Grixis Delver’s primary game plan is to stick an early threat, such as Delver of Secrets or Young Pyromancer, and use cards like Daze and Wasteland to disrupt the opponent’s initial development while killing the opponent quickly. There are, and have been, many different flavors of Delver of Secrets decks ever since its printing quite a few years ago. Grixis Delver would be considered a tempo deck, and even before Delver of Secrets was printed tempo has always been a strategy in eternal formats. Learning and understanding the skills in this matchup will help you for years to come because Delver of Secrets and tempo strategies will not be going away, and will help you against other current Delver of Secrets decks.
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 combo-ing 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.
Thoughtseize – There is a reason we also play Thoughtseize, because it is the best discard spell right now. The opponent can use Thoughtseize to take our key card in our hand buying them several turns to just find another discard or counterspell. Delaying our combo is even more brutal if we are being beaten down by a Delver of Secrets.
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 3-4 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.
Force of Will – The best counterspell in Legacy. Force of Will usually requires an answer in the form of a discard spell because we can’t really combo off into it unless the opponent counters the wrong spell or messes up. No matter how late the game goes we can never just play around it. We need to bait them into countering a non-important card or find a discard spell for it.
Wasteland – I covered playing around Wasteland in my previous TES Matchup Battles articles 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 for beating these cards are fetching the basic Swamp if you can afford it. That is why it’s 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.
Dreadhorde Arcanist – The latest addition to Grixis and UR Delver. Being able to recast cards like Lightning Bolt, Thoughtseize and cantrips for free is a big deal. Not just in this matchup, but in Legacy, casting spells for free is powerful. With Dreadhorde Arcanist we know any of these spells could be cast a second time, and that is a huge advantage to searching for more counters with a cantrip, taking a lot of damage with double Lightning Bolt or getting hit with Thoughtseize twice could be backbreaking. This can be slow against us, but if we have a slower hand then Dreadhorde Arcanist can take over the game.