for 3. Play Harbor, cast Dryad. (Opponent 17). Probe twice, drawing Snapcaster and Island. (3/3 Dryad)
Turn 3: Draw Mutagenic Growth. Play Island and cast Ponder (4/4). Ponder finds Probe. Probe into land. (5/5) Snapcaster Probe and draw Mutagenic Growth. (7/7) Gut Shot the opponent twice (15 life, Dryad is 9/9). Mutagenic Growth the Dryad twice. Dryad is 13/13 and Delver is 3/2, attack for 16.
I threw in a blank to make sure it doesn't seem like the ridiculous run-goods all-day/every day, but there are other ways to get to turn 3 with a dead opponent.
In any case, I hope you enjoyed this look at the deck, and don't stop believing.