As you wish. It's often really easy to hit a control opponent low. However, if the gas isn't forthcoming or some sort of obstacle, such as Sacred Mesa, makes its presence known, there's a need to deal damage through blockers as non-combat damage to the face. Being fetchable and colourless, Cursed Scroll fulfills this role perfectly.
Since the need is pretty much exclusive to the control match, the card naturally needs to reside in the sideboard (it would be close to dead in others). It could be quite potent as a finisher there though - it breaks through almost all forms of defense the opponents can muster and isn't vulnerable to artifact removal either. It's a card I throw around every now and then. I even tested it MD at one point, but at that point, the meta contained little to no control-decks, which made it simply subpar. Now, however, there's a very relevant contingent of a variety of control-decks around and the card could be worthwhile. Better than Glen Elendra Archmage, I can't say, but worthy of consideration at any rate.
EDIT: Vs. Affinity, Needles are awesome. Their two biggest threats in Cranial and Ravager are both Needleable and same goes for the Vial if you've got Chalices, or such. EE comes in too. I'm not sure what to take out in the present version though - I'd probably go for SoLSes since they are quite fast for the card and don't really run enough removal to make it worthwhile. I'd also look into bringing Jittes in.
EDIT#2: My initial take on Sigil is "Yes, 1" as it turns Trinket into a credible threat all on its own, and allows fetching for equipment which can be critical in matches where you want to minimize your board commitment. However, as it's worse than Jitte, SoLS or SoFI, more than one is wrong since you literally never want it off the top of your library instead of another piece of equipment. But as I said, I haven't tested it yet so if it turns out somehow more clunky than it appears, or more awesome than it appears (or liable to die and thus needing a backup copy for the second Trinket), I'll retain the permission to change my opinion into 2 or 0. However, I'm almost 100% that the correct range is 2-0 - I can't see playing more than 2 in any build for any reason. And I'm leaning towards 1 right now.
So guys, any thoughts on my newest build?
//Land
9 Island
1 Seat of Synod
4 Ancient Tomb
4 City of Traitors
4 Chrome Mox
//Blue
4 Force of Will
4 Trinket Mage
4 Serendib Efreet
4 Sea Drake
4 Mulldrifter
2 Cloud of Fairies
2 Pestermite
2 Sower of Temptation
//Artifacts
4 Chalice of the Void
2 Sword of Fire and Ice
2 Sword of Light and Shadow
2 Umezawe's Jitte
1 Pithing Needle
1 Sigil of Distinction
Is four 4cc Threats too top heavy?
Was going with Pestermite instead of Cloud of Fairies the correct call?
Are Chalice, Needle and Sigil sufficient Trinket Mage targets or should I be playing one ofs of Engineered Explosives, Tormod's Crypt or Relic of Progenitus as well?
Is the 2/2 split with the two Swords an acceptable call or is Umezawe's Jitte just outright bad these days?
Is 14 blue sources good, or should I cut an Island?
Last edited by Captain Hammer; 10-20-2008 at 01:00 AM. Reason: Edit: Subbed out 2 Glen Alara Archmage for 2 Cloud of Fairies...
I played this yesterday to a 9th place finish (5-1-1) in the Source 5th Anniversary tournament. Apparently Faerie Stompy was a good metagame choice or something. Here's the list (more or less copy/pasted from Eldariel's):
// Lands
4 City of Traitors
4 Ancient Tomb
9 Island
// Creatures
1 Shoreline Ranger
4 Serendib Efreet
4 Trinket Mage
4 Sea Drake
3 Sower of Temptation
4 Mulldrifter
3 Pestermite
// Spells
4 Force of Will
3 Sword of Fire and Ice
3 Sword of Light and Shadow
1 Pithing Needle
4 Chrome Mox
4 Chalice of the Void
1 Sigil of Distinction
// Sideboard
SB: 1 Pithing Needle
SB: 2 Tormod's Crypt
SB: 3 Back to Basics
SB: 3 Umezawa's Jitte
SB: 1 Engineered Explosives
SB: 3 Blue Elemental Blast
SB: 2 Trickbind
I've never been a fan of Misdirection in the board. I wanted to try Glen Elendra Archmage in that slot to help the Landstill matchup, but I was unable to get any before the tournament. Trickbind was the best option I could find as an answer to Deed. It probably could have been something better (additional Needles maybe?), but it didn't end up mattering over the course of the day. I'll post a mini report later tonight.
If you're playing 4 Trinket Mage and 3 Sower of Temptation, then seriously, why NOT play a singleton Seat of Synod.
You've never had a situation where you had a Sower of Temptation (and Trinket Mage) in hand, and needed to steal something, but couldn't because you were stuck at one blue source?
I find it interesting that in absolutely every single list, Cloud of Fairies is either played as a 4 of, or not played at all.
Is there a specific reason why Cloud of Fairies is an all or nothing card, a card that you either play 4 copies of, or don't play any copies of. Is the card only at it's best in multiples?
Or would it work fine as a 2 of?
I only ask because I'm subbing out my 2 maindeck Glen Alara Archmage for 2 Cloud of Fairies.
I rarely find myself wanting to find a Seat of the Synod with Trinket Mage. Chrome Mox is a better find with City of Traitors out, and Seat makes you more vulnerable to moons/Wastelock, which may or may not be a big deal.
I wouldn't maindeck Glen Elendra unless your meta was loaded with Landstill and/or Stax. Even then, I'd err on the side of putting it in the board. Four mana is difficult to achieve in Faerie Stompy, especially if you don't run Cloud of Faeries.
Your list is identical to mine except for -1 Mulldrifter, -2 Glen Elendra, -1 Seat, +1 Sower, +2 Pestermite, +1 Island. I wouldn't cut a blue source; I don't know how Eladariel manages with 13.
I think this is just because some people think Cloud of Faeries is really good and play a full set, while other people think it's not good and play none. People who think it's really good would sooner cut other cards than Clouds, so that's why you don't see any lists with a number in between.
SummenSaugen: well, I use Chaos Orb, Animate Artifact, and Dance of Many to make the table we're playing on my chaos orb token
SummenSaugen: then I flip it over and crush my opponent
No, I don't think so. The question is more about what you're taking out than what you're putting in. That said, without Clouds, it may be hard to accelerate into Archmages. Still, it's a very solid creature.
With Archmages, Clouds have increased utility. That said, I've been very happy with the switch to Pestermite, dealing with random things (such as Scepter Chant), improving the match against control, racing things and being big on its own right (and buying a turn in many MUs).
Unless your meta has extremely large numbers of Ichorid or Empty the Warrens-combo, I'd stick to the 3 you mentioned. The slots the other trinkets take tend to be more valuable than the fetchables themselves. EE is handy against Goblins, gravehate can have uses against control and is great against Loam-decks, but those aren't dominating the meta at any rate.
Depends. Jitte is kinda slow against Goyf, but still impressive. Against Goblins, Elves, Slivers, Merfolk and the like, Jitte is gold (hence the 3 on my SB).
14 is the right number. I play one Shoreline, hence one less Island. I'd never go under 14 and may actually consider a 15th (but again, it's the cost of removing a card and flooding slightly more vs. the unplayable hands).
@VsTheWorld: Awesome and bummer! Too bad you didn't Top 8, but 9th is great. Really bummer to hear you lost to ANT - those Glen Elendra Archmages would've helped a lot there. Can't wait for your report!
@Hammer: Fetching Mox is usually just as good, as Kuma said. The few times Seat is better aren't worth the worse Back to Basics imho (although if I were to play without B2B, I'd immediately add Seat).
@Kuma: Shoreline works out as a blue source often enough to keep it together. That's how I do it ;)
Back from the GP Paris Legacy side event where I did like shit, 2/3 drop.
I can't fucking believe it: I went 2/0 beating Ichorid and Nauseam, then lost against High Tide (soo bad), False Cure (reaaaally bad) and -BRACE YOURSELVES-.... Mono W aggro/geddon.
Right now, I hate this deck so much... A deck that loses against decks that win nothing, moreover bad decks that are good MUs (I mean, HIGH TIDE MAN!!) doesn't deserve to be played. It has been my petdeck for like one year and a half, I've been pimping it seriously... But there's a limit to everything.
I just think I'll stop playing legacy for a moment. Or at least FS. Until Bazaar of Moxen 3.
How do you lose against High Tide? I always thought that was one of the easiest matchups around... It's pretty much just a game you play on auto-pilot... Didn't you just have some bad luck? Feels weird to blame this on the deck.
Also, losing against decks that don't matter isn't really that bad, imho. Winning against decks that are good is more important than not losing to the others.
Report time!
Round 1 - Kyle Dorgan playing Ad Nauseam Tendrils
G1: He wins the roll and leads with Swamp, go. I drop Tomb and Chalice at 1, not sure what he's playing. I'm holding a 2nd Chalice in hand, planning to drop it at 2 the following turn. He plays a fetch, thinks for about 3 minutes, fetches up an Island, dumps a hand of Chrome Moxen, Lotus Petals, and Cabal Rituals into Ad Nauseam. Crap. He gets a ton of cards before getting down to 4 life, but most are Dark Rituals and Mystical Tutors. He spends a few minutes thinking again, reveals one more card (Infernal Tutor) and moves to discard, passing the turn with 7 in hand. I drop my other Chalice at 0 on my turn, but I don't have any beaters. He EOT Rushing Rivers both Chalices and goes off for lethal on his turn.
(SB: -3 Sower, -1 SoLaS, +2 Crypt for IGG, +2 Trickbind)
G2: I open a 7 card hand of Drake, Mox, City, Pestermite, Island, Sword of Fire and Ice, Efreet. Damn. Great against anything, but no disruption = autoloss against combo. I mull to a 6 card hand with Chalice and turn 2 Trinket Mage. I drop turn 1 Chalice at 0 and Tomb. He passes without playing a land, discards LED. I play Trinket Mage, fetch a Chalice. He draws and discards another LED. I play Chalice at 1 and beat for 2. The next three turns consist of me casting 3 Mulldrifters digging for Force and beating him down to 5, putting myself to 16 off Tombs. He hits 2 land drops. At 5 life, he EOT Hurkyl's Recalls. Guess who couldn't find a Force off 3 Mulldrifters *points to self*. He has enough to Tendrils me for exactly 16 life. Afterward he shows me he had the turn 1 win if I didn't Chalice at 0. At any rate, an inauspicious start to my day. I was ready for the ANT matchup and had confidence I would beat it handily. Force + Chalice is good times against combo or something.
(0-1 matches, 0-2 games)
Round 2 - Jason Farr (black and blue) playing Faerie Stompy (WTF? a mirror match??)
G1: He wins the roll and we each spend our first turn playing land. He plays Tomb, Trinket Mage fetching Sigil of Distinction. I play Tomb, Trinket Mage fetching Needle, Mox, Needle naming Sigil. My Trinket Mage ends up equipped with 2 SoLaS's against his Drake and a Mage equipped with SoFI. I swing with my Mage, he blocks with his and it dies. Next turn he goes to equip SoFI to his Drake when he realizes his Mage had pro-blue and wouldn't have died last turn. We call a judge and he rules that the game state has progressed too far and the Trinket Mage remains in the graveyard. A warning and caution are given out, and soon after another Drake joins the party and I get pwned by big fliers. SoFI>>>>>SoLaS in this matchup.
(SB: -4 Chalice, +3 Jitte, +1 Needle)
G2: Faerie Stompy does what Faerie Stompy does. His life total goes 20, 16, 8, dead. Turn 1 Drake, turn 2 SoFI, turn 3 equip. Not much else to say here.
G3: Turn 1 Trinket Mage for me finds a Needle to hold until he plays equipment. Turn 2 Mulldrifter refills my hand, and from the life totals it looks like he Forces something, but I play another 2 power beater and kill him before he gets anything going. All the damage I took was from my own Tombs. He shows me he was playing a version with fetches and a few duals for Bitterblossom and EE for 2 out of the board. Bitterblossom is interesting, as it effectively Forcefields Goyf every turn and provides a stream of bodies for the control matchup. I'm not sure it's what Faerie Stompy needs, but an interesting experiment to say the least.
(1-1 matches, 2-3 games)
Round 3 - Ashur Terwilleger playing MUC
I had seen him playing next to me earlier, so I know he's playing a creature-based MUC deck (Force Spike, E. Truth, Sower, Kira, and Morphling; no Propaganda, Shackles, FoF or anything). I'm a little worried, because our strength in the MUC matchup is that we only need to resolve one guy and prevent active Shackles or Powder Keg. Sower of Temptation has me nervous too.
G1: I don't have any notes on this matchup, so this is coming all from memory. Game 1 is long and boring as MUC games tend to be. My life total slowly dwindles from Kira beats and Ancient Tomb, while his goes 20, 18, 14, dead. He E. Truths some Swords and guys, but can't resolve a Sower to steal my fliers. I think I got a double SoFI-equipped Drake alongside a Mulldrifter after he's forced to chump on the previous turn. Rawr.
(SB: -1 Sower, +1 Needle)
G2: This goes much the same as game 1, my life total dropping slowly from 2/2s and Tombs. I can't get a guy equipped to swing for a bunch though, and we mutually expend each others' resources with Forces and Powder Kegs. I resolve a Drake, but go to 2 life in the process to his 6. He plays Sower and I let it resolve. On his next turn, he plays Miren, the Moaning Well (tech?) and goes to attack with both guys. I look down at my life total, look at the Pestermite in my hand, and my brain decides to take a 5 minute coffee break. For some reason, I think I can let him attack with both, flash in Pestermite to block Sower, take a hit from Drake, and force him to sac Drake to Miren, leaving no creatures on the board with another in my hand. He enters combat, I pass, he declares attackers, I flash in Pestermite, and my brain comes back. I look at the board and realize I'm dead. That has to rank up with allowing turn 1 Negator to resolve with Force in hand thinking I don't have it as my worst misplay of all time. Go me.
(SB: -2 Sower, +2 Trickbind for Powder Keg)
G3: We start this game with 6 minutes left in the round. I'm playing at a feverish pace, dropping threat after threat. He has counters for Chalice at 2, Drake, and Efreet. Time is called on my turn just as I begin to establish my board. Another Drake shows up, grabs itself a SoLaS, and swings in, putting him to 14. Turn 4 comes, my last turn, with him at 12 life and I look down at my board of Drake and 2 other guys. I think he has one blocker. I draw Sigil for the turn, count mana, and see that I can only deal him 10 damage this turn. If either the SoLaS or the Sigil had been SoFI, I get the extra 2 in and kill him. If I have one more turn, I swing again and kill him (with Force in hand for protection). As it is, I just pass the turn and we draw. Bleh. At 1-1-1 I figure I'm probably out of top 8 contention as there will likely be 4 5-0's who ID the last couple rounds and end up 5-0-2 to get in over me. I'm pissed that I don't walk out of this round with a win, because this was a very winnable match for me. Misplays and slow MUC FTL. Prizes extend to top 16 though, so winning out accomplishes my goal of not walking out empty-handed.
(1-1-1 matches, 3-4 games)
Round 4 - Brandon playing Goyf Sligh
G1: He wins the roll and drops turn 1 Fanatic, while I only muster an Island, go. Turn 2 brings a Lavamancer (I have Force, but let it resolve, figuring he's going to need an all-in turn to kill me with Fireblast before I stablize). My turn 2 Trinket Mage gets Chalice, which I drop at 1 on turn 3. He wastes my Tomb and I stumble on land long enough for him to EOT Lavamancer and EOT Incinerate me twice, putting me in Lavamancer and Fanatic range. I feel like I shouldn't lose a game 1 to Goyf Sligh when no Goyf shows up. Chalice is supposed to pwn.
(SB: +3 Jitte, +2 BEB, +1 EE, -1 Sigil, -3 Sower, -2 something else, maybe SoLaS)
As good as stealing a Goyf with Sower is, Goyf Sligh has way too much removal to deal with it. Planning turns around Sower surviving can only lead to pain.
G2: The first two cards I see in my 7 card hand are Tomb and Chalice. Keep. Turn 1 Chalice at 1 slows him down a ton while a turn 2 Trinket Mage (fetching Chalice) lays the beats for a while. I Force a Goyf, land a Jitte on the Mage, and carry it to the win. That's what's supposed to happen.
G3: I drop either turn 1 Chalice at 1 or Efreet. The other one comes the following turn, and Goyf Sligh does that thing where it draws a bunch of 1CC stuff. He also stumbles on lands, sitting with Waste and Mountain and no source of green for a few turns. A second Efreet comes down soon after. I draw a Jitte and play it with 1 card left in hand and 3 open mana on the board. He Fireblasts Efreet in response to the equip, but I drop the land I'm holding and equip to the other one. Jitte seizes the day.
(2-1-1 matches, 5-5 games)
Part 2 coming in the next post.
Report part 2!
Round 5 - Justin Wynn playing Lands.dec
A Treetop Village flips while he's shuffling, so I figure I'm up against Land here. I'm not overly worried about the matchup, since Chalice at 2 shuts off Loam and Wish, Needle stops Maze of Ith (and everything else), and my guys can outrace manlands.
G1: He wins the roll and opens with turn 1 Savannah, Exploration, Nantuko Monastery. I keep a slow hand, knowing I'm not under much pressure, and just drop turn 1 Island. He plays a land and Manabond, which I Force, figuring that might be able to speed him past my slow start. He drops another one, but passes the turn without dumping his hand. Hmm. Guess he's not holding much. I play some beaters, he continues to just draw and pass, and his life total goes 20, 14, 13, 1, dead. Turns out he drew almost every Exploration/Manabond in the deck. No fun for either of us this game.
(SB: -3 Sower, -3 SoLaS, +3 Back to Basics, +2 Crypt, +1 Needle)
G2: At least this time he gets something going. I get turn 1 Efreet and beat for a few turns while I Trinket Mage for Needle, which I play on Mishra's Factory. He Mulches into 1 land, Loams back 3 more, and I follow with Chalice at 2. He has double Barbarian Ring on the board, so he dredges Loam anyway to reach threshold, but doesn't have enough red sources to kill Efreet. Next turn I draw Back to Basics, cast Mulldrifter and draw a Crypt, Crypt him and drop B2B. He dies to fliers the next turn and then tells me he boarded in Ancient Grudge, but not Ray of Revelation, so he was basically dead to the B2B.
(3-1-1 matches, 7-5 games)
3-1-1 after a 1-1-1 start has me in high spirits, but my brother, who started off 3-0, has dropped his last 2, leaving only me in contention for prizes. Guess I have to win out then. I figure as I get into the higher tables, the number of decks playing Counterbalance will increase, meaning the number of decks which die to Chalice will increase. I love that little artifact.
Round 6 - Mike Teachout (Mr. T) playing Ugr Thrash
G1: He opens with fetch -> Volcanic, I open with Efreet off a Tomb and Mox. He Brainstorms and Efreet resolves. That's basically game, as he gets stuck on one land for a few turns while I drop Trinket Mage. Pestermite during his upkeep elicits a Brainstorm in response, which fails to find Daze or land, and he succumbs to the beats on my next turn.
I didn't write down my boarding for this match and I completely forget what I did with it. I think I brought in EE and B2B (questionable in this matchup, but it slows him down enough for me to hopefully establish Chalice control) for some slower stuff.
G2: Turn 1 fetch by him is met with turn 1 Chalice by me. He Dazes, I Force pitching Shoreline Ranger, he Forces back pitching Stifle. Good enough for me. My Lightning Bolt-proof Efreet resolves next turn through his depleted hand and goes all the way, eventually picking up one piece of equipment or another.
(4-1-1 matches, 9-5 games)
Nice! 4-1-1 means at least top 32 and a booster pack for a prize. A win next round gets me top 16 and $50 worth of prize cards. The other 13 pointers at this point are IBA (The Mighty Quinn), quicksilver (RGBSA), and whit3 ghost (some Thresh variant). I'm confident against Thresh, worried about Survival, and completely unsure about Quinn. I've never played the matchup in my life and have no idea what to expect. Of course, pairings come up and I see I'm up against Jack Elgin. Here goes nothing...
Round 7 - Jack Elgin (TheInfamousBearAssassin) playing The Mighty Quinn
G1: I win the roll and get turn 1 Trinket Mage, fetching a Chalice and playing it for 1 on my second turn. SoFI shows up and an equipped Mage gets 1 swing before getting Runed Halo'd. Sea Drake comes down while Jack gets Scrying Sheets going. He has 4 lands in play after Scrying, so I upkeep Pestermite a Plains. He doesn't draw the land for Wrath and I swing for exactly lethal on my turn.
(SB: -3 Sower, +2 Trickbind, +1 Needle)
G2: He opens with turn 1 Sensei's Divining Top, and I just have an Island. Turn 2 I drop Chalice at 1, he responds with Enlightened Tutor. I Force it, he plays another in response to the Chalice. Damn. Tutor finds Aura of Silence, and he draws a 2nd one soon after to make my equipment basically unplayable. I sit there doing nothing relevant, eventually drop a 2nd Chalice at 1 for 6 mana against double Aura. I resolve Mulldrifter and beat for 3 turns while he Tops and Scrys for land. Belcher comes down, burns my Drifter, and Endless Horizons seals it for him.
G3: I realize I'm not going to win this matchup by playing control, so my turn 1 Chalice at 1 is crucial in shutting off Chant and StP. Four mana = Wrath and Humilty, so I have to do everything in my power to kill him as soon as possible. I islandcycle on turn 2 which makes me sad, but drop Sea Drake and SoFI turn 3, equip and swing for 8 on turn 4 and play Trinket Mage fetching Sigil, as this puts me at exactly lethal the next turn. He has the Wrath, I have the Force, and that's game. Winning in these final round situations is always rough, because you know your opponent who fought as hard as he could to get there is walking away emptyhanded at your expense. Props to Mr. Elgin for taking the loss in stride. I hope to play you again someday.
(5-1-1 matches, 11-6 games)
So there you have it. I finish in 9th place, first out of the 16 pointers but kept out of the top 8 by 4 6-1's and 4 5-0-2's. Ninth got me first pick in the non-top 8 prize draft, so I picked myself up an Unlimited Time Vault. Not too shabby I guess. Faerie Stompy was definitely a good metagame choice, since Counterbalance was EVERYWHERE and Landstill seemed to stay home in fear of Ad Nauseam. Chalice continues to be the absolute MVP, winning so many matches practically on its own. I had cut a Sword of Fire and Ice for Sigil in my list, but way too many times over the course of the tournament I'd be sitting there with SoLaS wishing it were the other Sword. I'm going to go to 4/2 SoFI/SoLaS and see if that diminishes the effectiveness of maindeck Sowers at all.
For those questioning the lack of Seat, I never missed it. Trinket Mage for a mana source happens far too rarely to be relevant, and randomly losing a game to Wasteland on your only blue source isn't what this deck can afford, especially with only 17 lands.
As far as Pestermite vs Cloud of Faeries is concerned, there's not even a debate in my mind. Pestermite is far more useful than Cloud ever was. With all the damage this deck does to itself, racing other aggro decks sans equipment can sometimes be a problem. Cloud of Faeries gives you a chump, but Pestermite taps down that Goyf before it attacks and then swings back with the army the following turn. Being able to tap down an opponent's land during his upkeep buys you that crucial turn against control (see my Quinn matchup above), preventing them from stabilizing before they die. Although I've never had the opportunity to pull it off, flashing in Mite to surprise untap a blocker messes up all kinds of combat math and gives you another little edge in the aggro race. Basically, its utility combined with 2 evasive power just helps way more than occasionally accelerating by a turn and doing 5 damage to yourself in the process (double Tomb tap + mana burn.)
Inconsistency issues in the past made me drop this deck for while, but it has huge potential in a Counterbalance meta, and these newer, more streamlined lists combined with Mulldrifter's draw power stop the deck from just losing to itself like I had seen in the past. There's probably more I could say but this has taken way too long already. Much credit to Eldariel for the list. Too bad I couldn't get the Top 8 for the DtB forum.
Thank you for all the advise guys.
I opted to cut the Jitte and go with a 2/2 split between Cloud of Fairies and Pestermite.
Both are solid threats that are IMO worse in multiples.
The Pestermites are worse in multiples because they lose their surprise factor and sometimes don't have good uses for both.
The Clouds are worse in multiples because you rarely have so many cards you want to accelerate, and they can lead to a multiple 1/1 flyers on your board but with no real threats that apply pressure.
//Land
9 Island
1 Seat of Synod
4 Ancient Tomb
4 City of Traitors
4 Chrome Mox
//Blue
4 Force of Will
4 Trinket Mage
4 Serendib Efreet
4 Sea Drake
3 Sower of Temptation
3 Mulldrifter
2 Cloud of Fairies
2 Pestermite
//Artifacts
4 Chalice of the Void
3 Sword of Fire and Ice
3 Sword of Light and Shadow
1 Pithing Needle
1 Sigil of Distinction
As such, I love playing two of each.
Really too bad that you dropped the match vs. ADT (if only that Chalice had been played at 0... If only.) and drew vs. MUC. Both were very winnable. Still, the rest was smooth sailing. Oh, by the way, my experience is that Landstill isn't that bad a match-up and I've been winning more than losing vs. it lately (still not something I actually want to face though).
So FS is really good against the present DtB, which is probably why it has ended up in this forum in the first place (well, that and the fact that it tends to beat randomness really efficiently). I really want to get to try Glen Elendra Archmages though. That card seems just too smexy not to run.
@Hammer: Give it a go. I'd run Pesters in a second now, but feel free to try it out for yourself.
I had ten cards to bring in from the sideboard against Faerie Stompy. All of them good. Ten cards. WtF?
I'll go ahead and say it. I was one of the first and most vocal in criticizing this deck when it came out. And I don't actually feel bad about that because it kind of sucked then. But it's evolved into a fucking beast. Everytime I've played against it I've been impressed. I actually amn't sure that this deck isn't just functionally superior to Dreadstill in every way; if I had to play against one blue aggro-control deck with FoW and a permanent that countered low casting cost spells and gigantic fat threats, I'd much rather play against Dreadstill, because all it's cards are much more conditional. I don't know how much of that is because I don't run Fetchlands or Wasteland for Stifle or non-basics to be relevant, but it certainly seems to have a lot more power, and a superabundance of threats where Dreadstill has to wait on it's two card combo to get a highly vulnerable, if massive, threat out.
For my confessions, they burned me with fire/
And found I was for endurance made
The more I think about Shorline Ranger, the more I realize he should be in the deck instead of an Island. Consider the following opening hands:
Island, Drake, Serendib, SoFI, Trinket, Pestermite, Jitte. This is an automatic mulligan, whether or not the island is a Shoreline.
Island x2, Drake x2, Sower, Jitte, Trinket. This hand might work, but it is slow and should be thrown back. Replacing an Island with Shoreline makes it worse, but it was already unacceptable.
Island, Chrome Mox, Shoreline, SoFI, Drake, Pestermite, FoW. This one's probably a keeper whether or not Shoreline is an Island.
Island, Tomb, Sower, Shoreline, Chalice, Trinket, Serendib. Here's where Shoreline starts to shine. You have the flexibility of cycling him for a land early, or getting mana with Trinket Mage and trying to cast him.
Shoreline is also a much better late game topdeck than an Island. He's also great with SoLS, as you can cycle Shoreline early and get it back later when you can play it. Or, you could cycle it until you have enough mana to play it.
Another thought on the whole Diamond/Chrome debate. What is really important is looking at what happens when you don't have a Mox. If you don't have a Mox, you're much more likely to draw a useful card in the Chrome Mox version. That is the biggest selling point for me.
I've played eight games in tournaments against Faerie Stompy in the past few weeks, five of which I lost. Of those, two were entirely due to Pestermite cutting off Wrath mana. That card seems >>>> Cloud of Faeries, which is terrible. Small sample pool, but still.
For my confessions, they burned me with fire/
And found I was for endurance made
I have a question for you, guys:
How good could be Vesuvan Shapeshifter in FS?
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