How does Grixis Delver matchup against TES?
Delver of Secrets/Young Pyromancer – Both of these cards can put a pretty fast clock against us, and while it may not seem like it on paper they can kill very quickly. We need every turn we can get to make as many land drops to help beat all of their soft permission, but when we are getting beat down quickly it means we can't sit around all day and reliably do that before our life total dwindles. This is one of the reasons that these two cards are important for Grixis Delver, because if they don't have one of these two cards then that means we are not under any real pressure and can take our time comboing off to play around any of their counters and recover from a potential Wasteland. Young Pyromancer is also uniquely important because in the mid game it could make our Empty the Warrens unreliable as a win condition if they make enough tokens as a defense. Cabal Therapy – This is their best discard spell because of how well it works with Young Pyromancer and this combination could easily take our best cards away if we don't have a brainstorm for protection, but even if we do it is still likely to get at least one card. Spell Pierce/Daze – Most lists I have seen run 4 Daze and 2-3 Spell Pierce and it's because of these cards that prevent us from going off a lot of the time on turns 1 or 2 on the draw and turns 2 and 3 on the play because of how likely it is that they have one. These cards also make the fundamental turns in this matchup 3-5 because it allows us to play around these cards a little better by making land drops and using our discard spells more effectively instead of just trying to combo off as soon as possible and running right into all of this soft permission that gets worse the later the game goes. Force of Will/Flusterstorm - These are their best disruption spells because they will usually require an answer in the form of a discard spell because we can't really ever combo off into these counters unless the opponent counters the wrong spell or messes up. No matter how late the game goes we can never just play around them. Wasteland – I covered playing around Wasteland in my previous TES Matchup Battles article and it still holds weight here. Beating Wasteland is going to be more about your skill in legacy and not so much about the matchup in particular. Some hints to beating these cards is fetching the basic Swamp if you can afford to. That is why it is there, but not all hands allow you to do this, so making this evaluation of when you can afford to will be key in beating Wasteland in all matchups that have it.Deck List
Main Deck
- 4 Infernal Tutor
- 4 Brainstorm
- 4 Ponder
- 4 Gitaxian Probe
- 3 Cabal Therapy
- 3 Duress
- 3 Burning Wish
- 1 Empty the Warrens
- 1 Past in Flames
- 1 Ad Nauseam
- 4 Polluted Delta
- 3 Bloodstained Mire
- 2 Underground Sea
- 1 Volcanic Island
- 1 Badlands
- 1 Bayou
- 1 Swamp
Sideboard
Ways to win this matchup
Killing Them – TES is just a very fast deck and is good at doing it. We can easily win a lot of games on turn one and turn two, but the problem is unless we know the coast is clear that probably isn't the best way to approach this matchup. The opponent has a lot of free and very cheap interaction that can stop us during out combo turn. This is why the fundamental turns of this matchup are generally going to be 3-5. The opponent can't kill us before then and this allows us to make land drops and play around some of their softer counterspells while using our discard on their Force of Will and other must answer cards. Past in Flames - This is one of our best cards in the matchup and where the new decklist really shines. If we don't have an early kill through their disruption then we have a great mid-late game card that can help us combo off. Not only that, but if the opponent is pressuring us early with a Young Pyromancer it can be very hard to win with either an Empty the Warrens or an Ad Nauseam. We could easily be at a low life total where it is unreliable and they have enough creatures and tokens to defend off an Empty the Warrens, but that is also perfect case scenario for them. Duress - All of their disruption is in the form of noncreature spells and is pretty varied, so having something that will automatically hit a disruption spell is very nice compared to Cabal Therapy where if we name the wrong card they could be holding two different counterspells where it would have just been nice to hit one of them because their suite of counterspells could be so different. Turns one though three are the fundamental turns for the opponent because the pressure is on them to have a clock and their disruption immediately because we threaten a kill as early as turn 1. If they keep a hand with a few creatures, a cantip, a Lightning Bolt, and just lands then we can easily have a kill right when the game starts, so it is on them to have a great early game. On the flip side we aren't really under a lot of pressure to kill early because we can just make land drops, assemble the combo, and then get enough discard spells to clear the way before our life total gets low. This is one of the reasons that I think we are a big favorite in this matchup. We can alter our game plan based on how the opponent is playing much more then they can. If our opponent doesn't have much of a clock and is loaded on disruption we can go for the mid-late game Past in Flames kill, but if they don't then we can easily kill or make enough goblins since they don't have a real clean answer to them them starting on turn 1. It is the opponent who is pressured to have the right cards on the right turns.  ÂSideboarding
None
This may seem strange, because there are very few decks in legacy and all formats that don't sideboard against a popular deck, but I truly believe this is correct and what I have been doing. The main boardable cards are Surgical Extraction, Abrupt Decay and Chain of Vapor. I don't think any of these cards are that great in this matchup and I still want to have access to all of my Burning Wish targets for the midgame. Grixis Delver is already a pretty good matchup for us, so I don't think we really need any help here. They don't really play any unbeatable haymakers or terribly frightening individual card, it will require them multiple cards to beat us, so as long as we play around what we can and use discard to clear the way it should be a solid win for us.
Game Play
When thinking about how a matchup plays out or what a matchup traditionally looks like I always start from the beginning. Starting on turn one, and that is especially true in legacy and with storm. The game could be over in a short number of turns, so it is important that we make all of the best decisions we can right from the start. What we, and our opponents do, during these early turns often can and will determine who wins.
- Just play a fetch land and pass the turn to avoid the possibility of the opponent drawing Wasteland in four draws.
- Fetch for a dual land or the basic Swamp if we wanted to cast the Cabal Therapy, and then that opens up the options of what card to take.
- Fetch for a dual land and then cast Ponder to see even more options, and then plan to cast Cabal Therapy on the following turn.

