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thefreakaccident
07-24-2009, 11:58 PM
I recenly got some inspiration from an extremely old 'faerie' fish deck that an old regular used to play back in old 1.5 ....

Faeries//

Lands//20
4 underground sea
4 polluted delta
4 mutavault
2 flooded strand
3 island
3 wasteland

Creatures//13
4 spellstutter sprite
3 vendillion clique
2 sower of temptation
4 cloud of faeries

Spells//27
4 bitterblossom
4 standstill
4 brainstorm
3 sword of fire/ice
4 force of will
3 spell snare
2 repeal
3 smother

thefreakaccident
07-25-2009, 12:12 AM
Sorry about the dub post but im on my new iphone and for some reason it wont let me edit my posts.... Anyways

sideboard//
4 duress
4 relic of progenitus
3 blue elemental blast
4 propaganda


The draw is pretty solid, but the creaturebase is kinda flimsy... Eyedunno i still need to actually test it against something besides just goldfishing... unless someone else would be kind enough:really:

dearleader
07-26-2009, 09:42 PM
If you're looking for card advantage, why not play something based around Standstill? I like mask of memory, but a bolt or fire/ice on an equipped creature is a major tempo setback for a deck that's already pretty slow. This is also why I like Chrome Mox in Faeries; I don't see this deck being fast enough on the draw. Spell Snares help, but the fact remains that we're casting 1/1's while other decks are dropping goyfs, naclts, lords, or lackeys. The splash also makes you a lot more vulnerable to land destruction. I'm not sure that it's worth it, but I haven't tested any splash yet.

Jak
07-26-2009, 10:23 PM
If you're looking for card advantage, why not play something based around Standstill? I like mask of memory, but a bolt or fire/ice on an equipped creature is a major tempo setback for a deck that's already pretty slow. This is also why I like Chrome Mox in Faeries; I don't see this deck being fast enough on the draw. Spell Snares help, but the fact remains that we're casting 1/1's while other decks are dropping goyfs, naclts, lords, or lackeys. The splash also makes you a lot more vulnerable to land destruction. I'm not sure that it's worth it, but I haven't tested any splash yet.

Look up at my post a few posts up. Here is the list.

// Lands
3 [A] Tropical Island
3 [MOR] Mutavault
1 [ON] Island (2)
2 [ON] Riptide Laboratory
3 [TE] Wasteland
4 [b] Volcanic Island
2 [ON] Polluted Delta
3 [ON] Flooded Strand

// Creatures
1 [FUT] Venser, Shaper Savant
2 [MOR] Vendilion Clique
2 [TO] Grim Lavamancer
2 [LRW] Sower of Temptation
4 [FUT] Tarmogoyf
4 [LRW] Spellstutter Sprite

// Spells
3 [AT] Lightning Bolt
1 [TSP] Wipe Away
3 [AP] Fire/Ice
3 [OD] Standstill
4 [5E] Brainstorm
4 [AL] Force of Will
4 [NE] Daze
3 [SC] Stifle

// Sideboard
SB: 3 [TSP] Krosan Grip
SB: 3 [SHM] Firespout
SB: 3 [5E] Pyroblast
SB: 3 [5E] Hydroblast
SB: 3 [NE] Submerge

kicks_422
07-26-2009, 11:40 PM
So anything with 4 Spellstutter Sprites and a couple of Vendillion Cliques/Sower of Temptations thrown into the mix is enough to call a deck Faeries?

MTG-Fan
07-26-2009, 11:56 PM
So anything with 4 Spellstutter Sprites and a couple of Vendillion Cliques/Sower of Temptations thrown into the mix is enough to call a deck Faeries?

Don't you know Tarmogoyf is a Faerie?

Jak
07-27-2009, 12:27 AM
So anything with 4 Spellstutter Sprites and a couple of Vendillion Cliques/Sower of Temptations thrown into the mix is enough to call a deck Faeries?

And Mutavaults...

What other good Faeries are there? All you need is a Faeries in play for Spellstutter Sprite to counter most of the cards in the format. If it can't, Daze, and Force are there to help.

sauce
07-27-2009, 12:41 AM
4 Swords to Plowshares
4 Spell Snare
4 Force of Will
4 Brainstorm
3 Bitterblossom
1 Wipeaway
4 Tarmogoyf
2 Vendilion Clique
2 Venser
4 Spellstutter Sprite
2 Sower of Temptation
4 Dark Confidant
2 Umezawa's Jitte

3 Underground Sea
2 Tundra
2 Tropical Island
1 Island
2 Riptide Laboratory
4 Polluted Delta
3 Mutavault
3 Flooded Strand

Thoughts?

whienot
07-27-2009, 01:34 AM
Jak, do you ever find yourself color screwed with 8 colorless sources in 21 land? I've had issues playing Dreadstill with 7 colorless lands. At some point In a tourney, I always had to throw back an otherwise great hand because my only lands were Factory/Waste.

The deck looks great and it gives me a reason to break out my Spanish Venser.

I saw an interesting Ugw version that ran 4 StP and 2 PtE as their removal suite. Seemed very strong and worth exploring, though loosing Firespout in the board feels wrong.

Regarding the Tarmo-versions. Should we revive the FaeStill thread or keep the conversation going here?

Jak
07-27-2009, 02:18 AM
Jak, do you ever find yourself color screwed with 8 colorless sources in 21 land? I've had issues playing Dreadstill with 7 colorless lands. At some point In a tourney, I always had to throw back an otherwise great hand because my only lands were Factory/Waste.

The deck looks great and it gives me a reason to break out my Spanish Venser.

I saw an interesting Ugw version that ran 4 StP and 2 PtE as their removal suite. Seemed very strong and worth exploring, though loosing Firespout in the board feels wrong.

Regarding the Tarmo-versions. Should we revive the FaeStill thread or keep the conversation going here?

I haven't played with the deck much. I just saw miko's post and brought his deck (with some small modifications) over here. I did have a little trouble finding a colored land one game, but Mutavaults and Wastelands also kept me in the game as well. I wouldn't cut back the colorless lands, but if I was experiencing more problems, I would add some more colored lands. 13 colored lands is one shy of what Tempo Thresh plays and this deck is pretty similar to it. I would just go up to 22 lands adding a fetch or something.

Cyrus
08-15-2009, 07:34 PM
Im trying to build a MonoU budget version without mutavaults and FoW, this is what I`ve got so far:

// Deck file for Magic Workstation (http://www.magicworkstation.com)

// Lands
23 [IA] Island (2)

// Creatures
4 [LRW] Spellstutter Sprite
2 [UL] Cloud of Faeries
3 [MOR] Vendilion Clique
2 [LRW] Sower of Temptation

// Spells
3 [DIS] Spell Snare
4 [TSP] Ancestral Vision
4 [R] Counterspell
3 [9E] Mana Leak
2 [NE] Daze
2 [GP] Repeal
2 [FD] Vedalken Shackles
3 [UD] Powder Keg
3 [US] Back to Basics

// Sideboard
SB: 2 [DS] Echoing Truth
SB: 3 [ALA] Relic of Progenitus
SB: 4 [A] Blue Elemental Blast
SB: 3 [8E] Hibernation
SB: 3 [MM] Energy Flux

It's a more controllish version, but I'm not really sure if it's more similar to MUC than it is to the faeries lists posted on this thread. Any input is appreciated, thanks

RogueMTG
08-23-2009, 08:26 AM
I'm not sure if anyone else is still playing the deck, but I just managed top 16 (of 66) at the Jupiter Games power tournament in Binghamton.

Record was 4-2-1, (15th place and a T-Shirt :cool:)

Matchups:
R1: Elf Combo - Win 2-0
R2: Rgb Goblins that top8'd - Lose 0-2 (Terminate, Choke and KGrip pwned my face.)
R3: UWB Landstill - Win 2-0
R4: UWG Countertop - Tie 1-1-1 (good games, shame we ran out of time)
R5: Canadian Thresh - Lose 1-2 (I played bad magic, he didn't)
R6: Ug Merfolk - Win 2-1
R7: Mono-U Wizard Merfolk - Win 2-1

My list was somewhat unplanned, I built about a third of it, and the sideboard, in the 20 minutes I had before round 1 started. I think with some optimization it could have done a lot better if anyone has any suggestions:

Main Deck (60):
3 Mutavault
3 Wasteland
2 Underground Sea
1 Swamp
3 Island
4 Polluted Delta
2 Flooded Strand
18 Lands

4 Spellstutter Sprite
3 Vendilion Clique
3 Sower of Temptation
2 Tombstalker
12 Dudes

4 Brainstorm
4 Ponder
4 FoW
4 Daze
4 Counterbalance
4 Top
3 Standstill
3 Bitterblossom
30 Good Stuff

Sideboard (15)
4 Engineered Plague
3 Diabolic Edict
3 Umezawa's Jitte
3 Blue Elemental Blast
2 Pithing Needle

The board I feel is probably pretty bad, I pretty much scoop to dredge, and have nothing against any kind of recursion decks (genesis/academy ruins/crucible/etc.) But the meta there tends to be tribal heavy (I did play 4 tribal decks out of 7 rounds).

I feel like some Equipment should probably be Maindecked, but I don't know what to pull out. The Tombstalkers probably won as many games on their own as beating with faeries and stolen Tarmogoyfs did. Bitterblossom is at 3 because I hate having dead ones in my hand, and 3 seemed like enough. (especially w/4 BS + 4 Ponder + 4 Top)

Any thoughts?

Oxmo39
08-26-2009, 11:40 AM
@RogueMTG :

Congrats for your 15th place and also for keeping playin' this deck. I also believe that Faeries will finally find their place in tier1 of Legacy :wink: '

Regarding your list, i have further questions :

- 15 lands + 3 wastelands ? Don't you have problems with your manabase ? I play 21 lands w/o wastelands and i feel like it's the right amount of lands...
However, i play 4 Mutavaults & 2 Riptide Laboratory but i definitely think that the Laboratories are too slow, and that i rarely use their ability...
Making them 3 Mutavaults & 3 Wastelands like you did, seems the right choice...

- I also thought about adding a couple of Tombstalker, but never could give them a try...The deck is controllish and slow, and really need a fat beater...this role suits perfectly to the Stalker. Are you very satisfied with him ?

- How does Standstill work ? isn't to often a dead card in your hand ? (because you have to control the board before casting it)

- I think that a couple of Umezawa's Jitte shoud be MD. So insane with BB :tongue:

RogueMTG
08-27-2009, 09:57 AM
@RogueMTG :

Congrats
...

Regarding your list, i have further questions :
...


Hi Oxmo, Thanks for the congratz.

About the manabase:

Well, I ran 18 lands total. With 4 Brainstorm, 4 Ponder, and 4 Top I never really had a problem, but I could see dropping something for a 19th possibly. I would probably add another Underground Sea if I had one. About Waste: You don't always blow wasteland as soon as you get it, sometimes having that extra mana is better than your opponent having one less land. Mana denial is not really a theme of my build, Waste was more of a means to deal with opposing utility lands like Mishra's and Mutavaults.

I've played a bit with Riptide lab, and I pretty much always wished it was something else. It was only good in the late game when I have more lands out than I want, and I feel like it has lost a lot of value w/the new combat damage rules.

3 Vault and 3 Waste felt good. They're good with Standstill and against Standstill (just like bitterblossom). My landstill and Merfolk opponents were left with dead standstills most games (one merfolk opponent was forced to break his own standstill after I wasted his Mutavault and dropped my own.)

Standstill was typically good when I saw it, but it's one of those cards that I feel can be very player dependent. Personally I enjoy playing with it just out of habit (I've played a lot of standstill decks previously). But I could see the argument for -3 Standstill and +3 Jitte, which would open up 'board options as well.

Tombstalker = MVP. That guy was great all day. It was a last minute addition that ended up being a solid choice. He's a great fall back when the "smash with fae" plan doesn't pan out. The deck needs a Fatty finisher imo.
Opponent: "Pryocalsm! *wipes my board*"
Me:"...I just have to live until Tombstalker saves me!"

Thanks again, hopefully this answers some questions :cool:.

lorddotm
08-27-2009, 10:11 AM
I'm not sure if anyone else is still playing the deck, but I just managed top 16 (of 66) at the Jupiter Games power tournament in Binghamton.

Record was 4-2-1, (15th place and a T-Shirt :cool:)

Matchups:
R1: Elf Combo - Win 2-0
R2: Rgb Goblins that top8'd - Lose 0-2 (Terminate, Choke and KGrip pwned my face.)
R3: UWB Landstill - Win 2-0
R4: UWG Countertop - Tie 1-1-1 (good games, shame we ran out of time)
R5: Canadian Thresh - Lose 1-2 (I played bad magic, he didn't)
R6: Ug Merfolk - Win 2-1
R7: Mono-U Wizard Merfolk - Win 2-1

My list was somewhat unplanned, I built about a third of it, and the sideboard, in the 20 minutes I had before round 1 started. I think with some optimization it could have done a lot better if anyone has any suggestions:

Main Deck (60):
3 Mutavault
3 Wasteland
2 Underground Sea
1 Swamp
3 Island
4 Polluted Delta
2 Flooded Strand
18 Lands

4 Spellstutter Sprite
3 Vendilion Clique
3 Sower of Temptation
2 Tombstalker
12 Dudes

4 Brainstorm
4 Ponder
4 FoW
4 Daze
4 Counterbalance
4 Top
3 Standstill
3 Bitterblossom
30 Good Stuff

Sideboard (15)
4 Engineered Plague
3 Diabolic Edict
3 Umezawa's Jitte
3 Blue Elemental Blast
2 Pithing Needle

The board I feel is probably pretty bad, I pretty much scoop to dredge, and have nothing against any kind of recursion decks (genesis/academy ruins/crucible/etc.) But the meta there tends to be tribal heavy (I did play 4 tribal decks out of 7 rounds).

I feel like some Equipment should probably be Maindecked, but I don't know what to pull out. The Tombstalkers probably won as many games on their own as beating with faeries and stolen Tarmogoyfs did. Bitterblossom is at 3 because I hate having dead ones in my hand, and 3 seemed like enough. (especially w/4 BS + 4 Ponder + 4 Top)

Any thoughts?

I really love this list.

But with that said, I think that Standstill is an awesome card for Fae to have, even without Vial it is powerful coughBitterblossomcough.

Your sideboard doesn't thrill me that much though. Edicts should probably be Perish, Plagues should be something better (like Submerge, which has been awesome for me always or something like Smother or Snuff Out). Jitte I don't think should go above two in any deck, the fact you have 12 ways to manipulate your deck just makes it pretty ridiculous to run more than 2. Blasts I think should move up to 4. Needle seems generally weak, maybe something like more Tombstalkers or Duress would be better?

dearleader
08-27-2009, 08:01 PM
About the manabase: ...



I don't want to belabor this point if the mana base worked out for you, but the 11 sources of blue in this deck (with 6 of them being fetches) make me pause. I know merfolk players rarely want fewer than 13 blue sources, and most of the time those are all islands. It just looks a bit awkward since I'd imagine you'd want to be able to cast Daze, Ponder, or BS first turn, and you have 10 cards that require UU.

RogueMTG
08-27-2009, 10:13 PM
I really love this list.

But with that said, I think that Standstill is an awesome card for Fae to have, even without Vial it is powerful coughBitterblossomcough.

Your sideboard doesn't thrill me that much though. Edicts should probably be Perish, Plagues should be something better (like Submerge, which has been awesome for me always or something like Smother or Snuff Out). Jitte I don't think should go above two in any deck, the fact you have 12 ways to manipulate your deck just makes it pretty ridiculous to run more than 2. Blasts I think should move up to 4. Needle seems generally weak, maybe something like more Tombstalkers or Duress would be better?

I admitted that I thought the SB was fairly bad. I think you're right about Jitte, come to think of it I think I only ever did bring in 2 at a time. (again I had about 20 minutes to finish 1/3rd of the deck and build the SB from nothing)

I feel like Smother should be in here somewhere, but the Plagues were really good for me. Although, it is a very tribal heavy meta here, so it may be bad elsewhere. (Similarly needle is a good way to stall anything w/Aether vial).


I don't want to belabor this point if the mana base worked out for you, but the 11 sources of blue in this deck (with 6 of them being fetches) make me pause. I know merfolk players rarely want fewer than 13 blue sources, and most of the time those are all islands. It just looks a bit awkward since I'd imagine you'd want to be able to cast Daze, Ponder, or BS first turn, and you have 10 cards that require UU.

Well, yes, it worked for me, or at least it seemed to. But I didn't ever say it wasn't greedy :cool:. The manabase took the shot from me wanting to smash as much as I could into the deck (with zero time to test), if someone wanted a somewhat less flimsy manabase I would probably cut 1 Clique and/or 1 Sower for the lands. Though, that strangely lowers your need for the tougher mana-base... meh.

I'm wide open to suggestions :).

lorddotm
08-27-2009, 11:01 PM
I admitted that I thought the SB was fairly bad. I think you're right about Jitte, come to think of it I think I only ever did bring in 2 at a time. (again I had about 20 minutes to finish 1/3rd of the deck and build the SB from nothing)

I feel like Smother should be in here somewhere, but the Plagues were really good for me. Although, it is a very tribal heavy meta here, so it may be bad elsewhere. (Similarly needle is a good way to stall anything w/Aether vial).



Well, yes, it worked for me, or at least it seemed to. But I didn't ever say it wasn't greedy :cool:. The manabase took the shot from me wanting to smash as much as I could into the deck (with zero time to test), if someone wanted a somewhat less flimsy manabase I would probably cut 1 Clique and/or 1 Sower for the lands. Though, that strangely lowers your need for the tougher mana-base... meh.

I'm wide open to suggestions :).

Smother is a cute card, that doesn't ever kill Tombstalker.

I guess if your meta is ridiculously tribal, Plagues and Needle are less sucky than usually, but I would rather run something like Infest or some similar black mass removal.

The mana base should be alright with 8 cantrips, maybe add in more, such as Impulse.

Oxmo39
08-28-2009, 07:10 AM
Aren't there too many cantrips in the deck ? 4 BS + 4 Ponder + 3 Standstill and also SDT (for draw quality) ? Wouldn't it be better to add in some Spell Snare or Smother ?

Personly, I really dislike to have a BS or Ponder in hand when I have Countertop on the board...:rolleyes:

lorddotm
08-28-2009, 07:34 AM
Aren't there too many cantrips in the deck ? 4 BS + 4 Ponder + 3 Standstill and also SDT (for draw quality) ? Wouldn't it be better to add in some Spell Snare or Smother ?

Personly, I really dislike to have a BS or Ponder in hand when I have Countertop on the board...:rolleyes:

Um.... you're kidding right?

Brainstorm is sick with Counterbalance, Ponder is sick with decks that want to draw good stuff, and Top is sick with Counterbalance.

Standstill is a 2 mana draw 3, 'nough said.

Smother and Spell Snare, great cards, don't really fit into this deck.

Spell Snare would end up being too many counters, it already runs 12, plus CounterTop.

Smother, just isn't needed before the board. Against Zoo, drop a Stalker and protect the shit out of it. The game 2 use Perish and Smothers to control the board.

The only thing I really would want to change about that deck is getting 2 more Stalkers in the 75...

Oxmo39
08-28-2009, 10:56 AM
- I know what are the advantages of those cards and why they fit this deck so well but, what I meant is that when you have SDT on "the battlefield", the power of Ponder decreases imo, ...

An intensive drawing is very fine (and needed) but you also need to place some win condition on the board...I was wondering if this list shouldn't add more stuff to control the board instead...
Maybe shoud I give a try to standstill...

- You are right, 12 counters + countertop seems to be enough!
I also think that a couple of Jitte is an absolute necessity!

- Regarding the side, I am not completly sure of what to include in it.
4 Blue Elemental Blasts and 4 anti-graveyard seem like an auto-inclusion...
and then, Pithing Needles, Duress, Smother ?
One thing who scaries me is that a resolved Plague, Deed or EE screws the deck...Maybe more countermagic (Annul ?) or bounce ? But I'm not convinced that it's worth.

RogueMTG
08-28-2009, 02:22 PM
...
One thing who scaries me is that a resolved Plague, Deed or EE screws the deck...

Couple things:

1: Resolved is a big IF.
2: EE/Deed are another reason I like Needle.
3: That's why you run Tombstalker :laugh:.

lorddotm
08-28-2009, 05:14 PM
- I know what are the advantages of those cards and why they fit this deck so well but, what I meant is that when you have SDT on "the battlefield", the power of Ponder decreases imo, ...

An intensive drawing is very fine (and needed) but you also need to place some win condition on the board...I was wondering if this list shouldn't add more stuff to control the board instead...
Maybe shoud I give a try to standstill...

- You are right, 12 counters + countertop seems to be enough!
I also think that a couple of Jitte is an absolute necessity!

- Regarding the side, I am not completly sure of what to include in it.
4 Blue Elemental Blasts and 4 anti-graveyard seem like an auto-inclusion...
and then, Pithing Needles, Duress, Smother ?
One thing who scaries me is that a resolved Plague, Deed or EE screws the deck...Maybe more countermagic (Annul ?) or bounce ? But I'm not convinced that it's worth.

Concerning Ponder+Top... Ponder can shuffle.

You question the amount of card filter we have, as well as saying we need more threats, card filter finds threats.

The sideboard is entirely base on your own metagame.

coma
08-31-2009, 07:02 AM
Sorry , but I have a question :
why ugr version is not considered?

White : stp - disenchant
Black : blossom - smother - plague

Red : burn component - reb - firespout
Green : tarmo - krosan - firespout

I think ugr version is stronger to cards impact on the modern meta.

Blossom is a great card only in the early game or linked to an other card (jitte obv) .

bye:laugh:

RogueMTG
08-31-2009, 02:16 PM
Sorry , but I have a question :
why ugr version is not considered?
...
I think ugr version is stronger to cards impact on the modern meta.

Blossom is a great card only in the early game or linked to an other card (jitte obv) .

bye:laugh:

At that point you're just playing tempo thresh w/Spellstutter Sprite + CB/Top.

I'm not saying it doesn't have potential, but it's a different deck that's not Faeries.

If you have some sort of list & results to prove me wrong then by all means post them. I'd rather see that instead of just "these colors are better, bye!" without any productive comments.

Bitterblossom admittedly isn't always good in the late-game. But it's great against Standstill, and dropping it turn 2 against anything tends to make people groan.

Another argument for black is that Tombstalker is a better finisher than Tarmogoyf in a deck like this. We don't care about nuking the Graveyard, He has evasion, and he doesn't get hit by CB/Threads/Smother/etc.

coma
09-03-2009, 07:59 AM
@ rouge mtg :

-tempo or cb-top is only the version of a deck (more aggro -linked to tempo cards like stifle , daze , waste -or more control kind- linked to control cards like vedalken , top-cb , etc...-)

-eventually using a tarmo , it's only to have a big finisher ... a big threat (like you suggest a stalker for black version) , but it's not a thresh because the fulcrum of the deck is spellstutter sprite.
This can be an idea of black tempo version (with stalker) for example :

http://www.deckcheck.net/deck.php?id=24115

-some list:
http://www.deckcheck.net//deck.php?id=28625
http://www.deckcheck.net//deck.php?id=28350
http://www.deckcheck.net//deck.php?id=27769
http://www.deckcheck.net//deck.php?id=27741
http://www.deckcheck.net//deck.php?id=27484
http://www.deckcheck.net//deck.php?id=27445
http://www.deckcheck.net//deck.php?id=27004
http://www.deckcheck.net//deck.php?id=25939
http://www.deckcheck.net//deck.php?id=25005

...and more.

I only say I don't understand because in 14th page of thread , it'snt barely considered a ugr version .
I think there are many way to be faeries.


thanks:smile:

lorddotm
09-03-2009, 04:23 PM
Legacy Faeries

4 Spellstutter Sprite
3 Vendilion Clique
4 Dark Confidant

3 Standstill
4 Brainstorm
4 Ponder
4 Bitterblossom
4 Force of Will
4 Daze
4 Stifle
2 Umezawa’s Jitte

4 Wasteland
3 Mutavault
4 Polluted Delta
2 Flooded Strand
3 Underground Sea
3 Island
1 Swamp

4 Submerge
4 Hydroblast
2 Perish
2 Sower of Temptation
3 Tormod’s Crypt


An idea for a tempo version of Faeries.

Koby
09-03-2009, 06:24 PM
RE: lorddotm
I would throw in a Sower maindeck, cut a Stifle and Daze for some Spell Snare, and try to fit in a single Riptide Laboratory, which interacts with all your creatures.

Also, is Standstill a great idea without AEther Vial also?

lorddotm
09-03-2009, 06:40 PM
RE: lorddotm
I would throw in a Sower maindeck, cut a Stifle and Daze for some Spell Snare, and try to fit in a single Riptide Laboratory, which interacts with all your creatures.

Also, is Standstill a great idea without AEther Vial also?

Standstill is sickness with Bitterblossom.

Sower and Riptide are far too slow, and why pay for your counterspells?

sauce
09-03-2009, 06:48 PM
sir, you forgot the best faerie - tarmogoyf

saspook
09-07-2009, 11:12 AM
Legacy Faeries

4 Stifle

An idea for a tempo version of Faeries.

This is way to many Stifles for the amount of Standstills you have.

Try Dark Ritual instead.

keys
09-07-2009, 11:52 AM
Go back to the previous ub decklist and take out the Ponders and a sower for 1 tombstalker, 2 jitte, and 2 land.

Seriously jitte is insane in this deck with blossom and all the flyers. 4 bstorm, 4 top, 3 standtill is plenty of draw/manip. That's basically what dreadstill runs, but with 20-21 land.

RogueMTG
09-08-2009, 11:48 AM
@ rouge mtg :
...
<deck links>
...

Thanks for the info. But I still stand those UGR "tempo faeries" lists just look like a bad version of Canadian Thresh, and they try to do to much.

-Playing standstill & a waiting game seems counterproductive to producing tempo and denying lands.
-Ninja/Spellstutter recursion is neat but probably danger of cool things territory.
-Breeding Pool/Faerie Conclave in a tempo deck? CIPT lands are awful, especially if you want to stifle/brainstorm/ponder, etc.

If it worked/works for you and/or whoever piloted the deck, more power to them. But to me it just looks inconsistent and that it has Role confusion.


Go back to the previous ub decklist and take out the Ponders and a sower for 1 tombstalker, 2 jitte, and 2 land.

Seriously jitte is insane in this deck with blossom and all the flyers. 4 bstorm, 4 top, 3 standtill is plenty of draw/manip. That's basically what dreadstill runs, but with 20-21 land.

Thanks for the suggestions.

I think 20 land is probably right (I'm trying +1 Underground Sea and +1 Flooded Strand)

I like ponder a lot, plus it helps fuel Tombstalker, taking ponder out for a Tombstalker feels awkward but I'll try it out. More Stalker + Jitte might just force through wins that the additional search was digging for anyway.

lorddotm
09-08-2009, 03:04 PM
This is way to many Stifles for the amount of Standstills you have.

Try Dark Ritual instead.

I'm not going to waste my time telling you why thats a horrible idea.

coma
09-08-2009, 03:36 PM
@ rougue mtg :
Probably europe people is unable .
Sorry to annoy . wish sb luck !

RogueMTG
09-09-2009, 12:52 PM
@ rougue mtg :
Probably europe people is unable .
Sorry to annoy . wish sb luck !

Unable to what?

You're not annoying :).

Thanks for the luck!

Thomas1991
09-10-2009, 06:19 AM
I Made a list of the fearie still list i'm testing.

Maindeck 61

creature 13
4#spellstutered sprite
4#cloud of fearies
2#vedelion clique
3#ninja of the deep hours

non-creature 28
4#standstill
4#brainstorm
3#bitterblossom
3#daze
3#spellsnare
4#force of will
4#aether vial
2#umezawa's jitte
1#sword of fire and ice

lands 20
4#mutavault
2#wasteland
1#riptide laboratory
4#island
3#underground sea
3#flooded strand
3#polluted delta

sideboard
3#cephalid empress thingy
4#Blue elemental blast
4#engineered plague/threads of disloyalty/relic of progenitus/ crypt enz
4#doomblade/threads of disloyalty/relic of progenitus/ crypt enz

No sower?! sower cost to mutch mana for a fish deck. it's indeed a very powerfull card and I did test it, but he did'nt make it.

Ninja danger of cool things? absolutly not it's a great card in the deck, with synergy with your flying creatures and sprites/clique.

Sword of fire and ice? just the 3th jitte that is'nt legandary and gives you random games agains blue and red decks + card advantage is good :p

standstill is perfect for this deck with flash creatures, manland, aether vial, bitterblossom, cloud of fearies enz.

bitterblossom is broken with standstill, sprite, jitte/sofai, It's a kill and it takes care of waketrasher, goyf, crusher enz.

paK0
09-11-2009, 11:56 AM
I've been playing around a little and i came to really like this list:


// Deck file for Magic Workstation (http://www.magicworkstation.com)

// Lands
4 [ON] Polluted Delta
1 [10E] Swamp (2)
3 [MOR] Mutavault
2 [REW] Wasteland
2 [ON] Flooded Strand
4 [A] Underground Sea
4 [MI] Island (2)

// Creatures
4 [LRW] Spellstutter Sprite
3 [MOR] Vendilion Clique
2 [LRW] Sower of Temptation
3 [FUT] Tombstalker
4 [UL] Cloud of Faeries

// Spells
4 [BD] Brainstorm
4 [AL] Force of Will
3 [MOR] Bitterblossom
2 [BOK] Umezawa's Jitte
1 [DS] Sword of Fire and Ice
1 [10E] Loxodon Warhammer
4 [OD] Standstill
3 [DIS] Spell Snare
2 [M10] Ponder

// Sideboard
SB: 4 [FNM] Tormod's Crypt
SB: 3 [IA] Hydroblast
SB: 4 [ON] Smother
SB: 4 [LRW] Thoughtseize



I couldn't do much testing (~ 10 games so far) so i can't say too much, but still i wanna discuss some slots:

Equipment:
This is the stuff I'm most unsure about, at times i love it and sometimes i hate it. First of all i DO want some, i guess at least 3 is right but what is the perfect number, and how should i split them?

Warhammer can range from amazing to sucky, some opinions pls =)

SoFaI is nice but would another Jitte be better? Jitte can fill different roles but unlike the Sword it does not gain CA, im still unsure what is more important.

Ponder is atm more or less a filler, but a bad one i have to say, i did not cast i as often as in other decks since you have to rely on counters and have no removal.

Speaking of which, mb swap the ponders and a spell snare or two for some black removal or maindeck some discard.

I'd really love some opinions on this since i feel it has a shitload of potential.

RogueMTG
09-11-2009, 01:36 PM
I Made a list of the fearie still list i'm testing.
...<list>...

No sower?! sower cost to mutch mana for a fish deck. it's indeed a very powerfull card and I did test it, but he did'nt make it.

I probably wouldn't play Sower in a deck w/o CB + Top either.


Ninja danger of cool things? absolutly not it's a great card in the deck, with synergy with your flying creatures and sprites/clique.

I'll admit I haven't tried him yet, mostly because he just seems inconsistent. Sometimes he'll be great and get in there every turn, but a lot of the time I feel like he'll only get in for damage once and then pack it in to a Goyf or Factory or Mongoose or something?


Sword of fire and ice? just the 3th jitte that is'nt legandary and gives you random games agains blue and red decks + card advantage is good :p

That's pretty normal I think.
-------------------------


I've been playing around a little and i came to really like this list:
...<list>...
...
Equipment:
...


Warhammer just doesn't seem like it does enough for it's cost to me. I think 2 Jitte + 1 Sword is probably the way to go, if you're desperate for more Equips I would probably add Sword of Light and Shadow over Warhammer.

With everything you want to do on your 2nd turn (bitterblossom, standstill, jitte, etc). I think Daze would probably be better than Spellsnare a lot of the time. Plus it hits a wider range of spells.

Cloud of Faeries, while one of my favorite magic cards ever, just didn't make the cut for me, but it seems most people have had better experiences with it?

Like I said before I don't really feel Sower is going to be at it's best unless you can protect him (via CB or a lot of counter magic). In your list I think those slots could be better used as removal (Doomblade, Diabolic Edict, Smother, etc) or as more countermagic (more spellsnare/daze).

If it were me I would probably do -1 Warhammer, -2 Sower, -4 Cloud of Faeries, for +3 Daze, +4 Removal.

But I'm a crazy person so this might be terrible advice...

(I'm currently testing with bitterblossom in the SB and no Standstill. :eek: *blasphemy!* admittedly it's more Ub Countertop with some faeries thrown in, and not faeries :-/, but we'll see how it goes.)

...Please let us know what you come up with :smile:.

paK0
09-12-2009, 08:08 PM
Ok, i had some time and played some games, not too much, and the ones i did where pretty much fucked up by MWS, but I think it takes longer than a week before i can play paper again, so I gotta settlee for this

Current list, works fine, still im not soo sold on it :P

// Deck file for Magic Workstation (http://www.magicworkstation.com)

// Lands
4 [ON] Polluted Delta
2 [10E] Swamp (2)
4 [MOR] Mutavault
2 [ON] Flooded Strand
4 [A] Underground Sea
4 [MI] Island (2)

// Creatures
4 [LRW] Spellstutter Sprite
3 [MOR] Vendilion Clique
3 [FUT] Tombstalker
4 [UL] Cloud of Faeries

// Spells
3 [BD] Brainstorm
4 [AL] Force of Will
3 [MOR] Bitterblossom
3 [BOK] Umezawa's Jitte
4 [OD] Standstill
4 [ON] Smother
2 [DIS] Spell Snare
3 [M10] Ponder

// Sideboard
SB: 3 [10E] Swamp (2)
SB: 4 [FNM] Tormod's Crypt
SB: 4 [IA] Hydroblast
SB: 4 [US] Duress


Manabase:
I never was happy with Wasteland, it felt out of place from the beginning, 2 mana denial cards, sure they are nice if you find a screwed opponent, but chances are you will beat those anyways so i swapped em for something useful.

-2 Wasteland +1 Mutavault +1 Swamp

Both are nice, I did increase the black cards maindeck, so the 2nd Swamp is nice, if i can get both i can even cast Tombstalker under a Moon =). Not sure how relevant this is, but i can say for sure:
Black Mana > Colourless

About the Mutavaults:
They are kinda nice, i love playing Landstill, and the synergie is there. But the whole day i never activated one for a Sprite, so i have to make a decision:

1: Leave it as it is, it is not too shabby and it is potentially powerful with the Sprite
2: Swap them for Factories to have better options if you opponent plays them.
3: Take them out to splash another colour (Green or White)

Thoughts on this?


The maindeck changed quite a bit, and before you say it:
YES, I am aware i cut a Brainstorm.

I really wanted to move the Smother main, and they did great all day, so chances are i won't put the last BS in again, but i will see about it.

Daze was terrible all along, you need aa many lands as possible on the table, so i tested it like three games and hated it every single time =).
I guess this is because besides Tombstalker you don't have "I win cards" that are worth the drawback.


Ok, the Deck as it is right now has some really strong T2 plays, and Cloud is just too crazy with this, so it will stay =).

Removal is nice, and i did test 2 Doom Blade, they were good, but im not sure if i can cut something for them. Same thing with Sower, i kinda miss him, he helps me with resolved critters and solves another huuuuge problem:
Counterbalance

It really bothers me to have no way to deal with a resolved one, thoughts on this? Wipe Away in the sb?


Not too much new food, but I only had one crappy day on MWS mb more over the course of the next week.

Silent Requiem
09-28-2009, 09:26 AM
Am I right in thinking that there is not an accepted deck skeleton for aggro-control Faeries? I'm interested in the deck and I would like to put together a proxy deck to get a feel for the way it plays.

Should I be playing one, two, or three colours? Should I be including counterbalance or not?

-Silent Requiem

spirit of the wretch
09-28-2009, 10:20 AM
I top4'ed the last Hassloch tourney with kikkofrio's list (http://www.mtgthesource.com/forums/showpost.php?p=381805&postcount=12). Pretty awesome deck, I have to say!

Skeggi
09-29-2009, 03:26 AM
I top4'ed the last Hassloch tourney with kikkofrio's list (http://www.mtgthesource.com/forums/showpost.php?p=381805&postcount=12). Pretty awesome deck, I have to say!
I took note of Kikkofrio's list too and assembled it. I made a few adaptations, no more Ponders: 2 Firespouts, 2 Jitte's, 3 Tombstalker, 2 Terminate, 3 Lightning Bolt. I like the changes, so far: Bitteblossom + Jitte is usually a win. Lightning Bolts are cheaper than Terminate and can be thrown at your opponent. Firespouts are pretty awesome against Zoo and Merfolk and all other critter decks in general. But I have been having problems with the Tempo aspect. I can slow the opponent down, but a Bitterblossom just doesn't set a good clock. Tombstalker is often also a bit later drop because I have to fill the graveyard. He comes down turn 3 or 4, while I want him turn 2.

So my question is this: why play this over Tempo Threshold. What match-ups are better, because I haven't found any yet. Even against Merfolk, where I thought Bitterblossom would prevent him from dropping a Standstill, he still could outrace me and I was forced to break Standstill.

iamajellydonut
09-29-2009, 04:00 PM
Landx20
6 * Island
4 * Flooded Strand
4 * Mishra's Factory
4 * Misty Rainforest
1 * Mutavault
1 * Polluted Delta
4 * Wasteland

Creaturesx18
4 * Cloud of Faeries
4 * Ninja of the Deep Hours
1 * Scion of Oona
2 * Sower of Temptation
4 * Spellstutter Sprite
3 * Vendilion Clique

Other Spellsx22
4 * Brainstorm
4 * Daze
4 * Force of Will
4 * Standstill
4 * AEther Vial
2 * Umezawa's Jitte
--------------------------
Sideboard
3 * Scion if Oona
2 * Sower of Temptation
3 * Blue Elemental Blast
4 * Hurkyl's Recall
2 * Hydroblast
1 * Submerge

Yup, iiiiit's a deck. Yay. I know it's random to have fetchlands for no reason, but there is a reason... Kinda. Deck thinning and Brainstorm shuffling.

spirit of the wretch
09-29-2009, 06:07 PM
I took note of Kikkofrio's list too and assembled it. I made a few adaptations, no more Ponders: 2 Firespouts, 2 Jitte's, 3 Tombstalker, 2 Terminate, 3 Lightning Bolt.

Interesting, I decided to cut the F/I for 2 Jitte and 2 Firesprout. Great minds think alike I hear =)


I
So my question is this: why play this over Tempo Threshold. What match-ups are better, because I haven't found any yet. Even against Merfolk, where I thought Bitterblossom would prevent him from dropping a Standstill, he still could outrace me and I was forced to break Standstill.

Ok, so I'll risk drawing hate from Tempo Thresh players (looking through the TT thread, I assume the rage probably will be fierce) and list the reasons, why I like this deck over TT. Keep in mind, I never actually played TT, so these are purely theoretical arguments.

-No green-splash. This dodges specific hate, like Perish, Submerge and the infamous forestwalk.
- I really don't like Nimble Mongoose! Flame me all you like, but that card never did anything for me. Spellslutter Sprite just seems like the better card to me.
-A creature base that completly ignores Moat, Humility, Firespout, Relic of Progenitus and opposing blockers.
-The ability to play a more controling game on back of the cardadvantage from Jitte, Sprite and Bitterblossom.
-Umezawa's Jitte and Bitterblossom are simply very powerful cards.
-I enjoy burning your opponents face as much as the next guy, but Terminate is a better removal spell than Fire/Ice.

I realize that there are a lot of good arguments to be made for TT, too. The quicker clock comes to mind, as does the resistance against Pyroclasm/Grim Lavamancer. I really don't want to turn this threat into a "TT vs Fearies"-flame war, just stating some advantages this deck has.

thefreakaccident
09-29-2009, 06:16 PM
Well... I know that this has nothing to do with the current topic at hand... but here is a list that has been giving me some very good results:

lands//20
3 mutavault
3 flooded strand
4 polluted delta
3 underground sea
3 tundra
4 island

creatures//13
2 sower of temptation
3 vendillion clique
4 scion of oona
4 spellstutter sprite

spells//27
4 force of will
4 counterbalance
3 daze

4 bitterblossom
4 swords to plowshares

4 brainstorm
4 sensei's divining top

sideboard// (varies heavily on metagame)



Pretty much... you have a shitton of counters to win ANY counterwar against ANY other blue deck...

You got plenty of tricks, as well as a good curve to shut bitches down w/ CB...

7 3cc
14 2cc...
12 1cc


The curve is pretty solid... I know everyone hates on scion, but it is a nice trick enabler, as well as making a huge clock w/ all the other faeries in the deck...

You also have a decent amount of ways to clog up the board for opposing creature decks (bitter and sowercome to mind... both of which get better w/ scion).


Anyways... just putting this one out there.

RogueMTG
09-30-2009, 11:01 AM
I think I like it.

At first glace I winced seeing the white splash just for Swords, but in thinking about it it really does help shore up a couple things. (namely resolved dudes and the 1cc slot for CB)

I won't argue against the Scions as I've always liked them in Extended & Standard just never really had room in Legacy. I'm not sure they make up for not having fat like Tombstalker. But I like what they do for CB. I'll have to try it out.

F3lix
10-02-2009, 11:20 PM
I know posting lots of random decklists in a tread is looked down upon, but my deck takes faeries in a different more tempo orientated direction.

Real Estate:

6x Island
3x Mutavault
4x Wasteland
4x Tundra
4x Flooded Strand
1x Polluted Delta
1x Riptide Laboratory

Conscripts:

4x Cloud of Faeries
4x Spellstutter Sprite
3x Vendilion Clique
2x Sower of Temptation/Ninja of Deep Hours (usually Sower)

Colon Blow:

4x Force of Will
3x Daze
3x Standstill
3x Spell Snare
3x Swords to Plowshares
2x Vedalken Shackels
2x Sword of Fire and Ice
2x Echoing Truth
2x Curfew

Dream a Dream:

1x Spell Snare
3x Blue Elemental Blast
3x Back to Basics
2x Relic of Progenitus
1x Tormod's Crypt
3x Annul
2x Umezawa's Jitte


Noticeable differences are lack of Brainstorm/Vial/Black cards. I figure Vial combos nice with SS, but since my dorks are either instants or free, nor are we trying to overrun our enemy, they are not powerful enough to be in this deck.

I understand that most people believe any deck with islands should also have FoW and BS, but my deck is fairly redundant anyway, and I usually want that mana to apply pressure, not dig. Also, BS is not usually a must counter, and I don't like these cards in my deck.

Black is cool, but BitterBlossom while powerful, puts pressure on you to win quickly, and often makes the aggro MU worse. Tombstalker is also nice, but my Sword makes anything an even bigger threat.

My deck plays it's early game like most others, but without the vials and BS's, so I'm usually a turn ahead so to speak, as I'm playing pressure. But also let it be known that I do understand that's not always the case and a BS+ fetch can turn mediocre hands into strong ones.

Otherwise the only other differences are our bombs. Shackles and Swords make for great late game threats. And lastly the most curious card on my list, Curfew. This is easily my favorite tech right now. Saving my creatues, removing opponents, recurring Spellstutter/Sower, and killing Progenitus and 'Naught is fucking awesome.

Lastly, my list may look a little scattered, but take notice that the 2-3 of's serve similar effects. SoFaI/Shackles are both bombs to win with and deal with creature control, and Curfew is like a good/bad Echoing Truth. I guess while still redundant, I don't always have the best answer with this strategy.

As far as MU's, they're similar to the other faerie builds for the most part, though I feel this list has a stronger pre-board game against most aggro decks. Alternatively, this list would probably lose to the others in this thread that play BB, UJ, and lots of removal. Combo is so so, but with white it gives me great sb options like Cannonist and M-Mage.

Thoughts? Questions?

Citrus-God
10-03-2009, 03:36 AM
So I experimented with a more, "Tempo-ish" list, and so far it's been my favorite approach to the deck. It's highly aggressive, responsive and keeps itself in the game against Control. The only bad match up is Zoo, but that's about it, and even that deck isnt that bad.

The best part about the deck is how highly disruptive the deck is. All you do is counter and drop fliers, and proceed to swing. It's insane!

The best part about the deck is definitely the Snuff Outs and Thoughtseizes. Those cards tear everything to shreds! And Tombstalker also comes right out, really fast. It's insane how much pressure this deck puts against a deck like Aggro... I mean, I may be losing life, but I'm applying more pressure.

// Mana 23
4 Mutavault
2 Riptide Laboatory
4 Polluted Delta
4 Flooded Strand
4 Underground Sea
1 Swamp
4 Island


// Creatures 17
4 Spellstutter Sprite
4 Tombstalker
3 Mistbind Clique
3 Sower of Temptation
3 Vendellion Clique


// Spells 20
4 Spell Snare
4 Force of Will
4 Counterspell
4 Ancestral Visions
4 Snuff Out


// Sideboard 15
4 Thoughtseize
3 Back to Basics
3 Umezawa's Jitte
3 Blue Elemental Blast
2 Hydroblast


So the plan is simple, you just Tempo shit. Like, you counter, drop dudes and just swing. Just keep swinging, because that's all you will be doing. Also, Snuff Out is sweetness.

IXEquilibrium
10-06-2009, 11:37 AM
The following is a list I have been playing in our casual play (we have no legacy tournaments locally) that looks a bit different from what I'm seeing here.

----------
4 Thoughtseize
4 Brainstorm
4 Stifle

4 Sinkhole
4 Bitterblossom
4 Oona's Prowler
3 Oona's Blackguard
4 Diabolic Edict
4 Spellstutter Sprite

4 Force of Will

4 Wasteland
4 Polluted Delta
2 Bloodstained Mire
4 Underground Sea
1 Urborg, Tomb of Yawgmoth
4 Swamp
2 Island
-----------

The combination of Stifle, Wasteland and Sinkhole has been pretty brutal on a lot of decks.

The Force of Wills are a recent change that I am testing out, not sure if running only 16 blue is going to cut it, especially when I have no card draw and don't want to pitch Spellstutters usually. I was running Runesnag in it's place for a while and that was working okay (tends to be a hard counter most of the time).

So far this deck has been treating me very well, although decks like burn and other "massive numbers of cheap threats" are the worst to face overall. If I went to a tournament, I'd include a sideboard that would help fix that hopefully.

Smother could be used in place of Diabolic Edict if you wish, it's a pretty flexible slot there that I've been experimenting with (it was a 2/2 split of Reanimate/Sower of Temptation for a little while and that was decent but not amazing).

Some equipment like Jitte or Sword of Fire and Ice would be great, but I just don't have the room for it. Generally Oona's Blackguard gives me a decent enough clock.

I know my list has no real tournament play experience, but my casual play group tends towards rather competetive Legacy/Vintage legal decks (Goblins, MBA, some reanimator, Ichorid, various combo decks, etc.,). I figured this little spin on the deck might help discussion in some small way (or it may be completely useless to you :tongue: ).

iamajellydonut
10-07-2009, 02:30 PM
Landx20
3 * Island
2 * Misty Rainforest
4 * Mutavault
4 * Polluted Delta
3 * Underground Sea
4 * Wasteland

Creaturesx18
4 * Cloud of Faeries
3 * Ninja of the Deep Hours
4 * Scion of Oona
4 * Spellstutter Sprite
3 * Vendilion Clique

Other Spellsx22
4 * Brainstorm
4 * Daze
4 * Force of Will
4 * Standstill
2 * Bitterblossom
4 * AEther Vial
-----------------
Sideboard
3 * Blue Elemental Blast
4 * Hurkyl's Recall
2 * Hydroblast
4 * Teferi's Response (filler)
2 * Umezawa's Jitte


I love the deck to pieces, but I have nothing to board in against black or blue. Teferi's Response is just meh filler against Eva Green.

nitewolf9
10-07-2009, 02:32 PM
Have you considered Diabolic Edict?

rancOr_
10-07-2009, 06:50 PM
U shouldn't play teferi's response,if u need some sort of protection I'd play 2misdirection instead. They are free,also usefull against many other things and can act as fow #5 and #6.
I've been playing UR build lately. It is more consistent and has access to removal aswell side(firespout,REB).
This is the list.
4 spellstutter sprite
4 cloud of fearies
4 ninja of the deep hours
2 vendilion clique
2 sower of temptation
3 vial
2 umezawa's jitte
3 spell snare
4 daze
4 fow
2 fire//ice
3 lightning bolt
4 brainstorm
6 fetch
1 riptide laboratory
3 mishra's factory
3 volcanic island
6 island
sb
3 REB
3 BEB
3 firespout
2 misdirection
3 arcane laboratory
1 relic of progenitus

It's a control/aggro build with spellstutter sprite/cloud of fearies.
The 4 ninja's are key draw-engine,has synergy with cof,..
The singleton riptide is nice for midgame when u have enough mana.

iamajellydonut
10-07-2009, 06:59 PM
Have you considered Diabolic Edict?

Why?


U shouldn't play teferi's response,if u need some sort of protection I'd play 2misdirection instead. They are free,also usefull against many other things and can act as fow #5 and #6.

Why shouldn't I play Teferi's Response? I don't want to, and I know why I don't want to, but do you know why I don't want to? And Misdirection is far from free, and really bad unless you're combo.

Citrus-God
10-13-2009, 05:32 AM
Experimenting with a more Tempo-y list. I'm thrashing Aggro Loam, Landstill, Combo and CounterTop consistently. Zoo and Merfolk are about 50/50. Gets really good post board. Goblins is untested against as of yet. Here's what I got so far


// Mana 21
4 Mutavault
1 Riptide Laboratory
1 Academy Ruins
4 Flooded Strand
2 Polluted Delta
3 Tundra
1 Tropical Island
5 Island


// Creatures 17
4 Spellstutter Sprite
4 Scion of Oona
3 Vendillion Clique
3 Mistbind Clique
3 Sower of Temptation


// Spells 22
4 Ancestral Visions
3 Spell Snare
3 Counterspell
4 Force of Will
4 Swords to Plowshares
2 Vedalken Shackles
2 Engineered Explosives


// Sideboard 15
4 Path to Exile
2 Hydroblast
2 Blue Elemental Blast
3 Krosan Grip
1 Engineered Explosives
1 Tropical Island
2 Glen Elendra, Archmage


The Green is to fight Engineered Plagues and CounterTop and other troublesome cards like Jitte. Boarding in a 22nd land is also techy too for lots of match ups.

The 4 BEB and 4 Path tech is burrowed from Nightmare. Since I've been incorporating this strat with Faeries, it's been super sweet against Zoo and Merfolk post board. Really liking these guys.

Hanni
10-14-2009, 07:44 AM
Why I'm Here

So I played against a Faeries deck the other day and decided I really wanted to throw together a list. I really like how god damn annoying the deck is. With a quick observation, this annoyance was caused by Spellstutter Sprite. After looking at the macro gameplan, tempo was the underlying annoyance. I really like how tempo driven the deck can potentially be. Canadian Thresh, Merfolk, and Team America can be annoying, but Tempo Faeries is just cruel.

Much like Threshold, there are two directions this deck can go: Tempo or CounterTop.

In this post, I'll be focusing on Tempo.

What I wanted to accomplish was a list that combined some of the absolute best tempo elements the deck had access to. My entire attempt was solely designed around tempo. This is what I came up with:

U/b Tempo Faeries

// Lands
4 [ON] Polluted Delta
4 [ON] Flooded Strand
4 [A] Underground Sea
4 [7E] Island (2)
4 [TE] Wasteland

// Creatures
4 [LRW] Spellstutter Sprite
4 [LRW] Pestermite
2 [MOR] Vendilion Clique
2 [LRW] Sower of Temptation

// Spells
4 [CST] Brainstorm
4 [M10] Ponder
4 [SC] Stifle
4 [DIS] Spell Snare
4 [DD2] Daze
4 [AL] Force of Will
4 [MM] Snuff Out

// Sideboard
SB: 4 [ZEN] Spell Pierce
SB: 4 [A] Blue Elemental Blast
SB: 4 [DS] Echoing Truth
SB: 3 Umezawa's Jitte

[B]Quick Overview

Brainstorm and Ponder help the deck filter for relevant lands and spells, both early and late. They increase the consistency of the deck, and give the opportunity to see important spells more often.

The deck is almost entirely blue, with a black splash only for 4 Snuff Out maindeck. No sideboard cards are currently black.

Tempo Concepts and Individual Card Choices

Mana Denial

Countermagic

Removal

Mana denial generates great tempo by putting the opponent behind in mana resources. Stifle/Waste start this off beautifully. Pestermite further compliments this gameplan by tapping down a land. Pestermite is like a slightly-more-expensive-1-shot Rishadan Port that leaves you with a 2/1 flyer. However, it is versatile by being able to tap/untap other permanents as well.

Countermagic generates great tempo by putting the opponent behind in non-land spell resources. Most of the time, countermagic wastes an opponent's entire turn. Force of Will, Daze, and Spell Snare do this quite well, for little or no mana investment. Spellstutter Sprite further compliments this by giving the deck an additional countermagic spell that leaves you with a 1/1 flyer.

Vendilion Clique generates mild tempo by removing the opponent's best card out of their hand, acting as virtual card advantage. Virtual card advantage is, in essence, a form of tempo. It leaves behind a 3/1 flyer, which is necessary for the deck's clock.

Sower of Temptation generates strong tempo. A 2/2 flyer for 4 mana is obviously slow, but stealing an opponent's creature screams tempo. The ability to take 1 permanent away from the opponent's board (-1) and add 1 permanent to my own board (+1) is a huge swing in resources. That is tempo.

Snuff Out removes any blockers or problematic nonblack creatures for 0 mana investment. There is no better tempo [spot] removal spell available.

Tempo Faeries vs Tempo Thresh

I want to explain why it works.

Tempo Thresh generates a few turns of tempo, and then capitilizes on the tempo gained by casting big undercosted guys, killing the opponent before they can stabilize.

Tempo Faerie's generates a few turns of tempo, and then capitalizes on the tempo gained by casting small overcosted guys that also generate tempo. The deck continuously chains itself in this matter, extending the length of the tempo gain drastically. It eventually wins with small flying beats.

By the midgame, Tempo Thresh should have either a) won, b) the opponent stabilized and Tempo Thresh has to fight to finish, or c) Tempo Thresh loses. This is because their tempo gain is shorter term, and they have to beat face in a timely manner.

Tempo Faeries smacks the opponent in the face with tempo throughout the entire game. This is important for Tempo Faeries success. The clock is slower, so the deck needs the excess tempo gain to carry it later into the game. Running such a dedication to tempo makes the deck win slower, but allows the deck to exert more control over the gamestate.

I'm not agreeing or disagreeing as to which particular strategy is better. I am merely comparing the difference.

Tempo Faeries exerts more tempo, but has a slower clock. Tempo Thresh has a faster clock, but exerts less tempo. This comparison is somewhat similar to UWb Fish vs UGw Threshold from back in the day.

Tempo Faeries vs CounterTop Faeries

The namesakes say it all. Tempo Faeries plays similar to Tempo Thresh, and vice versa. Both are great approaches for the deck.

CounterTop is slower and benefits more from slower spells like Bitterblossom, Thoughtseize, and Swords to Plowshares. Tempo is faster and benefits from faster spells like Pestermite, Spell Snare, and Snuff Out.

CounterTop can shut games down, and is an annoying combo. Tempo can shut games down, and the entire deck is annoying. I like annoying.

Sideboard

Spell Pierce seems to be a phenomenal sideboard choice. Alot of decks run important noncreature spells, some decks run primarily noncreature spells. It answers any cc spell, unlike Spell Snare. Many decks want to curve out as much as possible to play their spells efficiently, and Spell Pierce capitalizes on that.they play into my they spells. With Stifle, Wasteland, and Pestermite, Spell Pierce becomes pretty damn strong. Clearly the replacement for Duress/Thoughtseize in the board.

Blue Elemental Blast is my answer for red, likely my hardest matchup. It's cost effecient on all levels, which fits perfectly into my tempo gameplan.

Echoing Truth answers whatever problematic permanents that may resolve. A bounce spell is pretty much mandatory in the sideboard. I went with Echoing Truth because it can answer multiple [of the same] permanent, and doubles over as sideboard hate for Ichorid (I had no room for Crypt/Relic). Chain of Vapor would ideally be the better spell, since costing 1 mana is more of a tempo gain than costing 2, so it could be tested. For now, the multipurpose of Echoing Truth has me sold.

Umezawa's Jitte rounds out the rest of the package, giving the deck a strong card against opposing aggro. The deck generates enough tempo to get a guy down, cast Jitte/equip in the same turn, and fly overhead unmolested. Once a Faerie is in play with an active Jitte, aggro becomes soo much easier.

Cards Omitted

Mutavault, Scion of Oona, Mistbind Clique, Dark Confidant, Ninja of the Deep Hours, Standstill, Counterbalance and Sensei's Divining Top, Thoughtseize, Swords to Plowshares, etc.

Basically, a list of spells that are better in a slower more controllish shell. More can be added to this easily. For specifics, just ask, so I can add them here with a detailed explanation.

Conclusion

This list is probably not optimal yet. I haven't read many of the pages of the Faerie thread. What I do know is, this deck is fun as hell to play and very annoying. People hate playing against me on MWS cause I don't ever let them do anything. It's almost like playing CounterTop without CounterTop. It's hilarious.

Thoughts?

RogueMTG
10-14-2009, 09:50 AM
@Hanni: I haven't had a chance to try out your list yet, but your post has made me feel like I need to post a reply:

IMHO, Faeries should really be split into two separate threads, one for Tempo Faeries and one for Countertop/Standstill Faeries. While they play a lot of the same cards, they are really completely different decks, and I think both have their merits and have proven that they have potential against a competitive field.

That said, Tempo was the only word behind my Mono-Blue Faeries deck for Extended before Counterspell and Force Spike rotated out of that format. It was possibly my favorite deck of all time to have played competitively, and I have tried on a number of occasions to create an acceptable port to legacy.

List for reference:
Pre-Rotation Extended, Mono-Blue Faeries:

4x Mutavault
2x Faerie Conclave
16x Island

4x Force Spike
4x Counterspell
4x Remand
4x Cryptic Command

4x Spellstutter Sprite
4x Cloud Sprite
4x Pestermite
4x Scion of Oona
4x Mistbind Clique
2x Vendillion Clique

This deck played nothing on it's own turn except for lands. If the opponent plays anything, you countered it, if they didn't play anything, you laid a threat EOT. Eventually you just blow them out by time walking them with mistbind cliques and swinging overhead with a bunch of untargetable flying dudes.

It performed extremely well for me in it's intended format (I was X-0-0 in matches across 3 or 4 local events.) Unfortunately the port to legacy has been difficult, playing a deck with no hard removal just doesn't work in this format with so many Aggro Control decks that counter back when you counter their threats. The versions I have tried out usually ended up going 3-3 or 3-2-1 in 30-40 man tournaments.

Throughout my efforts to make "Faeries" playable I have played with tempo in mono-blue, U/R and U/W (each time only posted a record of 3-2-1 or worse). When I went for U/b I inevitably ended up with the Countertop/Bitterblossom/Standstill list a couple pages back that performed a little better, finally at least breaking into the top 16.

In regards to the Ub Tempo list:

As you said, the deck really needs a bomb finisher, Tombstalker is deffinitely that guy.

I love running with a "Draw, Go" play style, and I like how your deck tries to accomplish that. The "you do nothing while I smash you with flyers" is very reminiscent of that mono-blue extended deck.

All the same I think Bitterblossom should have a slot in your SB, I'd bring it in against anything running Standstill, it helps a lot.

Only 4x Brainstorm does seem a little odd, granted your deck is farther away from Tempo Thresh than most Tempo Faeries tend to be. (A lot of Ubr and Ugr faeries lists are just bad Tempo Threshold decks with a couple faeries thrown in.) Finding Snuff Out when you need it might be a little bit of a problem, I'm not sure on that though.

I'd say you probably have a faster clock than Tempo Thresh or Team America, (mostly because of Pestermite allowing you to generate tempo and a threat at the same time). But I'm not sure you can really claim to generate so much more tempo than them later into the game. You run 4x Stifle 4x Waste and 4x Pestermite, they run 4x Stifle 4x Waste and 4x Fire/Ice/4x Sinkhole. Am I missing something?

Spellstutter typically does get a lot better with some Mutavaults. Though as you said, I'm not sure how I would squeeze them into a Tempo build without crippling the manabase.

@Citrus-Gods List:

I like seeing Scion of Oona, I think she's probably really underrated for this archetype, similarly, Mistbind Clique can be a beast.

The only thing that jumps out that I really don't like is Ancestral Visions. I have always hated that card in legacy, and how it does nothing for so long.

But maybe it hasn't been as awful for you?

La_Hire
10-14-2009, 09:59 AM
I havent read any of the faerie thread either, but I want to comment on the 'tempo faerie' list above.

I think that the deck has to few ways to capitalize on its tempo gain. For example, I see how a wasteland/stifle can create tempo when its backed up by a goyf or treshed mongoose that is kicking for the win; however you dont play huge undercosted guys to make use of that wasteland. Furthermore it is perhaps unwise to play wasteland next to sower of temptation due to its high CC.

Also spellstuttersprite is weak in this list. It is indeed a great tempo card, but you dont play other cards that make use of it. A 1/1 body is not really much of a clock and often irrelevant, unless attached to a jitte or used to ninjutsu ninja of the deep hours. Therefore its more or less a conditional counterspell for 1U in this deck, which is subpar.
Also, riptide laboratory is not really a tempo card

Hanni
10-14-2009, 12:40 PM
@Hanni: I haven't had a chance to try out your list yet, but your post has made me feel like I need to post a reply:

IMHO, Faeries should really be split into two separate threads, one for Tempo Faeries and one for Countertop/Standstill Faeries. While they play a lot of the same cards, they are really completely different decks, and I think both have their merits and have proven that they have potential against a competitive field.

That said, Tempo was the only word behind my Mono-Blue Faeries deck for Extended before Counterspell and Force Spike rotated out of that format. It was possibly my favorite deck of all time to have played competitively, and I have tried on a number of occasions to create an acceptable port to legacy.


I'm actually going to re-edit my post because it included a suboptimal list, a few things were off, and I also want to post my incite on the two directions (much like Thresh variants) that the deck can go in.


In regards to the Ub Tempo list:

As you said, the deck really needs a bomb finisher, Tombstalker is deffinitely that guy.

I love running with a "Draw, Go" play style, and I like how your deck tries to accomplish that. The "you do nothing while I smash you with flyers" is very reminiscent of that mono-blue extended deck.

All the same I think Bitterblossom should have a slot in your SB, I'd bring it in against anything running Standstill, it helps a lot.

Only 4x Brainstorm does seem a little odd, granted your deck is farther away from Tempo Thresh than most Tempo Faeries tend to be. (A lot of Ubr and Ugr faeries lists are just bad Tempo Threshold decks with a couple faeries thrown in.) Finding Snuff Out when you need it might be a little bit of a problem, I'm not sure on that though.

I'd say you probably have a faster clock than Tempo Thresh or Team America, (mostly because of Pestermite allowing you to generate tempo and a threat at the same time). But I'm not sure you can really claim to generate so much more tempo than them later into the game. You run 4x Stifle 4x Waste and 4x Pestermite, they run 4x Stifle 4x Waste and 4x Fire/Ice/4x Sinkhole. Am I missing something?

Spellstutter typically does get a lot better with some Mutavaults. Though as you said, I'm not sure how I would squeeze them into a Tempo build without crippling the manabase.

@Citrus-Gods List:

I like seeing Scion of Oona, I think she's probably really underrated for this archetype, similarly, Mistbind Clique can be a beast.

The only thing that jumps out that I really don't like is Ancestral Visions. I have always hated that card in legacy, and how it does nothing for so long.

But maybe it hasn't been as awful for you?

Actually, I don't think Tombstalker is that guy anymore. I don't think the deck needs a finisher like Tombstalker. Tombstalker is horrible with the manabase, and usually gets cast for 3 mana anyway. Mistbind Clique is only slightly smaller at 4/4 and only costs 1 more at 4cc, except it has a tempo ability built in. Even then, I wouldn't run him either.

Sower of Temptation is the finisher.

Bitterblossom was tried and I came to /fail. It's completely the opposite of tempo; it's great in the control shells, but it's like adding Stifle/Waste into a CounterTop Thresh build (counterproductive). It's slow, generates no tempo whatsoever, and slowly amasses some 1/1 flyers. The lifeloss becomes relevant with Snuff Out and fetchlands.

4 Brainstorm wasn't enough for me. With 20 lands, 4 being Wastes, 16 being colored, and trying to ramp to 3cc (6 guys at this cc) and 4cc (2 guys at this cc), the deck demands Ponder. Ponder may slow down a little early game tempo, but it's very minute, and the consistency and quality of land drops/countermagic/tempo/creatures is important.

The deck generates more tempo than Tempo Thresh and Team America substantially, but you're right. It's still a tempo strategy, and eventually the opponent will stabilize. However, the clock feels sufficient with the current tempo suite.

Spellstutter Sprite and Pestermite are the core of the deck (as far as aggro goes). Spellstutter compliments the countermagic and Pestermite compliments the mana denial. They function as additional tempo elements that just so happen to have flying bodies. Spellstutter Sprite's 1/1 body may be a slow clock, but Pestermite's 2/1 body is very solid.

Scion of Oona and Mistbind Clique are both badass in the control versions. I know that was directed to Citrus, but just saying.


I havent read any of the faerie thread either, but I want to comment on the 'tempo faerie' list above.

I think that the deck has to few ways to capitalize on its tempo gain. For example, I see how a wasteland/stifle can create tempo when its backed up by a goyf or treshed mongoose that is kicking for the win; however you dont play huge undercosted guys to make use of that wasteland. Furthermore it is perhaps unwise to play wasteland next to sower of temptation due to its high CC.

Also spellstuttersprite is weak in this list. It is indeed a great tempo card, but you dont play other cards that make use of it. A 1/1 body is not really much of a clock and often irrelevant, unless attached to a jitte or used to ninjutsu ninja of the deep hours. Therefore its more or less a conditional counterspell for 1U in this deck, which is subpar.
Also, riptide laboratory is not really a tempo card

You misunderstand the deck then. The deck uses Waste/Stifle to create the tempo gain, and then rather than try to capitalize on the temporary, momentary gain with Mongoose or Tarmogoyf, it creates an additional tempo gain with Spellstutter Sprite/Pestermite. Then it does this again with Vendilion Clique and Sower of Temptation. Every single creature in the creature base creates tempo; none of them are just vanilla bodies. So while Tempo Thresh does a temporary tempo gain and beats face with big undercosted guys while the opponent is off balance, Faeries keeps the opponent off balance with a longer tempo gain and beats face with small flyers.

As oxymoron as it sounds, think of this deck as a controllish tempo deck. Rather than generate some quick tempo and beat face fast, it generates longer tempo and beats face slow. It's somewhat comparable to the difference between UWb Fish and UGw Threshold from back in the day.

I wouldn't pick sides on whether Tempo Thresh or Tempo Faeries was the strictly better deck, I'd just agree that they are slightly different in their approach.

I've dropped Riptide Laboratory from my tempo list since I posted the above post. It's going to go through a huge edit once I'm done with this post.

Spellstutter Sprite is exactly that, an additional counterspell. Counterspells generate tempo. Hitting the opponent with enough countermagic keeps them from developing their gameplan; more counters hinder them for longer. If they can't play anything because they a) don't have the mana, and b) get the spell(s) countered once they do have mana, then c) they're behind on development by a large degree. Meanwhile, you're beating with 1/1 flyers, 2/1 flyers, 3/1 flyers, and 2/2 flyers that steal their guys. It's not as fast as dropping a 4/5 Tarmogoyf on turn 2, but the clock isn't as bad as you claim it to be. Each of it's beaters double up as tempo, and they all have flying too.

Replace tempo with the word control for a moment, and let's again compare this to UWb Fish and Tempo Thresh to UGw Threshold of olden days. Thresh ran bigger vanilla guys (3/3's and 4/4's), Fish ran smaller guys that doubled over as utility (2/1's, 2/2's). Of course this is over simplification, but the same general idea is being applied here. Tempo Faeries exerts more tempo (control) over the game, and therefore has a slower clock, but makes up for it by having a more solid grip over the gamestate.

---

Anyway, I'm going to go edit my mini primer post.

RogueMTG
10-14-2009, 02:16 PM
On removing Tombstalker: Don't.

Tombstalker Is:
A Fatty: (Check)
Aggressively Costed: (Check)
Has Evasion: (Check)
Beats Counterbalance: (Check)

...Especially if you're adding ponder. Ponder makes casting Tombstalker easier (Fills the graveyard, finds BB, etc). Tombstalker is there for the moments when your original game plan has kicked the bucket.

Lets say that for whatever reason you failed to out tempo your opponent. Maybe they play too many basics, or they managed to stabilize and sweep your beaters with something like a Pyroclasm.


When the question pops up: "How are you going to win now?"

What is your answer going to be?


I personally have found Sower lacking in a deck without CB or Scion to protect it. If they have any kind of removal you can just get blown out.

I can see not wanting to run a full suite of Tombstalker but he deserves to be at least a 2 or 3 of. He's the guy everyone hates to see on the other side of the table.

Without him or bitterblossom you're probably better off splashing white or red for removal instead of black.

Hanni
10-14-2009, 03:07 PM
I have been unimpressed with Sower a little too, but I'm unsure about Tombstalker. A 5/5 flyer is very beastly, and yes sometimes he can be cast for 2 mana. But BB is very difficult on the manabase.

Mistbind's Champion and Jitte both require another creature in play, which makes them just as situational as Sower.

Tombstalker is probably the man to go with. The manabase definitely needs tweaked, though.

// Lands
4 [ON] Polluted Delta
4 [ON] Flooded Strand
4 [A] Underground Sea
2 [7E] Island (2)
2 [BD] Swamp (1)
4 [TE] Wasteland

// Creatures
4 [LRW] Spellstutter Sprite
4 [LRW] Pestermite
3 [FUT] Tombstalker

// Spells
4 [CST] Brainstorm
4 [M10] Ponder
4 [SC] Stifle
4 [DIS] Spell Snare
4 [DD2] Daze
4 [AL] Force of Will
4 [MM] Snuff Out
1 [BOK] Umezawa's Jitte

// Sideboard
SB: 4 [ZEN] Spell Pierce
SB: 4 [A] Blue Elemental Blast
SB: 4 [DS] Echoing Truth
SB: 3 [FD] Engineered Explosives

Something like that, maybe?

It's funny how the Faerie's count keeps getting lower and lower. The core has always been Spellstutter Sprite and Pestermite for me though, so that's probably right. Sprite is additional countermagic, Pestermite is additional mana denial. I desperately found myself wanting Tombstalkers in several matchups, so I bumped them to 3. I hope my manabase holds up.

Btw, Spell Pierce out of the board against Control has been savage.

paK0
10-14-2009, 03:21 PM
I dropped the deck a little while ago in favour of Landstill, but I'm sure I will come back to this deck at some point^^

What i got from testing was:
Tombstalker is amazing, he usually does not hit as early as in Team America, but you wanna cast him with two open. Since StP and Path are the only removals he has to fear and Sprite takes care of them.

Mistbind did never compare, I didn't run any of em.


Might give some more input if needed and i find the time =).

I did however run a more controllish build in which I ran 3, but I would NEVER cut him below two, never ever.

Hanni
10-14-2009, 09:23 PM
I dropped the deck a little while ago in favour of Landstill, but I'm sure I will come back to this deck at some point^^

I can understand why.


What i got from testing was:
Tombstalker is amazing, he usually does not hit as early as in Team America, but you wanna cast him with two open. Since StP and Path are the only removals he has to fear and Sprite takes care of them.

I'm trying him again. I had to tweak the manabase a little and cut some stuff. The Sprites are an irrelevant clock unless you have multiples out, and even Pestermite is slow as hell. They do a great job of extending the tempo, but as far as finishing, they are lackluster. I think I'm going to try a 3/1 split of Tombstalker/Jitte and see how that works out.


I did however run a more controllish build in which I ran 3, but I would NEVER cut him below two, never ever.

That's the reason I keep flopping around so much. It's not that the deck does or doesn't work in my previous configurations, it's that I'm trying to come up with as strong of a tempo list as I possibly can.

All of your guys' input has been much appreciated thus far.

I'm dropping 1 Vendilion Clique for 1 Jitte for now. 1 MD Jitte seems like a house when drawn, since it makes all of the 1/1 and 2/1 bodies into beasts. I'm skeptical to run more than 1 Jitte because of the low creature count, and a 3/1 Tombstalker/Jitte split should be sufficient enough for finishing. I have had a few games where a couple of Sprites/Pesters did go the distance, too.

I'll edit my above decklist for accurateness.

---

On a different note, Spell Pierce is rediculously good in [this] tempo shell. I'm almost convinced that it is better than Spell Snare. I'll continue to test, but with all of the other countermagic, Snuff Out, Pestermites, and even Jitte + Tombstalker, answering aggro without Spell Snare seems fine. Spell Pierce countering varying cc noncreature spells seems to be much stronger. The mana denial further busts Spell Pierce. I don't know yet. I wish I had the room to fit both.

hi-val
10-14-2009, 09:27 PM
If you're looking for a beater, do you think you get the mana to slam out Ink-Eyes? The 3BB is kind of hard to swing, but it resets a Sprite or a Clique or something and it seems like an utter pounding. I guess the other question is how often your opponent has creatures you have killed.

coma
10-15-2009, 07:02 AM
Make like me , someone appreciates faeries tempo version .
Tempo can give us many sotisfactions like results confirm .

@ hanni : I like very much your list , can give us some thoughts on your test ?

thanks

kikkofrio
10-15-2009, 07:54 AM
If you don't think that bitterblossom is a tempo card, try this list:

// Lands
4 [ON] Polluted Delta
4 [A] Underground Sea
4 [TE] Wasteland
1 [ON] Flooded Strand
2 [ON] Bloodstained Mire
1 [U] Swamp (3)
1 [MM] Island (4)
1 [R] Badlands
2 [U] Volcanic Island

// Creatures
3 [FUT] Tombstalker
4 [LRW] Spellstutter Sprite
2 [MOR] Vendilion Clique
3 [LRW] Pestermite

// Spells
4 [MM] Brainstorm
4 [LRW] Ponder
4 [AL] Force of Will
4 [SC] Stifle
4 [NE] Daze
4 [PS] Terminate
4 [U] Lightning Bolt

// Sideboard
SB: 3 [R] Blue Elemental Blast
SB: 2 [FD] Engineered Explosives
SB: 1 [ALA] Relic of Progenitus
SB: 2 [TSB] Tormod's Crypt
SB: 3 [A] Red Elemental Blast
SB: 2 [SOK] Pithing Needle
SB: 2 [TE] Perish

Terminate >>> Snuff out in a istant tempo list as Faeries.

Faeries is more similar to canadian than TA.

TA is a sorcery tempo deck, snuff out is optimal cause of it's often tapped out.

Cthuloo
10-15-2009, 08:18 AM
Faeries is more similar to canadian than TA.

TA is a sorcery tempo deck, snuff out is optimal couse of it's often tapped out.

Some time ago I built a list very similar to yours, but it also included Sinkhole to increase the denial strategy. It worked in fact much more like TA, but with less punch. Do you think it was because half of the deck tried to play sorcery speed while the other half wanted to stay mana open? Have you tried sinkholes in your build?

kikkofrio
10-15-2009, 08:28 AM
If you want to play Sinkhole, you have to play a sorcery deck like TA, right?
So, TA plays Sinkhole, Seize, Creature (sorcery speed).
The only cards you play in istant speed is Stifle, that is necessary in MD strategy.
The others have a alternative cost (snuff, fow, daze)

So, all these cards don't support Sprite, Pestermite, Vendilion.

You have to make a choice, or stay open for faeries, or playing in TA style.

It's not said that all MD cardS (or tempo cards) are good all together in the same deck.

Hanni
10-15-2009, 09:17 PM
@ kikkofrio

Going 3c is an option, and I definitely see red as being the best splash color because it gives Firespout vs opposing aggro.

Something like this, maybe?

U/B/r Tempo Faeries

// Lands
4 [ON] Polluted Delta
4 [ZEN] Scalding Tarn
4 [A] Underground Sea
2 [U] Volcanic Island
1 [R] Badlands
1 [7E] Island (2)
4 [TE] Wasteland

// Creatures
4 [LRW] Spellstutter Sprite
4 [LRW] Pestermite
3 [FUT] Tombstalker

// Spells
4 [CST] Brainstorm
4 [M10] Ponder
4 [SC] Stifle
4 [DIS] Spell Snare
4 [DD2] Daze
4 [AL] Force of Will
4 [FNM] Terminate
1 [BOK] Umezawa's Jitte

// Sideboard
SB: 4 [ZEN] Spell Pierce
SB: 3 [A] Blue Elemental Blast
SB: 4 [DS] Echoing Truth
SB: 4 [SHM] Firespout

Needing red + black for removal is kind of iffy. Using Fire//Ice or Lightning Bolt as removal is iffy too, since it doesn't deal with big guys. I definitely like Firespout in the sideboard though, since it's so asymetrical; it doesn't hit our flyers. Huge improvement against aggro strategies like Goblins, Merfolk, Zoo, etc. Losing 1 black source for Tombstalker might be difficult, though.

Actually, Fire//Ice might be the best removal option. It's much easier to cast with the manabase, and its tap ability adds to the mana denial tempo with Pestermite. It's removal ability is rather weak, though, so I guess it would need also need tested.

I'm actually going to test this exact decklist, as I think it might possibly be the best one:

U/B/r Tempo Faeries

// Lands
4 [ON] Polluted Delta
4 [ZEN] Scalding Tarn
4 [A] Underground Sea
2 [U] Volcanic Island
1 [R] Badlands
1 [7E] Island (2)
4 [TE] Wasteland

// Creatures
4 [LRW] Spellstutter Sprite
4 [LRW] Pestermite
3 [FUT] Tombstalker

// Spells
4 [CST] Brainstorm
4 [M10] Ponder
4 [SC] Stifle
4 [DIS] Spell Snare
4 [DD2] Daze
4 [AL] Force of Will
4 [AP] Fire/Ice
1 [BOK] Umezawa's Jitte

// Sideboard
SB: 4 [ZEN] Spell Pierce
SB: 4 [DS] Echoing Truth
SB: 4 [SHM] Firespout
SB: 3 [FNM] Terminate



@ hanni : I like very much your list , can give us some thoughts on your test ?

thanks

I've only played a handful of games with the current version, and most of the opponent's were playing non Tier decks. The only thing I can say right now is that I hate the MWS shuffler, because in like 8 games in a row, I didn't see 1 Tombstalker/Jitte at all (I run 4 total). I don't have any other way to test besides MWS, unfortunately. When I do some more testing, I'll let you know how it goes.

andiibooo
10-16-2009, 02:37 AM
I've started playing my variation on 3c faeries. I really believe that 3c the best because it gives so many sideboard options (Firespout being an amazing one)
My list:
LANDS: 20
4 Underground Sea
4 Volcanic Island
3 Polluted Delta
3 Scalding Tarn
1 Island
1 Swamp
4 Wasteland

CREATURES: 13
4 Spellstutter Sprite
4 Dark Confidant
2 Vendilion Clique
3 Tombstalker

SPELLS: 27
4 Bitterblossom
4 Brainstorm
3 Stifle
2 Spell Snare
4 Daze
4 Force of Will
4 Terminate
2 Umezawa's Jitte

SB: still working on it, but it has 3x hydroblast, 3x pyroblast, and 4x firespout so far.

The Terminates can be a bit awkward, but there were times when I really liked having them over other removal (bolt, smother) due to it's ability to kill anything, like say, Tombstalker. Still testing which removal I want to use.

Bitterblossom I think is too good not to play. It generates an army of tokens which a lot of decks have trouble dealing with besides Krosan Grip, and it makes your Jittes that much more of a threat. Also, it chumps Goyf all day.

Vendilion Clique I couldn't be happier with. Bob is just a personal card that I love and he's given generally good results.

closing notes:
I'm still in the process of testing it (mainly to see if I want the last stifle, Fire//Ice and if Bob is neccessary), but I've tested against merfolk and rock (the merfolk deck made 18th at the SCG 5k) and it's actually been very good against both. Bitterblossom and the huge amount of CA the deck can generate is awesome. Only thing that kinda sucks is my ver. tends to do a lot of damage to myself - but that's kind of the fun of playing it.

rancOr_
10-16-2009, 06:40 AM
@Hanni/others
I agree with bitterblossom being that good to splash B,but if I have to choose between red or black id definatly take red because of removal/REB/firespout which u really need against fast aggro(merfolk,zoo,goblins,..)
I'm playing UR because I want my manabase to be as solid as possible.
Dont you have mana troubles sometimes? I can see how playing 3c+wasteland and needing BB for TS etc can be hard,especially if you're playing against opposing wastelands aswell. How are your experiences with that?

What do you think about this list? Have u ever played UR?
This is my list and its been doing pretty good so far.
The only thing I'm still thinking about is to add 2x engineered explosives MD with an off-color dual like Tropical Island to deal more with resolved stuff.
I can sower/use flyers/jitte atm,but there are times where I want extra removal.

4 spellstutter sprite
4 cloud of fearies
4 ninja of the deep hours
2 vendilion clique
2 sower of temptation
3 Ćther Vial
2 umezawa's jitte
3 spell snare
3 daze
4 force of will
2 fire//ice
3 lightning bolt
4 brainstorm
3 polluted delta
3 flooded strand
1 riptide laboratory
3 mishra's factory
3 volcanic island
7 island

The SB isnt optimal yet,but it contains 7blast,3-(4) firespout for sure.

Nidd
10-16-2009, 07:20 AM
I'm playing some sort of FaeStill atm. Pretty funny. Though I don't know if Bitterblossom + Standstill is really that good.

paK0
10-16-2009, 11:47 AM
I don't think you can afford to drop the Clique if you wanna do the Tempo version.

Even with every option possible chances are they will find back into the game at some point. By this time the game HAS to be over.

Maybe Bob and Clique are the way to go, Bob gives you more counters and Clique is the best clock aside from Tombstalker. Both of em drag the point where you will be overpowered furter away from T1 so I think they should be at least considered.

andiibooo
10-16-2009, 12:01 PM
Dont you have mana troubles sometimes? I can see how playing 3c+wasteland and needing BB for TS etc can be hard,especially if you're playing against opposing wastelands aswell. How are your experiences with that?


For the most part my mana has been pretty consistent. As long as I have an Underground Sea I can usually get by (unless I'm bringing in a lot from my side). There are times when it's a bit awkward, especially when my opponent is playing wastelands of their own (and/or sinkholes), but I think black and red both add so much power to the deck I wouldn't want to cut one of the colors.

Phoenix Ignition
10-16-2009, 03:16 PM
My current list is just straight Blue/Black, although red could easily fit in and probably will once I settle on a better manabase.

Right now I'm running Aether Vial + Standstill as well as Wastelands + Manlands, which is a pretty nasty synergy against most decks there, and I think it's quite possibly one of the best strategies the deck can take.

Aether Vial is the obvious powerhouse against all forms of countering, but more specifically 2 cost faeries which get blown out by spell snare and counterbalance.

Standstill is also amazing against any deck out there that isn't prepared for it with vial/manlands. Merfolk has shown us that Standstill protects swarms of creatures by filling your hand with counterspells. If you still run the Ninja otDH like me then you can safely drop a standstill and ninjistu guys in through your manlands, which is probably one of the most fun things in magic.

These two cards therefore improve our matchups against:
1. Blue decks
2. Decks with spot removal or board sweepers, aside from landstill/43 land depending on the build and how many manlands/wastelands you draw.

With the addition of bitterblossom, I suggest everyone add in 3 jittes. If you land a bitterblossom and a jitte you win against every matchup, at least in my 60+ playtests I have.

I'll write up more later, but I think this strategy is one of the best ways to go with Faeries, and suggest most people give it a try.

Hanni
10-16-2009, 03:24 PM
I'm going to stop posting random shit in this thread until I've sufficiently tested various configurations and figure out which list I want to settle on.

I think that a slower control approach is the best route for Faeries as an archetype to go, but I still want to try and develop the tempo route because it is such a blast to play.

I'll just keep editing this post with the list I'm currently running (replacing the posted deck with the new current one). Eventually, I can stop editing this and make a new post with the deck I've found to work the best for me.

U/r Tempo Faeries

// Lands
4 [ON] Polluted Delta
4 [ZEN] Scalding Tarn
2 [U] Volcanic Island
6 [7E] Island (2)
4 [TE] Wasteland

// Creatures
4 [LRW] Spellstutter Sprite
4 [LRW] Pestermite
4 [MOR] Vendilion Clique

// Spells
4 [CST] Brainstorm
4 [M10] Ponder
4 [SC] Stifle
4 [DIS] Spell Snare
4 [DD2] Daze
4 [AL] Force of Will
2 [AP] Fire/Ice
2 [BOK] Umezawa's Jitte

// Sideboard
SB: 4 [ZEN] Spell Pierce
SB: 4 [DS] Echoing Truth
SB: 4 [SHM] Firespout
SB: 3 [LRW] Sower of Temptation

Phoenix Ignition
10-16-2009, 05:19 PM
I'll write up my tournament report from a week ago to the best of my memory to spur some debate about bitterblossom and black in faeries.

Record 4-0-1

List: Dark Ninjas
Land 18
3 Underground Sea
4 Polluted Delta
1 Bloodstained Mire
1 Flooded Strand
2 Island
1 Swamp
3 Wasteland
2 Mishra's Factory
1 Mutavault

Creatures: 15
4 Cloud Of Faeries
4 Spellstutter Sprite
3 Ninja of the Deep Hours
2 Throat Slitter
2 Shriekmaw

Other: 27
3 Snuff Out
4 Brainstorm
3 Daze
4 Force of Will
3 Umezawa's Jitte
4 Standstill
4 Aether Vial
2 Bitterblossom

SB:
4 Extirpate
3 Smother
2 Diabolic Edict (Progenitus runs around in my meta)
3 Blue blasts
3 Submerge

Match 1:
Matched against the person I drove to the tournament with, we decide to intentional draw because we were too sick of playing each other due to all of the playtesting beforehand.
0-0-1

Match 2: Ichorid/dredge
Game one: I start with a decent hand, something along the lines of Island, FoW, Ninja, Umezawa's Jitte, Wasteland, Spellstutter Sprite. I'm on the draw and he drops a turn one Pimp. I Force it with the Ninja, then top deck a Cloud of Faeries. Turn two he dredges a couple Ichorids and one Bridge. My turn two I swing with a jitte-faerie and net some counters. Turn three he dredges 2 more bridges and reanimated both his ichorids already. I decide to ping my own Faerie after he sac'ed one of the guys for Cabal Therapy. I let the therapy through and he misses everything with FoW named. I hold off his other Ichorid with the last jitte counter, then take over the game after some ichorid bashings with my Equipped Spellstutter.

SB -4 Aether Vial, -2 Shriekmaw, -3 Throat Slitter, +4 extirpate, +3 Smother, +2 Diabolic Edict.

Game 2: I start out with a Fetch, Brainstorm, Ninja, Wasteland, Extirpate, Island, and Snuff Out. He opens with another Pimp which gets through. I land, go.
He drops a dredger and starts to get going, flipping 1 narcomoeba and an ichorid, but no bridges yet. I brainstorm into a Jitte, Mishra Factory, and spellstutter and start my turn. I play the Spellstutter and Snuff out his Narc before he can do anything useful with it. He dredges 2 bridges but didn't reanimate ichorid due to low black creature count in GY. My turn I drop a Factory, jitte, and extirpate on his Ichorid. He proceeds to dredge into 2 more bridges and 2 narcs. Things are getting rough now, as he sacs 2 of his guys for therapy into 6 zombies, clearing my hand. He passes, I draw an edict and drop a land. I equip the jitte, swing, and play the edict. He's down to 5 zombies, I'm at 14, with 2 jitte counters. He swings into my mishra factory, bringing me to 4 life, but luckily his dredge hit nothing interesting, so my faerie lives. I top deck a smother and take out another one of his zombies, leaving me at 4 life, 4 jitte counters, and a factory against his Pimp and 2 zombies. He dredges into a narcomoeba so I kill my own faerie in response to his therapy, removing the bridges. He swings again, but I remove 2 counters to kill a zombie, leaving my jitte at 1, me at 2, and him with Pimp and narc. From there I equip the factory, blow up his guys, and proceed to win with a jitte'd factory.

1-0-1

Match 3: Eva green variant?
I'm paired up to the 2-0 eva green variant. I don't remember as much about this game, but the first game started with me dropping lands a factory and 3rd turn standstill, and him dropping a goyf 2nd turn which eats my 2nd turn Shriekmaw. He breaks the Standstill and I draw into a faerie and jitte, which eventually beats him down. With a hand full of counters I can protect it.

SB: Out: Shriekmaw, throatslitter, In: 3 Submerge, 2 Smother.

Game 2: He drops a first turn Oona's Prowler and puts a dark confidant in the graveyard, just to be reanimated right away. I drop a land, Submerge bob and pass the turn. He drops a land and bob and swings for 3. I smother bob, and pass. he swings again and plays a dark rit into Tombstalker. I drop land, pass turn. He draws and plays a thoughtseize, which I spellstutter, then he swings with just Tombstalker, which I have another submerge for. Next turn I equip jitte and he can't recover.

2-0-1

Match 3: Merfolk
I don't remember these much, except for the first game he drops a vial and a standstill, which I have no good spell to break it with, so lose without him seeing the deck (or getting any idea on sideboards).

SB: Out: 4 standstill, 1 Bitterblossom IN: 3 Smother, 2 Edict.
Game 2: He plays like a normal merfolk deck, pooping lords on the table, I have a removal spell for each one, and enough counters to get a Jitte to land.

Game 3: Same as game 2, 12 spot removal + 3 jittes and counters to back it up seems to do the trick.

3-0-1 into Top 8

Match 4: Zoo
Game 1: I forget the details, but I lose without ever really getting going. Eventually I found a jitte but it was too late.
Games 2 and 3: I stall long enough with Submerge, Smother, and Snuff Out to get a jitte in there and protected. He had a grip for it one game, but I had the 2nd copy in my hand there anyway. Throat Slitter was an MVP.

Top 4 split the payout for 20$ each cash.

Overall the deck worked incredibly well. I was upset I didn't get a chance to use the new addition of Bitterblossoms at all (since I just bought them), but I think they are very strong anyway, what with Spellstutter, Jitte, and Standstill synergies.

No matchup seemed unwinnable and I'm wondering which ones are particularly hard. I didn't play any of the heavier control decks, so maybe them. My removal was specifically designed to get around Counterbalance and Daze/Cursecatcher, as those are the two favorite decks in my metagame. And it definitely did.

The only thing I changed since then is to drop the Shriekmaw to 2 and Snuff out up to 3 for better Standstill help. (The list I posted is different by 1 card than the one I played).

Tell me any comments or questions about the deck.

keys
10-16-2009, 06:35 PM
Are you sure this was from a week ago? I swear I was the Ichorid player and this was from like a month and a half ago.

I was visiting family in MN for labor day and I randomly went to Monster Den for a tourney, brought along Ichorid which I had never played in a tourney before, and ended up going 0-2 drop after facing Dreadstill round 1 (ouch) then UB Faeries round 2.

I remember losing to Jittes both games. However, I think you forgot you evoked a shriekmaw one of the games to remove my bridges (g2?). Also, !$@#%! Extirpate

Are you off on the date or do all of your Ichorid matches play out the same way :laugh:

Phoenix Ignition
10-17-2009, 04:48 PM
Yep I'm off on the date and the evoked Shriekmaw. I didn't think the date was going to make a difference, but you turn out to post here haha. I did say my details were a tad sketchy.

paK0
10-17-2009, 08:20 PM
Since this thread got reanimated I toyed around a little with my old lists and tested is a little. So far it looks promising, but I'm not gonna pusue it furter at this point, at least right now. Still wanna post the list that has been kinda solid

// Fae

// Lands
2 [MOR] Mutavault
4 [A] Underground Sea
4 [ON] Polluted Delta
2 [ZEN] Misty Rainforest
5 [BD] Island (3)
2 [10E] Swamp (3)
4 [TE] Wasteland

// Creatures
4 [LRW] Spellstutter Sprite
2 [MOR] Vendilion Clique
2 [FUT] Tombstalker
2 [LRW] Sower of Temptation
1 [LRW] Mistbind Clique

// Spells
3 [MOR] Bitterblossom
3 [ZEN] Spell Pierce
4 [AL] Force of Will
3 [CHK] Sensei's Divining Top
4 [BD] Brainstorm
4 [M10] Doom Blade
3 [DD2] Counterspell
2 [BD] Diabolic Edict

// Sideboard
SB: 3 [ALA] Relic of Progenitus
SB: 2 [FNM] Tormod's Crypt
SB: 2 [6E] Terror
SB: 4 [FD] Engineered Explosives
SB: 2 [5E] Hydroblast
SB: 2 [R] Blue Elemental Blast






The main problem is that there is no way to deal with resolved Artifacts and Enchantements. the list is not set in stone, however i like it this way, Spell Peierce was not no amazing, but some earlie protection is needed.

The Manabase is king, but im tempted to splash green for Mealstrom Pulse and KGrip.



Its not optimal but i leave it to someone who actually plans to play this in the next time to refine it^^

loveisgreen
10-19-2009, 07:57 AM
Finally took a break from playing ANT to sleeve this up for a 35 man tourney here in NM and I finished 1st with a record of 4-0-1.

Faeries

4x Spellstutter Sprite
4x Cloud of Faeries
2x Sower of Temptation
4x Dark Confidant

4x Bitterblossom
4x Standstill
4x Force of Will
4x Swords to Plowshares
4x Brainstorm
2x Engineered Explosives
4x Daze

4x Polluted Delta
4x Flooded Strand
4x Underground Sea
2x Tundra
4x Mutavault
1x Island
1x Swamp

Round 1: 0-0-1- MUC- Larry Trujillo
Draw with a good friend of mine because his deck wasn't sleeved and I didn't want to be a jerk about it. Plus I was hungry.

Round 2- 1-0-1 Hypergenesis- ?
Game 1- he goes off turn 2, I Daze, he scoops
Game 2- he goes off turn 2, I Daze, he scoops

Round 3- 2-0-1 B/G Loam/Crime Variant- Justin Macdonald
Game 1 he mulligans to 3 and concedes. How lucky.
Game 2 I see extirpates and some other garbage and he says he thought I was playing ANT so he sideboarded wrong. Either way, this game came down to Jitte not resolving on his side. He has Dryad Arbor untapped after casting, so I swords it, he fails to float the mana and his Jitte gets dazed out of existence. If he was a better player I would have lost for sure.

Round 4- 3-0-1 Dreadstill- Derek Umamoto
By far the closest match of the night, my best friend and I can't feasibly draw at this point, so we get comfy for a long and disgusting match.
Game 1 starts out with a Brainstorm for him and a fetch in response from me. He flushes the chaff with a fetch of his own and drops a Goyf. I attempt a Confidant, which meets a Daze, then make a Tundra and send Goyf packing with Swords. A couple turns later, nothing of note has happened, but eventually I stick a Blossom and Standstill after some Force wars. While I'm out of mana, he attempts Brainstorm number 3, and tries to stifle the Standstill trigger. I explain to him that this would trigger the effect again and ask if he wants to take it back, but he says it was his fault and lets it go, I fail to draw a force as I watch him drop a Nought and Stifle. I attempt an explosives at 1 and blow it, but he has the Trickbind, and we're off to game 2....

I bring in 3 Vendilion Clique and 3 Relic of Progenitus, and am under the assumption he will be bringing K. grips and Explosives for me in lieu of Dreadnoughts. Despite the first game, I know that he knows they aren't very good vs. Spellstutter/Explosives/Sower/StP.

I start off with a fetch for a basic swamp, he drops Island and passes. I play Tundra and try to land a Bob, and when he fails to float a blue before dazing, I happily Daze back. Unfortunately he untaps and Plows. So much for the game being easy.... I drop the Blossom, and he makes a Counterbalance on his turn. His next turn sees Goyf coming in, and I land a Vendilion Clique in his end step to strip a Force from him. On my turn I drop an explosives on two with UUWW, and leave a dork behind to chump. He swings and drops Explosives at zero. I force and he reveals force off the CB. Hate this game. Fortunately, there is a Sower waiting on top for me and immediately bring his Goyf to work for me. He stops me and shows me a Stifle. He takes another dead swing at a faerie token on his turn and passes. I draw....Sower number two! I enlist it's thieving services and when he tries to Stife again I drop the Spellstutter and wait for the Force. He drops his hand on the table, revealing the force and three lands facing lethal next turn with a Misty Rainforest on top of his deck.

I failed to take notes for game three because we had seven minutes left when it started, but I do remember it ended much the same way as game 2. Sower is just too damn good.

Round 5- 4-0-1 Cephalid Life- Tanya Kenney
She is the only other 3-0-1 and she offers a draw. I explain to her that we would be drawing into 2nd and 3rd due to the fact that there were three 9 pointers. Besides that, this is an incredible matchup for me.
Game 1 sees me on the play, and I play explosives on 1 and pass. She sighs as she plays vial and passes. I make double cloud of fae with standstill and pass, while she gets an Illusionist dazed on her turn. I use my mana to blow explosives and swing, playing yet another standstill.

"Are you serious?"

"It gets a whole lot worse...."

I reveal the two Spellstutters in my hand and she angrily scoops for game 2.

Game two was much the same, I force her turn one vial and play Relic on my turn, while she is trying to recover from a mull to 5. Two Spellstutters later the game is over.

I think Bitterblossom was definitely the weakest card in the deck overall, and Spellstutter by far the best. I would probably cut the blossoms for more Sower and possibly Smother. Not quite sure, but I will be playing this deck for a while, as I think it has real potential.

coma
10-20-2009, 06:43 AM
@ loveisgreen : congratulation for result .
I'm agree with you on blossom , it's strong but not much versatile , above all when the race is disadvantageous.

compliments!:smile:

coma
10-20-2009, 08:39 AM
I’m sorry for up.

I hope to be useful a little report on an already used list to much players.
In a tournament of 55 person about I finish 1st with a tempo version of ugr faeries.
Deck list :
22 mana 3 polluted 2 flooded 2 island 3 vulcanic island 3 tropical island1 breeding pool 3 wasteland 4 mishra 1 mutavault
4 force of will 4 brainstorm 3 standstill 3 daze 3 stifle 3 spell snare 2 cloud of fearies 2 ninja of the deep hours 4 spellstutter 4 tarmogoyf 4 lightning bolt 2 vedalken shalkes.
Sb:1 red elemental blast 2 piroblast 3 control magic 1 firespout 2 counterspell 2 tormod cript 1 relic of progenitus 2 krosan grip 1 trygon predator. .

Turn 1 melfork u/w
G1 mulligan on 6 and 1 stifle and 1 wasta he goes on color and mana screw .so he enter on stutter ‘s loop : he casts something –first stutter, he casts –second stutter , he casts –third stutter , I play ninja and stutter again .
G2 I haven’t a good hand and he starts very fast .then I tryto keep the race with 2 tarmo , but he wins the race , because I have few mana .
G3 I enter on control on board thanks to shalkes and win. .
2-1

Turno 2 serviva-progenitus
G1 I have for all time red color screw and when I can play he casts natural order and win.
G2 With much counter and denial in early game I win fast.
G3 I counter and remove every things , until with a control magic on his creature and 1 stutter and 1 mishra made a winning race.
2-1

Turno 3 ant
G1 I haven’t a good hand and it’snt better also after a brainstorm .I bit with 1 cloud under standstill , when he decides to start I draw again a very bad cards and so lose .
G2-G3 I see a devasting number of any counter and win always with same game plane : stutter under standstill and remaining open to counter war on orim, silence pact etc….
2-1

Turno 4 my friend with same deck.faeries ugr
. I.D.

Turno 5 landstill uwb.
G1-G2 It’s already a good mu and more he mulls every time to 6 , and I have a good starting hands with denial , cloud/stutter and turn 2 with ninja I draw to much cards.
2-0

Turno 6 ITF I.D..

Top 8 pox
G1-G2 Every stange matchs with this deck . He starts strong , but I am able to keep it and win :
First with 1 mishra and second on race with 1 tarmo and 1 stutter .

Top 4 my team friend (same of swiss) with same deck faeries ugr
Drop to me

Top 2 melfork ug
Split and drop to me

It is nothing of new . This build it ‘s very played . I play it to much time and It’s very competitive : also this week with a local tournament of 25 person about I made top 4 with split for 20 euro .

Thanks and I hope to be useful it .:smile:
Bye

arebennian
10-30-2009, 09:20 AM
I noticed that someone noted that this deck totally ignores Moat.
Why haven't I seen it adopted to a greater degree in playtesting (other than the cost and the fact you probably want black for Blossom)?
White splash would total 8 cards.

4 swords
2 Enlightened tutor
1 Moat
1 Oblivion ring

It could at least be SB matierial...

paK0
10-30-2009, 07:45 PM
Little splash for double white seems a little risky. And Swords are not as good, since you have enough other removal (although they DO deal with Tombstalker)

Cyrus
11-02-2009, 06:23 PM
I've been playing a monoU decklist for some time:

// Lands
1 [AQ] Mishra's Factory (1)
1 [AQ] Mishra's Factory (2)
1 [AQ] Mishra's Factory (4)
1 [AQ] Mishra's Factory (3)
15 [ZEN] Island (1)

// Creatures
3 [MOR] Vendilion Clique
4 [LRW] Spellstutter Sprite
4 [BOK] Ninja of the Deep Hours
4 [UL] Cloud of Faeries
3 [SHM] Cursecatcher

// Spells
3 [DIS] Spell Snare
2 [ZEN] Spell Pierce
4 [M10] Ponder
3 [ZEN] Into the Roil
4 [AL] Force of Will
4 [NE] Daze
3 [MM] Counterspell

// Sideboard
SB: 1 [ZEN] Spell Pierce
SB: 3 [NE] Submerge
SB: 4 [ALA] Relic of Progenitus
SB: 2 [IA] Hydroblast
SB: 2 [DS] Echoing Truth
SB: 3 [R] Blue Elemental Blast

Any thoughts? I'm not that experienced with the archetype, but this one looks more like fish than some more controlish versions posted here in this thread.

GrAsH
11-03-2009, 07:00 PM
Right now, I'm playing a more WUG controlish list, with Trygons, Vendilion, Sowers and Goyfs, and I'm liking it very much.

The list is as follows, which can be seen at this page (http://www.deckcheck.net/deck.php?id=29250):



20 Lands:
1 Plains
4 Island
1 Forest
2 Tundra
3 Tropical Island
2 Flooded Strand
2 Misty Rainforest
2 Windswepth Heath
3 Mutavault

15 Creatures:
4 Spellstutter Sprite
4 Tarmogoyf
2 Vendilion Clique
2 Trygon Predator
3 Sower of Temptation

25 Spells:
4 Standstill
4 Swords to Plowshares
4 Brainstorm
3 Spell Snare
4 Daze
4 Force of Will
2 Umezawa's Jitte


I'll test this list against some matchups to see how it works (I just tested it against Dredge, Spring Tide and some sort of BW Control, my meta is somewhat small).

spirit of the wretch
11-04-2009, 06:55 PM
Won a local 40 man tourney with a BUr list:

[SPOD] A crisis of epic proportions

Mainboard:
4 Polluted Delta
3 Bloodstained Mire
1 Swamp
1 Island
4 Wasteland
3 Underground Sea
3 Volcanic Island
1 Badlands

4 Tombstalker
4 Spellstutter Sprite
4 Bitterblossom

4 Terminate
2 Umezawa’s Jitte
2 Firespout
4 Stifle
4 Daze
4 Force of Will
4 Ponder
4 Brainstorm
# 60


Sideboard:
4 Hydroblast
4 Engineered Plague
2 Engineered Explosives
3 Relic of Progenitus
2 Perish
# 15

Report can be found here (http://www.mtgthesource.com/forums/showthread.php?p=397753#post397753).

Phoenix Ignition
11-04-2009, 07:25 PM
Well done and nice read. I notice you never used Firespout (or mentioned it, rather), except to say you wiped some Painters away.

How critical do you think Firespout is. I ask this because I would like to keep my deck two colors (mainly because of a metagame full of Wasteland locks and such), and terminate can more or less be replaced by other slightly worse black removal. This would also mean for me dropping EE, which I've not been too impressed with in a similar list.

Also, Jitte was mentioned many times to be extremely good here, would you add a 3rd in now?

spirit of the wretch
11-05-2009, 04:24 AM
I hadn't any problems with the mana base as it is (if you don't count the Crucible/Wasteland fiasco that is of course). 20 lands with 4 Brainstorm and 4 Ponder make for an exceptionally strong mana base in legacy. Furthermore you have Stifle for opposing Wastelands.
That said, Firespout wasn't all too great, but it's a great card for problem MUs as tribal aggro and Goyf Sligh. It's never really dead either (I almost never boarded it out), as you can additionally use it as removal for Mongeese and Empty the Warren tokens. The third Jitte might be an alternative in that slot, but with all that library manipulation I think 2 are sufficient. These 4 slots are my dedicated anti-aggro maindeck slots and I like Jittes broken effect as well as Firespouts immediate impact on the board.
Another reason why I wouldn't drop the third color are indeed the EE and especially against opposing Plagues. Has anyone of you guys a good idea how to handle those besides EE (which is very clunky)? One of those annoying enchanments really make your life hard.

kikkofrio
11-05-2009, 07:52 AM
I'm going to update my list with some little change:

Kikko's gift to his friend 2.0:


1 Island
1 Swamp
1 Badlands
3 Volcanic Island
3 Underground Sea
3 Bloodstained Mire
4 Polluted Delta
4 Wasteland
1 Umezawa's Jitte
3 Lightning Bolt
3 Terminate
4 Stifle
4 Daze
4 Force of Will
4 Ponder
4 Brainstorm
4 Bitterblossom
3 Tombstalker
4 Spellstutter Sprite
2 Vendilion Clique

Sideboard:

2 Red Elemental Blast
1 Pyroblast
3 Blue Elemental Blast
2 Perish
2 Engineered Explosives
2 Pithing Needle
1 Relic of Progenitus
2 Tormod's Crypt

coma
11-05-2009, 08:52 AM
@ spirit of the wretch : congratulation for result .
Firespout md I think is too specific , but I understand actual meta .
Don't you need to bolts ?

bye:laugh:

Citrus-God
11-05-2009, 08:56 AM
I'm going to update my list with some little change:

Kikko's gift to his friend 2.0:


1 Island
1 Swamp
1 Badlands
3 Volcanic Island
3 Underground Sea
3 Bloodstained Mire
4 Polluted Delta
4 Wasteland
1 Umezawa's Jitte
3 Lightning Bolt
3 Terminate
4 Stifle
4 Daze
4 Force of Will
4 Ponder
4 Brainstorm
4 Bitterblossom
3 Tombstalker
4 Spellstutter Sprite
2 Vendilion Clique

Sideboard:

2 Red Elemental Blast
1 Pyroblast
3 Blue Elemental Blast
2 Perish
2 Engineered Explosives
2 Pithing Needle
1 Relic of Progenitus
2 Tormod's Crypt


Have you thought about splashing White in instead of Red for Swords and Vindicate?

kikkofrio
11-05-2009, 09:25 AM
Have you thought about splashing White in instead of Red for Swords and Vindicate?

Something like this?

1 Island
1 Swamp / Plains
1 Badlands / Scrubland
3 Volcanic Island / Tundra
3 Underground Sea
3 Bloodstained Mire / New fetch
4 Polluted Delta
4 Wasteland
1 Umezawa's Jitte
3 Lightning Bolt / STP
3 Terminate / Vindicate
4 Stifle
4 Daze
4 Force of Will
4 Ponder
4 Brainstorm
4 Bitterblossom
3 Tombstalker
4 Spellstutter Sprite
2 Vendilion Clique

Sideboard:

2 Red Elemental Blast / disenchant
1 Pyroblast / disenchant
3 Blue Elemental Blast
2 Perish
2 Engineered Explosives
2 Pithing Needle
1 Relic of Progenitus
2 Tormod's Crypt


...but...if vindicate is a good tempo card, we can't say the same thing on STP, right?

Phoenix Ignition
11-05-2009, 01:33 PM
Another reason why I wouldn't drop the third color are indeed the EE and especially against opposing Plagues. Has anyone of you guys a good idea how to handle those besides EE (which is very clunky)? One of those annoying enchanments really make your life hard.

I've had awesome testing results with Spell Pierce main over Dazes. This does nothing to answer if they do get it out and you can't counter it at the time, but U/B/r have nothing against enchantments in general.

I'm trying a build with random stuff in it that can save myself from dying to my own BB if it hits though, specifically Mistbind Clique. He has never not timewalked someone when I've played him. The only problem is that I run more faeries than you so his champion might suck.

rancOr_
11-05-2009, 02:11 PM
Im playing a UB build,focussed on control instead of the tempo/disruption BUr list.
4 polluted delta
3 flooded strand
2 island
2 swamp
4 mishra's factory
4 underground sea
1 volcanic island
1 riptide laboratory
3 tombstalker
4 spellstutter sprite
3 sower of temptation
2 vendilion clique
4 bitterblossom
2 umezawa's jitte
1 sword of fire and ice
4 ancestral vision
4 daze
4 force of will
3 smother
2 ghastly demise
3 engineered explosives
sb:
2 BEB
2 hydroblast
4 engineered plague
4 duress
3 relic of progenitus

Want to make place for brainstorms,but the A.visions are working great atm.
Any suggestions for improving?.

Phoenix Ignition
11-05-2009, 02:38 PM
Want to make place for brainstorms,but the A.visions are working great atm.
Any suggestions for improving?.

I would always run Brainstorm over A. visions. You need to sculpt your hands in the first turns, and you run fetchlands, so there really isn't any reason to not run BS. It digs for answers if you're playing against Stax/combo, it hides cards if they Duress/Thoughtseize, and it doesn't take 4 turns (which is way too long against combo or Ichorid or even zoo sometimes) to work. 3 EE seems a bit high as blowing it for 2 is going to hurt you a lot, getting 3 color could be tough if they waste your one source, and blowing it for 1 usually is pretty lack-luster.

spirit of the wretch
11-06-2009, 09:17 PM
@ spirit of the wretch : congratulation for result .
Firespout md I think is too specific , but I understand actual meta .
Don't you need to bolts ?

bye:laugh:

I don't know, Firespout seems to have a higher powerlevel, acting as a one-sided Wratch against tribal aggro. That sounds pretty damn good on the paper. On the other hand, Bolts can be cast eary and provide some reach. What are your opinions on the two cards. Which one is the card to play and why?

Phoenix Ignition
11-06-2009, 10:52 PM
I don't know, Firespout seems to have a higher powerlevel, acting as a one-sided Wratch against tribal aggro. That sounds pretty damn good on the paper. On the other hand, Bolts can be cast eary and provide some reach. What are your opinions on the two cards. Which one is the card to play and why?

I'd say this is completely meta dependent. My meta has tons of merfolk because they are so cheap to build, so I would run Firespout main if I wanted to run red. Bolts give reach and take out creatures pretty well too, so I'd say they're better if you have no idea of the meta you go into.

Firespout is pretty bad against every control deck but great against zoo/tribal. Bolt is all around pretty decent. You won though so obviously Firespout was a good choice :smile: .

Hanni
11-06-2009, 11:36 PM
To just mention the tempo idea again, I finally decided that my direction for the deck just wasn't working. The deck that did well in one of the last big tournaments, I think an SCG 5k event, is just a better direction. My list is just slightly different than it, but this is what I've decided was the best tempo Faerie approach I've tried yet so far:

U/B/r Tempo Faeries

// Lands
4 [ON] Polluted Delta
4 [ZEN] Scalding Tarn
4 [A] Underground Sea
2 [U] Volcanic Island
2 [7E] Island (2)
4 [TE] Wasteland

// Creatures
4 [LRW] Spellstutter Sprite
1 [MOR] Vendilion Clique
4 [FUT] Tombstalker

// Spells
4 [MOR] Bitterblossom
4 [CST] Brainstorm
4 [M10] Ponder
4 [SC] Stifle
3 [DIS] Spell Snare
4 [DD2] Daze
4 [AL] Force of Will
4 [U] Lightning Bolt

// Sideboard
SB: 4 [ZEN] Spell Pierce
SB: 4 [DS] Echoing Truth
SB: 4 [SHM] Firespout
SB: 3 [BOK] Umezawa's Jitte

Simply put, Tombstalker is the man. There's a reason why Dreadstalker and Team America run him, and it's because he comes down quick, is resilient to some things (Snuff Out and other nonblack creature removal, Counterbalance, Smother, Engineered Plague, Firespout, etc....), he's huge (5/5), and he's evasive (Flying). Too important of a role for a tempo based deck; you want to win before the opponent stabilizes.

Pestermite wasn't bad, but it just wasn't enough. Tapping a guy down generated tempo, but a 2/1 Flyer still cannot race a 4/5 Tarmogoyf regardless. Tapping a land down to compliment the mana denial also wasn't bad, but a 2/1 Flyer could not kill the opponent quick enough before they stabilized their manabase and dropped something big like a 4/5 Tarmogoyf.

Clique is still quite good, but Legendary means he needs to be limited in numbers. Since the deck runs Tarmogoyf and Bitterblossom as fantastic win conditions already, the 1-of is a good compliment to the creature/threat base.

Bitterblossom is very good. It makes early tokens for your Spellstutters to become hard counters against everything, chump blocks evasiveless trampless aggro all day long while you smash face with whatever else, and provides a great resilient clock against the opponent. A trick to note is that if the opponent has only a Goyf or something on board, wait to start chump blocking until you have 2-3 1/1's on the board, so you can chump Goyf and still race (Spellstutter's and Clique compliment the race plan well, while Tombstalker just ends games).

I decided to run Lightning Bolt maindeck because of it's aggressive nature. It's a much better spell against decks like Merfolk, Goblins, and Zoo than Snuff Out is (lifeloss is relevant). I like the fact that it makes the deck more aggressive by being able to be aimed at the opponent's face.

However, this spot (the removal spot) is HIGHLY debatable for me, and I'm not sure what the actual best option here is. Not convinced one way or another, at all.

I'm still wondering whether or not Sower of Tempation would be a good board card vs Goyf. Snuff Out in the sideboard (or maindeck) is another option.

Is 4 Lightning Bolt maindeck with 4 Firespout and 3 Jitte sideboard overkill? Should Sower or Snuff Out be in there somewhere? Maybe Terminate? What about Fire//Ice?

That's really the only part of the deck left that I need to decide on. What's everyone elses thoughts? I'd really appreciate some input. =]

Other than that, yea, those are the conclusions I've come to so far about the tempo build.

Oh, and Spell Pierce out of the board is frickin sweeeeeet.

keys
11-07-2009, 04:51 PM
I think Terminate is a little better than Bolt and definitely better than Snuff Out. At least one maindeck Jitte wouldn't be a bad idea either (probably in the spot of 1 Blossom, since you really only need 1 per game).

Spell Pierce does seems pretty good in this SB, due to the lack of green for Grip. Not so sure about the Echoing Truths, though. You could probably use some graveyard hate, probably Crypt. Oh, and REB?

Phoenix Ignition
11-07-2009, 06:42 PM
I decided to run Lightning Bolt maindeck because of it's aggressive nature. It's a much better spell against decks like Merfolk, Goblins, and Zoo than Snuff Out is (lifeloss is relevant). I like the fact that it makes the deck more aggressive by being able to be aimed at the opponent's face.


Have you tested Snuff Out against Merfolk? The comment to me suggests you hadn't, but I could be wrong. Lifeloss is only relevant if Merfolk get out lords. Merfolk have the hardest time ever countering a free kill spell (Daze and Cursecatcher wiff), and without their lords they are the most pathetic deck out there. You can chump their 2/1 and 1/1s all day long and even trade with them, as long as you make sure their lords don't start pushing you around before you get a Jitte online.

Terminate in my experiences can get easily countered even on 3rd and 4th turns because they have 8 Daze effects.

The main reason I run Snuff Out even after I took standstill out of my deck is because it just wrecks Merfolk.

Bolt, however, is a good choice against them so I'm not saying you made a bad decision, but Snuff Out is definitely not sub-par against the Merfolk matchup.

keys
11-07-2009, 06:44 PM
Snuff Out is craptacular against anything red.

Phoenix Ignition
11-07-2009, 06:51 PM
It isn't optimal, but against red you can tap out 4 mana for it without daze fear, and against red, they likely won't have something that you need to blow up before then (goyf is usually 3/4 in that matchup at most in the first couple turns).

Granted, I thought you ran Jittes, which greatly offset the disadvantage of lost life because you can count on gaining it back again later.

The first few turns though, you want your mana open to Spellstutter their quick creatures and burns. Snuff out on a Nacatl can save you 2 life easy by turn 3, while still keeping up mana to snag their burns.

MSC
11-07-2009, 07:13 PM
How about 2 Grixis Charm in the Board? Maybe even Maindeck in the Firesprout Spot. They help dealing with pesky Enchantments, like Plague and Counterbalance, can Shrink or kill their Threads or let you win some Turns faster.

I played around a little with the white Splash-Version, but even on Paper it looses too much against everything aggro.

Phoenix Ignition
11-07-2009, 08:45 PM
Grixis doesn't deal with Plagues, if they land one you lose all your faeries already -4/-4 can't kill a goyf (especially if bitterblossom ever hits the graveyard). +2/+0 would be an awesome bonus though.

Overall it's too hard to get all 3 mana consistantly for a card that is good but not game-breaking.

arebennian
11-08-2009, 10:45 AM
Crosis Charm?
Tombstalker to hand? Check
Kills goyf? Check
Destroy Artifact in colour combination that usually doesn't? Check...

rancOr_
11-08-2009, 01:55 PM
Why are we posting random cards that can deal with ench? If it comes, u can always play EE main/side or even echoing truth if u want(which shouldnt be nec.) Besides u still have Tombstalker and sower if u play him.
As for the BUr list,I dont like snuff out at all-the life loss is to big of an issue as they can still FoW it(merfolk) and LB/firespout are just superior.

coma
11-09-2009, 07:57 AM
@ spirit of the wretch : (only for my personal idea) I don't like in md too specific cards , and so lightning are the perfect tempo component's for this deck , ductile on every mu (also combo deck) , and with lightning and terminate you can wait jitte (it' s gg vs melfork) , with 4 brain and 4 ponder we can find so easy jitte in 3x .

I think -1 stalker -1 slot -2 firespout and + 1 jitte +3 lightning ... about :rolleyes:

bye:smile:

thefreakaccident
11-13-2009, 01:55 PM
I piloted a RBU list to a first place finish in a 14 man tourney last night... my list was designed for an agro metagme... Here it is:

lands//20
3 mutavault
3 volcanic island
3 underground sea
3 scalding tarn
3 polluted delta
1 badlands
4 island

creatures//13
4 spellstutter sprite
4 scion of oona
3 vendilion clique
2 sower of temptation

spells//27
4 bitterblossom
3 firespout (MVP)
3 repeal

4 brainstorm
4 ponder
2 fact or fiction

4 force of will
3 spell snare

sideboard//
4 relic of progenitus
3 engineered explosives
1 firespout
3 extirpate
2 red elemental blast
2 perish

The metagame had several elves and goblins lists, but also included merfolk, threshold, and survival as top decks that i had to go through to win...

The list performed admirably against agro all night, as i was allowed to form a decent sized army and simply wrath the opponent's board while still applying lots of pressure.

The repeals may seem like a really strange choice, I took it in favor of smother, as the only creature i ever have to worry about that has a backside of 4+ is goyf, and repeal slows him enough... but the deck also needed ways to deal with problem artifacts/enchantments, without destroying my own things (explosives with all of my 2cc and 3cc dudes...)...

I think that if you have a heavy agro meta, this is definitely the way to go.

I will write a tourney report in the tournament report section as well.

sauce
11-13-2009, 02:18 PM
i was thinking bout something like this...

Spells: 42
4 dark confidant
4 spellstutter sprite
4 tarmogoyf
4 daze
4 swords to plowshares

4 bitterblossom
4 brainstorm
4 ponder
4 force of will
4 spell snare

2 umezawa's jitte

Lands: 18
2 tropical island
3 tundra
3 underground sea
4 misty rainforest
4 polluted delta
1 island
1 swamp

thoughts?

thefreakaccident
11-13-2009, 05:50 PM
I think it is funny that instead of discussing lists people post, people decide to post alternative lists and totally disregard the previous lists others have put forth...

There are several issues I have with that list:

1. between the lifeloss of 8 fetchlands, dark confidant, AND bitterblossom, the addition of Jitte is simply not enough.

2. it is a four color manabase... Now, we have all seen how 4c and 5c decks can work, but is it really necessary? Do you really need to add two additional splashes to the deck just so you can have swords AND goyf?

3. This doesnt really have enough synergy within the deck to make it work, honestly, if you want to take that aproach, then cut the blossom and sprite for counterbalance and top, then you could have a feasible list. Sprite can be good, but only if you commit slots to make it good, this is why faeries (the tribe) usually run additives such as mutavault AND bitterblossom to make it work... if sprite is the only faerie you see for several turns, then it will only counter 1cc dudes... I guess what i am trying to say is that unless you have a way to tutor for him (like how some survival decks use the card), then you need more faeries to make him truely powerful.

Now, to continue discussion on my list:

I have been doing a lot of testing and I am very happy with the results...

It seems to be doing very well in the agro MU, having several ways to combat their swarms (blossom to counteract them, spout to annihilate them, and blockers/counters to slow them down... not to mention the combo of scion + sower)... The Agro control MU is pretty much the same as conventional lists, either preventing counter-top from hitting the table, or overwhelming them with card quality/bitterblossom shenanigans.

The deck leaves some to be desired in the combo MU in the MD (not having either stifle or CB to ice the MU), but a simple alteration of the sideboard can be all that you need.

I also love the fact that this build doesn't roll over and die to ichorid, with the sideboard being so well tuned to crush it, and having the quick MD sweeps in the MD, I think it could be workable to actually make it a positive MU in the future.

I would like some people's opinions on the extirpates in my current sideboard... I added them as a supplement to fight blue control/combo/ichorid/life from the loam... but the problem with the card is that it requires your opponent to have thrown something away to your countermagic already... I.E. your already winning the MU... I need something to help win, and not keep winning if that makes any sense.

sauce
11-14-2009, 01:37 AM
I think it is funny that instead of discussing lists people post, people decide to post alternative lists and totally disregard the previous lists others have put forth...

There are several issues I have with that list:

1. between the lifeloss of 8 fetchlands, dark confidant, AND bitterblossom, the addition of Jitte is simply not enough.

2. it is a four color manabase... Now, we have all seen how 4c and 5c decks can work, but is it really necessary? Do you really need to add two additional splashes to the deck just so you can have swords AND goyf?

3. This doesnt really have enough synergy within the deck to make it work, honestly, if you want to take that aproach, then cut the blossom and sprite for counterbalance and top, then you could have a feasible list. Sprite can be good, but only if you commit slots to make it good, this is why faeries (the tribe) usually run additives such as mutavault AND bitterblossom to make it work... if sprite is the only faerie you see for several turns, then it will only counter 1cc dudes... I guess what i am trying to say is that unless you have a way to tutor for him (like how some survival decks use the card), then you need more faeries to make him truely powerful.

Now, to continue discussion on my list:

I have been doing a lot of testing and I am very happy with the results...

It seems to be doing very well in the agro MU, having several ways to combat their swarms (blossom to counteract them, spout to annihilate them, and blockers/counters to slow them down... not to mention the combo of scion + sower)... The Agro control MU is pretty much the same as conventional lists, either preventing counter-top from hitting the table, or overwhelming them with card quality/bitterblossom shenanigans.

The deck leaves some to be desired in the combo MU in the MD (not having either stifle or CB to ice the MU), but a simple alteration of the sideboard can be all that you need.

I also love the fact that this build doesn't roll over and die to ichorid, with the sideboard being so well tuned to crush it, and having the quick MD sweeps in the MD, I think it could be workable to actually make it a positive MU in the future.

I would like some people's opinions on the extirpates in my current sideboard... I added them as a supplement to fight blue control/combo/ichorid/life from the loam... but the problem with the card is that it requires your opponent to have thrown something away to your countermagic already... I.E. your already winning the MU... I need something to help win, and not keep winning if that makes any sense.

sprite counters the most important spells in the format on their own.. swords on my goyf/bob, sensei's diving top, and if you get a bitterblossom, it counters every spell they play from that point on..
yeah by himself he is not amazing, but he is good enough.
the life loss should not be a big issue if you're winning, it was never in type2 faeries and they ran thoughtseizes... obviously if bob is killing you, then you can use him to attack and he pretty much gains evasion if they chose to not kill him... worst case you sword him...
obv its just good dudes.dec + bitterblossom, just curious.

thefreakaccident
11-14-2009, 02:21 AM
T2 Faeries didn't run BoB or fetchlands... Thoughtseize and bitterblossom were the only lifeloss the deck had...

If im not mistaken, the most important spells in this format are 2cc, and not 1cc... and sometimes not being able to counter 2-3cc spells can lose you a game (and being able to counter 4-5 cc spells is a VERY nice luxery when dealing with mid-ranged decks nowadays).

Now arguing that you can save yourself from your own dark confidant by wasting your own removal to be rid of him is entirely counterproductive (Your opponent would probably jizz himself because of the fact that you had to do this)... Why put yourself in that situation in the first place?
------------------------------
Faeries is a tempo deck... It doesnt matter whether you run stifle or you run repeal... the point is simple, stall your opponent while still building a board position, and continue to do this until the game is out of reach for your opponent.

Cards like sower of temptation, bitterblossom, and sprite illustrate this perfectly.

This deck is based off of synergy, not raw power... The cards build off of one another and complement eachother in such a way to both control the game and win the game at the same time... This is why faeries are powerful.

I Wish i could draw a good analogy to some of the other powerful tribes in magic, but I cannot, as no other tribe focuses on controlling the gamestate like faeries do... Every creature in this deck limits your opponents options, as well as applying pressure on the opponent.

As a faerie player, you should always be trying to build your own position while simultaneously limiting your opponent's options, otherwise you are either playing the deck wrong, or just not playing faeries.

NiRVeS
11-14-2009, 07:25 AM
lands//20
3 mutavault
3 volcanic island
3 underground sea
3 scalding tarn
3 polluted delta
1 badlands
4 island

creatures//13
4 spellstutter sprite
4 scion of oona
3 vendilion clique
2 sower of temptation

spells//27
4 bitterblossom
3 firespout (MVP)
3 repeal

4 brainstorm
4 ponder
2 fact or fiction

4 force of will
3 spell snare

sideboard//
4 relic of progenitus
3 engineered explosives
1 firespout
3 extirpate
2 red elemental blast
2 perish


Really like this list. The only thing that bothers me womewhat is the lack of Daze's. Did you you ever miss them? My first instinct would be to go -1 ponder, -1 bitterblossom, +2 daze. What's your opinions on this?

I'm currently tinkering with the following list. Any comments or suggestions are highly appreciated.

Thopter-Faeries

Lands (20)
4 Island
1 Swamp
1 Mountain
3 Underground Sea
2 Volcanic Island
3 Polluted Delta
3 Scalding Tarns
2 Academy Ruins
1 Seat of the Synod

Creatures (9)
4 Spellstutter Sprite
3 Vendillion Clique
2 Trinket Mage

Enchantments (3)
3 Bitterblossom

Instants (15)
4 Brainstorm
3 Thirst for Knowledge
2 Daze
2 Spell Snare
4 Force of Will

Sorceries (1)
1 Ponder

Artifacts (13)
3 Sensei's Divining Top
2 Engineered Explosives
1 Relic of Progenitus
2 Umezawa's Jitte
2 Sword of the Meek
2 Thopter Foundry

Sideboard is currently under construction, but it will certainly feature 3 counterbalance and at least 3 firespout. Some number of perish will be in there as well, since Progenitus-Bant decks are doing quite well around here.

Grtz

thefreakaccident
11-15-2009, 01:53 PM
I am a pretty old fashioned guy when it comes to deck building...

I usually don't like to play faeries and daze together for a few reasons... As my builds usually run a few higher cc spells in my decks, and daze can keep you 1-2 turns from casting those higher cc powerful spells (like sower, scion, and FoF)... and these are spells that you definitely want to be able to play with haste if you absolutely need too.

With the 11 countermagic still in the deck, the soft counters aren't really missed too much.

If i were to build a list running daze, the high cc spells would be first to go, as well as a few lands... I usually don't run daze unless i have at least 4 slots that i can devote to it (as it is strongest in the first few turns, you want as many copies as possible to make sure you can play it consistently in the first turns of the game).

My lists are usually on the more controlling side of things, but i like the added aggressiveness that scion brings to my current list, being able to sift gears at your own convenience (leaving mana open to deal with things on their turn, and if they don't, then you simply play Scion EOT to add pressure).

coma
11-20-2009, 07:51 AM
I write a little report on a tournament , because I hope to be useful : 15/11/2009 master of geddon II (115 players)
I play faeries ugr with usual list:

-3 wasteland 1 mutavault 4 mishra 3 volcanic 3 tropical 2 island 1 breeding pool 3 polluted 2 flooded

-2 ninja 2 cloud of f. 4 tarmogoyf 4 spellstutter

-4 force 4 brainstorm 3 snare 3 daze 3 stifle 3 stanstill

-4 lightning 2 vedalken shackles

Sb: 2 firespout 2 control magic 3 krosan 2 piroblast 1 reb 2 tormod’s crypt 1 relic of progenitus 2 counterspell

I start with 2 bay , because 11/oct , with same list , I won a 55 player tournament , that give me this advantage .
A very aggro metagame with many goblin , zoo , melfork , some counter-top (nassif /dreadstill) and combo like ant and enchantress .

Turn 1 bye

Turn 2 bye

Turn 3 zoo 4c
G1 I have a dreadful topdeck with only land and I cast only 1 force and 1 tarmo in the game .
G2 I succeed to make denial with stifle and wasteland , I play a quick tarmo and some counter to defend it .
G3 I make some denial , but he start to draw lands and so I keep a control profile with counter and shooting on his creatures until I have 2 vedalken on board .
2-1

Turn 4 Panebianco zoo 3c
G1 I start with 5 land (with1 wasteland) force and lightning , he have right fetch for only basic land and I draw only land .I die casting 1 ligthning.
G2 We play some spell and the situation is : me 5 land (with 2 manland) and 1 stutter only non basic land and 10 life point 3 cards with 1 force , he has 3 land 3 cards (price of progress , reb , ?) … I understand it , but I need another counter : 3 snare , 3 stutter , 3 fow , 3 daze , 2 counter …I wait 4/5 turn to attack only with 1 stutter , to not compel to shoot me , but I draw nothing of this.
0-2

Turn 5 natural-survival gwr
G1I have perfect hand .His second turn survival-snare , I play tarmo , next turn survival-snare , I play standstill , next turn natural order-force , next turn natural order for progenitus but he has only 5 life , I attack with 1 tarmo and 1 mishra and cast a lightning .
G2 I keep control of the board with removal and counter.
2-0

Turn 6 Genta with dark boros
G1 I wrong some choice and lose the race .
G2 I control the board with all counters and removals
G3 I win the race with 2 tarmo and 1 mishra , tanks to firespout that clean the board.

Turn 7 ichorid
I.D.

Top 8 Magri melfork ug
We don’t play nothig of 3 matchs :
G1 he goes in screw and don’t play .
G2-3 I have a color screw (red) and don’t play nothing of reb , firespout , and others .
1-2

I think it’s a competitive list , because my two teammate play same list and with both 5-2 like result .They finish 14 and 21 position .

Thanks and bye:smile:

Nidd
11-21-2009, 07:46 PM
*Necros this thread*

Has anyone ever tried a list that is more like a Merfol-approach and plays CounterTop in it?
With Scion, Vendilion Clique, Mistbind Clique and Sprite as the beaters of choice?

coma
11-26-2009, 07:10 AM
@ nidd : I think there isn't a a list , with counter-top and only faeries without a big finisher , could have a good mu versus melfork .

melfork is anyhow a pretty bad mu , moreover if you have a slow race , it's again complicate.

bye:laugh:

TFD
11-26-2009, 09:30 AM
I have been running bloodchief acension to mixed results. Sometimes its just the pressure and clock I need to break a stalemate or crack a control matchup. Other times its completely win-more. Has anyone else had any experience with this card?

Legacy
11-28-2009, 06:37 PM
@coma

How are you finding the spellsputter sprites? More specifically, how often are you actually able to get a 2 cc spell and how often do they just sit in your hand?

Also, cloud of fairies seems weak. Is its soul purpose to get stutter to hit higher cc spells? Is vedellion clique a possible replacement?

Thanks in advance and congrats on your finishes.

coma
11-30-2009, 07:38 AM
@ legacy : thank you , are too kind . Spellstutter is a great card , because give us a big advantage (counter target spell and more we have an evasive creature with ”haste” that give us a positive race ).
More it counters more frequently cc1 and also 2 , but we also snare to cc2 .
For personal experience when we able to counter with 2 stutter , normally is a match won .
Other intelligent using of stutter is like a protection : sometimes I play tarmo when I have 4 (or 5 if opponent play daze) 2 for creature and 2 for stutter on stp .

Cloud seems weak , because we see it alone , but it builds the strategy of the deck . In the deck there are many links between cards :
-daze-waste-stifle for denial
-cloud-standstill
-cloud-stutter(to counter cc2 on turn 2)

Logically on late game every prefer clique (I think it’s a strong cards optimal for a tempo version with red ), but cloud if you need to some incisive cards you can cicle it . Cloud give us a booster start in early game .I don’t know because I ‘am a terrible deck builder , but you can try it .

Now , for particular aggro meta I try -2 ninja + 2 fire/ice , and because sometimes I have a color screw I try – 1 mishra +1 fetch , + 1 volcanic - 1 tropical .

I think it is a competitive build : this Saturday I win a local tournament , about 30/35 players. This doesn’t mean nothing , but it’s a confirm to a good starting idea ( I want to clarify , I’m not the builder of this list , I’m only a player like many others).

Thank you and bye :laugh:

Legacy
11-30-2009, 04:54 PM
@ coma
I am going to try out vendellion clique for now i guess. I am using a list very similar to yours. I have a couple questions though.

How do you deal with a resolved tarmogoyf and why no ponders in the deck? Isn't standstill anti-synergy with the waste stifle package? I mean with standstill out they can fetch all their land and build up a mana base.

I was wondering what your sideboard strategy is against counter top decks. I am having trouble deciding what to side out in that match up because there seems to be a lot that i would want to bring in. (control magic, grips, red blasts).

thanks

coma
12-01-2009, 08:15 AM
@ legacy : this version is an aggro-control , but …more control than aggro , so denial and tempo cards there are , but not too much .
It’s profile is not exaggerate , like a Canadian , because it able to do many strategy . If I have possibility I play for stifle and wasta , but we play very well also in a defensive way around standstill , because we play well under standstill and we have a great number of counter.
For this reason we may create an advantage cards , like a control deck (for this reason no ponder ).

When tarmo resolved and we haven’t a tarmo on board it’s a problem to deal it , but opponent have to extrication between daze , fow , snare , … you can block it with mishra and in opponent eot cast a lightning bolt , …if he plays slowly we can cast a stutter without target and second stutter it’s also a counter … in early game we play only istant and land and if he plays tarmo it is under our bolts … so it’ s no so easy cast a tarmo vs this deck .

Counter-top deck it’s a good mu . Normally I side in 3 reb 3 krosan 2 control magic 2 counter
Side out : 2 cloud 2 stutter (his bombs and great part of deck it’s on cc2 ) 1 mishra (with all deck without waste) 3 stifle (normally it’s not much incisive ) 2 f/I (don’t kill tarmo , trygon .. only dark and we have bolt or vedalken )

Bye bye :smile: :smile: :smile:

Moduloc
12-15-2009, 09:37 AM
My friends and I have been playing for a while but we have finally decided to play competively. I really like the faeries list ive seen with tombstalker. This is the list i was thinking about running, ive made some changes from what ive seen. any suggestions would be great.

creatures:
4xtomstalker
4xspellstuder sprite
instant:
4xbrainstorm
4xforce of will
4xstifle
4xdaze
2xenlightened tutor
4xswords to plowshares
enchantment:
4xbitterblossom
2xmoat
2xoblivian ring
artifact:
2xumezawa's jitte
land:
4xwasteland
4xpolluted delta
2xflooded strand
2xtundra
2xscrubland
3xunderground sea
1xplains
1xswamp
1xisland

Nidd
12-15-2009, 10:09 AM
I don't like 3-color versions at all, but anyways, Firespout looks better than Moat and StP. Honestly, I wouldn't want to use StP when I have BB chipping away my lifepoints...
Just play Snuff Out for your removal. This is a tempo deck, why not emphasize this aspect?

Phoenix Ignition
12-15-2009, 08:24 PM
I don't like 3-color versions at all, but anyways, Firespout looks better than Moat and StP. Honestly, I wouldn't want to use StP when I have BB chipping away my lifepoints...
Just play Snuff Out for your removal. This is a tempo deck, why not emphasize this aspect?

How is the -4 life from snuff out worse than them gaining ~4 life from a swords to plowshares? Bitterblossom will lose faster for you in this situation, and since BB's damage grows linearly unaided, it's much better for them to gain life and then just swing back for 4 turns extra (6 points of damage at least).

Moduloc
12-16-2009, 05:47 AM
I don't like 3-color versions at all, but anyways, Firespout looks better than Moat and StP. Honestly, I wouldn't want to use StP when I have BB chipping away my lifepoints...
Just play Snuff Out for your removal. This is a tempo deck, why not emphasize this aspect?
i thought that terminate was the standard spot removal.

Legacy
12-16-2009, 10:42 AM
I have a couple issues with terminate. It is your two off colours and is 2cc. Against an aggro deck it is not very good as it does not provide you a first turn answer to say wild nactle or lackey etc. Any time you start with a basic island or under waste effect it will be hard to cast. Good late game as it hits everything, but I would still prefer lightning bolt as it is never dead.

In the ugr version, what is our plan against Canadian thresh. That deck is big where I live and it seems like they will ruin our day. Fire/ice on two faeries and just snare our goyfs or keep us off colour sources etc. Any one have experience against Canadian thresh and side board strats?

@coma
How have you been finding the 2 vedalken shackles main board, since you run 4 factory and 3 waste (lots of non blue sources). Do you ever find it too slow or not be able to get the creatures you want. And doesn't it go against the rest of the deck which is to not cast spells on your turn ( never tapping down). I find whenever I tapped down to play a shackles my opponent went nuts on his turn casting his big bombs.

Here is my list and sb
3 wasteland
4 mishra factory
4 volcanic island
4 tropical island
2 scalding tarn
2 misty rainforest
2 flooded strand

2 vendilion clique
4 tarmogoyf
4 spellstutter sprite
2 cloud of faeries

3 standstill
4 force of will
4 brainstorm
3 spell snare
3 daze
3 stifle
4 lightning bolt
2 fire // ice
1 umezawa’s jitte
Sb:
2 krosan grip
2 tormod’s crypt
2 relic of progenitus
2 firespout
2 counter spell
1 red blast
1 pyroblast
1 threads of disloyalty (one turn quicker then control magic against zoo which makes a difference)
1 engineered explosives
1 vedalken shackles

The jitte slot was either a shackles or crucible, but I found jitte is really too good not use. Every time it resolved and was not dealt with, you just win.

thefreakaccident
12-16-2009, 01:08 PM
I tried terminate in my lists, and while it can be more versatile, i much prefer playing smother, as it is easier to cast, and the only crits that see play that it doesnt hit are tombstalker and baneslayer angel...

coma
12-17-2009, 07:31 AM
@ legacy : vs Canadian it’s a little mirror , so we play much carefully , although it is a good mu. We have (compared with Canadian ) a much control profile .
We develop a defensive game plane ever open to counter (before we counter and then we play our threat). Much carefully in early game , we have some duty :
- defend our mana base
- play a land each turn
- don’t leave on board too much opponent threats
We are stroger in mid and late game , when standstill and shackles are bombs.
Some islands help us if we haven’t stifle or brainstorm in opening hand .

Shackles is a subjective choice , I like it very much , but it isn’t a “must” . Jitte it’s a great card , but I think this list have few creatures to play it .

Bye bye :laugh: :laugh:

Nidd
12-17-2009, 12:41 PM
Shackles has a problem: You can pretty much only take control of their Goyfs, as their Mongooses have shroud.
Or you can take control of their Vendilion Clique, if they play any.

So what's the general opinion on this deck? Is the red splash really worth it, or would it work better with only UB?

whienot
12-17-2009, 12:55 PM
Firespout alone justifies the red splash, imop. One sided wrath effects are some good I hear.

keys
12-17-2009, 03:07 PM
I don't understand why people complain about Terminate so much. Fetch out a Sea and a Badlands and you can cast anything in the deck. I think this list is really solid:

//9 Creatures
4 Spellstutter Sprite
3 Tombstalker
2 Cloud of Faeries

//20 Instants
4 Brainstorm
4 FoW
3 Stifle
3 Daze
3 Thoughtseize
3 Terminate

//2 Sorcery
2 Firespout

//6 Enchantment
3 Standstill
3 Bitterblossom

//2 Artifact
2 Umezawa's Jitte

//21 land
3 Wasteland
3 Mishra's Factory
4 Polluted Delta
3 Scalding Tarn
4 Underground Sea
3 Volcanic Island
1 Badlands

//SB
4 Spell Pierce - *must* for Ubr
3 REB
3 Tormod's Crypt
2 BEB
1 Terminate
1 Firespout
1 Jitte

Why play green when black gives you Tombstalker, Blossom, Terminate, and Thoughtseize?

coma
12-18-2009, 07:31 AM
@ nidd : I’m agree with you , vs Canadian shackles has a little impact on board , but it make opponent win with only 4 mongooses .

I think splash more outstanding is red (without all kind of aggro decks became great problem) :

MB
Shooting/removal effects

SB
Reb – best counter/removal against u decks
Firespout – best wrath effects against all kind of aggro/tribal/stompy (fs/ds) decks

A subordinate role has other color , first of all give us a big finisher :

Black mb/sb :
-stalker

-removal
-blossom
-thoughtseize

Green mb/sb :
-tarmo

-krosan ( help us vs control and stax decks)
-trygon
-firespout (really abosolute use like a wrath)

@ keys :after some test , give us some thoughts about your list , seems an interesting hybrid of 2 lists .

Bye bye :smile: :smile:

Moonlight
12-18-2009, 11:43 AM
@keys: why playing mishra over muta?
Muta kan make the Spellstutter Sprite more effective..? :smile:

keys
12-18-2009, 12:44 PM
@keys: why playing mishra over muta?
Muta kan make the Spellstutter Sprite more effective..? :smile:

I'd rather have a 3/3 blocker than a 2/2 that can sometimes combo with Sprite. Sprite is powered up enough in multiples and by CoF and BB.

I settled on the list above because of multiple synergies:

Standstill-Mishra's
Standstill-Blossom
Standstill-Cloud of Faeries
Cloud of Faeries-Sprite
Cloud of Faeries-Jitte
Blossom-Jitte
Blossom-Sprite
Firespout-everything...

2 Spout, 3 Terminate, plus the 2 Jitte feels like the right amount of maindeck removal.

The deck can't bust out a Tombstalker as fast as Eva Green or Team America, but it's still obviously the best threat in the deck, so 3 is good for me. Faeries + Jitte is potent enough as the alternative win con.

The manabase is still touchy, since there are a lot of color requirements, but like I mentioned earlier, Sea+Badlands allows you to play every spell in the deck.

Moduloc
12-20-2009, 09:33 AM
cheers, I was wondering what were the best sideboard cards for aggro loam, 43 lands, and countertop, and aggro matchups. I will be facing an unknown meta so if there is something im not aware of that I should be, I would like advice for those match ups as well. any other advice would be great. thanks.

Legacy
01-09-2010, 01:13 AM
Against aggro loam, control magic or threads (grave yard hate too). Against 43 lands I would bring in graveyard hate and counter top bring in red blasts and krosan grips.

For all the decks that are running stifle and waste, why not just play canadian thresh? Canadian thresh uses all the best tempo cards to take advantage of the stifle waste package. I think it is better to just use more control cards and keep maybe 3 wastelands with no stifle.

Decks need focus, one objective/goal and the deck should be geared to that, otherwise this deck will suffer the same problem as The Rock where it is good at filling each roll, but not great at any. The Rock has had many articles written about it and how it is not focused and tries to adapt to what the opponent is playing and how that is not optimal. Then there is decks like Canadian thresh that is purely dedicated to one cause and continually puts up results.

I believe Faerie decks should be more in the control profile and leave the tempo to Canadian Thresh where it is best utilized.

Shugyosha
01-09-2010, 01:37 PM
I'd rather have a 3/3 blocker than a 2/2 that can sometimes combo with Sprite. Sprite is powered up enough in multiples and by CoF and BB.

I settled on the list above because of multiple synergies:

Standstill-Mishra's
Standstill-Blossom
Standstill-Cloud of Faeries
Cloud of Faeries-Sprite
Cloud of Faeries-Jitte
Blossom-Jitte
Blossom-Sprite
Firespout-everything...

2 Spout, 3 Terminate, plus the 2 Jitte feels like the right amount of maindeck removal.

I really like your list but the Cloud of Faeries seemed weak in testing. Still unsure what to play instead but there must be something better like another Terminate/Spout for example.
I'm also playing a swamp and an island each instead of the fourth U-Sea and the seventh fetchland but I think I will somehow add the 7th fetchland again.

Jeremy
01-19-2010, 04:07 AM
So, I should have won my 3 byes for Madrid with UBr Tempofaeries, here's a little report

64/65 people, don't remember (I hope 65!!)

T1: RGW Zoo

G1: Get damaged by his nacatl up to 10 lives, then Bolt+Terminate and then Tombstalker gets his life off.

G2: He does his job and lavamancer gets past BB tokens when I'm at 6-7 lives
G3: He gets me in the red zone again@3 life with jitte, blossom and 3-4 token (one equipped). I get an EE@2 to blow his tarmos and my BB after gaining 6-8 lives. double wasteland on his R mana to keep him from burning me with Ajani Vengeant he has in his hand

2-1, 1-0-0

T2: Jund Rock
G1: I get board advantage w. Blossom after countering or removing 2 confidants and 1 tarmo, he T'seizes me and removes FOW leaving Firespout.
I topdeck stutter and pass, he tries to cast Deed and get screwed

G2: Get to lategame with BB&Jitte, he has witness, I do a big mistake: I'm at 4, he attacks with Witness, i block without seeing his Volrath's Stronghold.
He goes 4 double Maelstrom Pulse and I die as I deserve

G3: He gets a full-bomb hand: T2 Goyf, T3 Goyf, I cast a Vendilion which sees L.Bolt, M.Pulse, Choke. I remove the gamebreaking enchantment, but guess what?Tarmo-raced.

1-2, 1-1-0

T3: Solidarity

Awesome MU 4 me: G1 he mulls and goes landflood, 2nd turn Bitterblossom, EOT Vendilion makes him remove his Reset and then beatdown
G2: I board thousands of counters, this time he goes manascrewed but I had a hand full of counters.

2-0, 2-1-0

T4: Ugly UB deck with countertop, dark Depths, Dreadnought, Confidant, diamond moxes.

G1: turn 1 confidant, i land go, Turn 2 hexmage-depths gets stifled, I go with BB, he does AGAIN hexmage depths, I do prophanity, keep my defence until his confidant gives him dread-stifle too.

G2: I board bouncers and spell pierces, I pierce his turn1 CB, and get a couple of others 2x1 that deck is exposed to.

G3: he goes for mox turn1, I keep his mana stifling fetchland and he stays@1 mana forever, dying for that.

2-1, 3-1-0

T5: Iona dredge

He opens Study, Led, dredges a deep anal. His deck gives him nothing except a couple of bridges, i go with couple of lands and BB while he dredges 2 Ichorids. Reanimates Iona on blue, then animate ichorids, uses 2x therapy to destroy my hand and get 6x zombies. The turn after that I die.

G2: keep a 7-hand showing myself confidant, he mulls into anti-hate but I just have a decent hand.Volcanic go, he tries Imp which is dazed, i waste his land and he has only 4 cards in hand. I get my stalker to finish him

G3: he mulls heavily to 3 or 4. land go, I go volcanic-relic-EE@0. Guess what?

2-1, 4-1-0

T6: 2Land-Belcher

I know what he plays, I keep hands with active FOW and I assrape him. No more words.

2-0,5-1-0

T7: ID with suspance

5-1-1, 7th swiss

Top8: UW control

G1: I get BB into board after his top, I see he has no answers and get immediately 2nd Blossom. he goes enlightened into Shakles and uses my own faeries to slow me enough to make BB kill me.

G2: A lot of hate from side (pierces, reb, needles) get their job on his Top, i get BB on board, counter a couple of powder kegs and go for it with 5-6 faeries

G3: Vendilion+Stutter hold him, Stalker finishes the job.

Top4: Merfolk UG

G1: he opens with fetch go. I am amazed, play land go. he draws go, I draw stifle and land go. After a couple of turns goes 4 fetch->stifle->GG

G2: I make many mistakes due to low quantity of sleep, he doesn't do big mistakes but I go totally landscrewed and 2 goyfs make the job.

I get 3rd place, 4 chromes, 4 wooded foothills and 4 standstill. Not bad at all!!!

The List

3 Underground Sea
3 Volcanic Island
1 Badland
4 Polluted Delta
3 Bloodstrained Mire
1 Island
1 Swamp
4 Wasteland

4 Stifle
4 Force of Will
4 Dazes
4 Brainstorm
4 Ponder

4 Bitterblossom
4 Spelsutter Sprite
2 Vendilion Clique
3 Tombstalker

1 Umezawa's Jitte
3 Terminate
2 Lightning Bolt
2 Firespout

SB

3 Engineered Explosives
2 Red Elemental Blast
3 Spell Pierce
1 Tormod's Crypt
1 Relic of Progenitus
2 Pithing Needle
1 Echoing Truth
1 Rushing River
1 Wipe away

coma
01-19-2010, 07:51 AM
congratulations for result :smile:

your bouncer's repertory lacking of only rushing river:tongue: :tongue: :tongue: :tongue:

bye bye:smile: :smile:

Eksem
01-19-2010, 05:23 PM
I've been wanting to build a faerie-deck for quite some time (mainly because I like the flavour of faeries, actually), but I have never seen a deck archetype with so tough card choices and game plan choices. It seems you could either go the tempo route, or a more controlling variant with lot's of CA, is this correct?

Are there any types of builds or lists that are generally agreed upon as being better/optimal? I'm still in "theorycrafting" stage, but hope to start playtesting next week.

These are the cards that I would like to fit in my deck (note, some could well replace others, and some just have bad synergy):

Dark Confidant
Ninja of the Deep Hours
Spellstutter Sprite
Vendilion Clique
Sower of Temptation
Tarmogoyf
Tombstalker
Cloud of Faries
Grim Lavamancer

Swords to Plowshares
Terminate
Lightning Bolt
Fire // Ice
Firespout

Brainstorm
Ponder
Sensei's Diving Top

Ancestral Visions
Standstill

Force of Will
Daze
Spell Snare
Stifle
Counterbalance

Aether Vial
Bitterblossom
Umezawa's Jitte

Thoughtseize

Mishra's Factory
Mutavault
Wasteland

---

I do consider myself more of a tempo-oriented player than a control-player, though I do enjoy card advantage and card quality (who doesn't?). It would seem that a tempo-version should include the following:

4 Spellstutter Sprite
4 Cloud of Faeries
4 Tombstalker
4 Fire // Ice
4 Stifle
4 Force of Will
4 Daze
4 Brainstorm
4 Wasteland

That, however, does not leave many more slots. Even with a 18 land list that leaves 10 more slots, which does not seem to be enough to fit everything I wan't into it, and makes for some very tough decisions. The cards that are on top of my list are:

Ninja of the Deep Hours
Vendilion Clique
Terminate
Bitterblossom
Umezawa's Jitte

Do you think this is a viable route, and do you have any suggestions/pointers/lists?

Thank you in advance.

Jeremy
01-20-2010, 03:16 AM
4 Spellstutter Sprite
4 Cloud of Faeries
4 Tombstalker
4 Fire // Ice
4 Stifle
4 Force of Will
4 Daze
4 Brainstorm
4 Wasteland

That, however, does not leave many more slots. Even with a 18 land list that leaves 10 more slots, which does not seem to be enough to fit everything I wan't into it, and makes for some very tough decisions. The cards that are on top of my list are:

Ninja of the Deep Hours
Vendilion Clique
Terminate
Bitterblossom
Umezawa's Jitte

Do you think this is a viable route, and do you have any suggestions/pointers/lists?

Thank you in advance.

I think that, when you play Bitterblossom, it is a powerhouse that opponent must answer quickly, or you win whatever.
Including Bitterblossom makes you remove cloud of faeries: they're cool if you can wait your opponent to break standstill, and to counter@2 on turn 2 (but you've got Dazes for that); after turn2, cloud is << Bitterblossom, which is an autowin Vs:

- CounterTop (almost)
- White Stax
- Landstill.like control
- Any combo (lets you play open)

fire/ice Vs. lightning bolt is quite a dispute, it is a meta choice made from the presence of Zoo instead of Merfolk or Goblins.

If you play the tempo way, ninja is just a 2/2 which cycles, and you should waste your resources in
- keeping him alive
- remove blockers

to make him functional

protecting him with standstill makes him a lot more functional

Vendilion is a real powerhouse, i played without (4 stalker, 4 blossom and 4 stutter) but it is awesome response to opponent's standstill and combo, and still races.

the real choice to do is:

- I expect a lot of enchantress and burn, or zoo: remove black and play green

- I expect control, combo and landstill meta: go for black, let them waste their resources on BB/Stutter and finish'em off with Vendilion and Stalker

Eksem
01-20-2010, 05:20 AM
I would expect seeing Goblins, Merfolk, Bant Counter+Top, Zoo and Enchantress as the most popular decks, with some splashes of Combo, juding by the last few tournaments around here. That would mean a Urg-version, right?

How about:

4 Spellstutter Sprite
4 Cloud of Faeries
4 Tarmogoyf
2 Vendilion Clique
2 Grim Lavamancer

4 Force of Will
4 Daze
4 Stifle
4 Brainstorm
4 Fire // Ice
4 Lightning Bolt

2 Umezawa's Jitte

1 Mountain
1 Island
2 Tropical Island
4 Volcanic Island
2 Misty Rainforest
4 Scalding Tarn
4 Wasteland

elof
01-20-2010, 05:39 AM
I would probebly cut some Cloud of Faeries and some Fire/Ice for at least 3 Spell Snare/Spell Pierce.

coma
01-20-2010, 09:30 AM
@ eksem : if you need a starting list urg , you can play :

2 firespout
2 Cloud of Faeries
4 Spellstutter Sprite
4 Tarmogoyf
2 Vedalken Shackles
4 Lightning Bolt
3 Standstill
3 Spell Snare
3 Daze
3 Stifle
4 Brainstorm
4 Force of Will
3 Wasteland
1 Mutavault
3 Mishra's Factory
4 Volcanic Island
1 Breeding Pool
2 Tropical Island
3 Polluted Delta
3 Flooded Strand
2 Island

SIDE

1 Red Elemental Blast
2 Pyroblast
1 Relic of Progenitus
2 Tormod's Crypt
3 Krosan Grip
3 Counterspell
2 Control Magic
1 Firesprout

It's an idea for your possible meta.
bye:smile:

Eksem
01-20-2010, 12:22 PM
@ eksem : if you need a starting list urg , you can play :

2 firespout
2 Cloud of Faeries
4 Spellstutter Sprite
4 Tarmogoyf
2 Vedalken Shackles
4 Lightning Bolt
3 Standstill
3 Spell Snare
3 Daze
3 Stifle
4 Brainstorm
4 Force of Will
3 Wasteland
1 Mutavault
3 Mishra's Factory
4 Volcanic Island
1 Breeding Pool
2 Tropical Island
3 Polluted Delta
3 Flooded Strand
2 Island

SIDE

1 Red Elemental Blast
2 Pyroblast
1 Relic of Progenitus
2 Tormod's Crypt
3 Krosan Grip
3 Counterspell
2 Control Magic
1 Firesprout

It's an idea for your possible meta.
bye:smile:

Thank you for your suggestion! Some questions:

How come you choose to play both Wasteland and Manlands? It seems to be a lot of colorless mana. I also wonder about Spellstutter Sprite with only 2 more faeries (or 3, with active Mutavault). Does it really work with so few faeries? Also, it seems to be wanting to go both the controlling route as well as the tempo route, not really maximizing either gameplan. 3 Stifle and 3 Wasteland sounds like a very thin LD-package, making Daze a slightly worse card. But maybe that midrange gameplan works out?

Note that I have no experience with the deck, so the answers might be obvious to the more skilled and experienced player. I do not mean to offend anyone, if it came off that way.

EDIT:
@elof: And what experience do YOU have playing Faeries in the swedish meta? Except for winning the Eternal King-competition making you the doubtless master of Legacy in Sweden, of course ;)

With that said, does Spell Pierce really work that well in Legacy? I have used it with great success in Vintage, but I would have thought that a creature-heavy format like Legacy would make it inferior to Spell Snare?

Legacy
01-20-2010, 01:45 PM
@Eskem
Wasteland and manlands are needed when you are playing under standstill. Manlands can be played with standstill out while wasteland hits opponents man lands. The last thing you want is your opponent hijacking your Standstill.

The colourless land is an issue with the deck and is why I advise you should not be going less then 10 ways to access each colour (6 fetch and 4 of each dual). I had been going 5 fetch and 3 of each dual and then 4 waste 4 manlands and too many times you will open your 7 with 2 colourless sources.

You are kinda right about the Spellstutter Sprite with very few faeries, but most of the time stutter is used to protect Tarmogoyf from swords to plowshare, I will not play my Goyf until i have protection via stutter or force. Also good when opponent brainstorms with a fetch out, keeps all the extra land in his hand. Also that is why Coma suggested 3 Counterspell in the sideboard to side in against higher curves.

I completely agree with you on the half tempo, half control and is why I switched to just control. Some like the option of going tempo, like if you have both a Wasteland and Stifle in hand you can go mana denial. I just found I did not always have a Tarmogoyf take advantage of the tempo gain and so most of the time it was being wasted, which is why I just run 4 waste and no stifle.

coma
01-21-2010, 08:58 AM
I'm agree with legacy . Half tempo and half control is a subjective choice .

About mana base since I play only 7 colorless lands ( insted of 8 ) , I firmly reduce number of my mulligan .

First target of stutters is cc 1 , because for cc2 we also have snare .

About pierce , in a creature-heavy format , like legacy , it'snt a great choice .
And you can use it undoubtely , only vs combo .

bye:smile:

elof
01-21-2010, 09:30 AM
Snare vs Pierce:
Well, I say it depends on what you want to counter. Goyf? Then go with Snare. Goyf is not a problem? Then it's worth considering other Pierce. I love to counter that first turn top, or that Crucible but mostly, I just love to counter Spell Snare. If your opponent knows what you are playing, then Spell Snare can wreck havoc, countering almost all of your important spells. Also, decks with 3cc-4cc spells, like stax, enchantress or landstill can't really play around Pierce, altough they play around Daze.

Finally, we have zoo. They have Goyf and Pridemage as 2cc drops, and they also might have some sort of bolt. While the biggest problem being the 1cc drops and the constant killing of your critters via bolt, path or likewise, I usually side out my Snares and more often then not, I would like them to be Pierce. Of course all this depends on how your deck looks.

@Stifle:
Not a big fan of Stifle, if your main objective is tempo, play it. If it's not, don't play it.

@Tempo/Controll:
I'm not sure whats better, but I like to mix it up. Some games you can win fast with Clique and co, and other games you go the slow way with counter-magic.


I'm currently trying out this list:
4 Cloud of Faeries
4 Spellstutter Sprite
3 Ninja of the Deep Hours
3 Vendilion Clique
2 Grim Lavamancer

4 Standstill
2 Umezawa's Jitte
2 Spell Snare
2 Spell Pierce
4 Force of Will
4 Brainstorm
3 Lightning Bolt
2 Threads of Disloyalty

3 Wasteland
4 Mishra's Factory
13-14 other lands, 6 of them fetches.


I'm not sure that cutting Daze is a good thing, and I also would like to get some removal, perhaps swords, in there.

coma
01-29-2010, 07:46 AM
About your list , may be it's enough play with :

2x ninja
3x standstill

This is fairly great draw engine .

Vendilion 2x is enough

You can play fourth bolt and some utilities you like and you can play 3x daze also without stifle .

bye

Legacy
01-29-2010, 01:06 PM
I participated in a Legacy event this weekend 33 players. Brought my Faerie Control list:

4 tropical island
4 volanic island
3 mutavault
4 wasteland
1 island
3 misty rainforest
3 scalding tarn

4 lightning bolt
2 fire / ice
2 engineered explosives
2 umezawa’s jitte
2 vedalken shackles

4 spellstutter sprite
3 vendillion clique
4 tarmogoyf

4 force of will
3 daze
2 spell snare
2 counter spell
4 brainstorm

Sb:
2 krosan grip
3 tormod’s crypt
2 relic of progenitus
2 firespout
1 red blast
1 pyroblast
1 ancient grudge
1 spell pierce -- post tournament would change to a blue blast
2 control magic

A lot of the cards in this deck are 1 for 1's. Usually need to see any of the artifacts in the deck (jitte, shackles, EE) or spell sprites to get ahead in cards and win.

round 1: Aggro Loam
G1: Didn't see any artifacts or sprites and eventually life from the loam over took me.
G2: Saw ancient grudge, hit mox diamond and chalice at 1. Saw a crypt and it was over.
G3: Saw a crypt and clique with jitte. Countered everything relevant.

round 2: White Staxs
G1: He goes city of traitors and mox into trinisphere. I waste his city. He then plays a plains and doesn't see another land for a while. By then I have goyf and clique on him.
G2: EE takes out chalice and mox diamond. Goyf and bolts take him out quick.

round 3: Boros Control
G1: Don't see any sprites of my precious artifacts. So it goes 1 for 1 untill he gets imperial recruiter and some white dude to recur it so soon he over whelms me.
G2: I see 4 goyfs.
G3: I see firespout and a jitte.

round 4: Zoo (this rounds lasts 8 mins total time)
G1: I bolt opener and then double waste followed by goyf
G2: He mulls to 6. I force then daze his first two plays. Then play my goyf and force is path. He plays pridemage. And has red open. I tell him I hope he doesn't have a bolt and then declare attacks with my 3/4 goyf. He blocks then end of turn bolt I have the spellstutter. He then plays another pridemage and passes. I say I am sure you don't have the second bolt and attack, he blocks goyf then end of turn bolts and have the second stutter and that ends the game.

round 5-6: ID and place 5th to make top 8.

Quarter: Agrro Loam
G1: Comes down to him having a giant Crusher and me having a shackled crusher, a clique and a jitte. Not much he can do, he does loam and dredge like 2-3 times each turn for a while getting is crusher pass 20/20. Flying and jitte win the game.
G2: I finallly see my control magic and my 4th turn I take a goyf and I have my own goyf down and it is over.

Semis: Landstill U/W
G1: Shackles and EE away his pithing needles on shackles and muta win the game
G2: He has standstill down and eventually breaks it because I am beating him down with mutavault. He breaks standstill with eot bs. I have to discard 3 cards. He plays pithing needle and we each have triple back up at this point so the needle resolves on shackles. Then he follow that up with a moat. I top deck a spellstutter sprite and play it during his upkeep. Oh yeah, at this point he is at 1 life. He scoops. I am pretty sure he runs 4 mishra, 4 waste and 4 conclave. He didn't see much of that.

Finals: Aggro Loam
G1: Both mull to 6. He waste loams me out of the game.
G2: Vendillion and jitte win the game
G3: No land in opener so just I mull to 6. Open a double waste hand as my only lands. I keep and hope he goes mox diamond non loam then I waste and he stumbles. He goes mox diamond into chalice. I draw an island and waste his land. He plays cycle land tapped. I waste and he plays another cycle land tapped. I don't see another land after that island. He gets loam online and I crypt and 6 turns later he does something relevant. I finally get a second source but at this point it is too late.

1st gets time vault and for 2nd I get a bazaar of baghdad. Same price pretty much, but we both wanted the vault.

Top 8 was Imeperial painter, 2 aggro loams, ANT, Zoo, Landstill, Faeries, Countertop.

Minor change to sb would be Spell Pierce --> Blue Blast. Blast hits Countryside Crusher and Blood Moon.

Questions / Comments?

IsThisACatInAHat?
01-29-2010, 02:17 PM
I have a couple questions:
First, have you tried/ thought about Sower of Temptation? What are your thoughts on them? Your list is very similar to the one I'm building, but I've been trying a 3/1 split of Sowers in the MD/SB. If you haven't, are you happy with your creature config as is?

Second, why are you running Daze instead of Spell Snare/ Pierce? I've been trying both interchangeably and so far and have liked Pierce better because it hits t1 vial/lackey/chalice/etc. and its drawback is underwritten by so many MD creature answers. I haven't even tried Daze because it looks strictly inferior to both. Have your experiences shown otherwise?

Last, you mentioned difficulty gaining CA. I've been running a full set of Ancestral Visions personally and it's been a bomb. I never mind fighting a counter war for it because even if I empty my hand protecting it, I get 3 new cards. Have you tried them?

Wargoos
01-29-2010, 03:13 PM
...because it hits t1 vial/lackey/chalice/etc....


I would call a judge if you would pierce my lackey :p
Also playing Vision is a good idea but I would then play a full set of dazes for following reasons:
1. AV is pretty good, but just in the early game, drawn in mid/late game it often takes it too long.
2. When you have your first turn AV you won't be able to play pierce/spell snare and thus won't be able to answer the crucial turn 1/2 of the opponent.
-> Conclusion is : AV and Daze is the right thing to go. I am very interested in this deck since it has those flashy creatures and you can build a reactionary shell which can be quite successfull. But for this you need those free counters.
I hope you understand what I was trying to say.

Further: Sower is a neat card, but I am quite unsure if you can support it without counterbalance, sure you have lot's of counters but I would like to dedicate those for more crucial spells than creatures. I surely have to test this but can see myself playing some in the sideboard.

I will eventually post a list when it's ready.

Congratulations for the good finish Legacy!

IsThisACatInAHat?
02-01-2010, 02:26 AM
-> Conclusion is : AV and Daze is the right thing to go. I am very interested in this deck since it has those flashy creatures and you can build a reactionary shell which can be quite successfull. But for this you need those free counters.
I hope you understand what I was trying to say.
I'll have to try them together since I hadn't thought of that. It makes sense, but I'm not sure if it's such a dead draw in a slower control version, since Ugr doesn't really have a strong finisher like BB or TS. I think I'll also try Ponder in place of AV. It's not CA, but it's an improvement in card quality and I won't have to waste slots on a dead tempo card.

The reason I have been running so many Sowers in the MD is partly because of the lack of strong finishers (might try Scion of Oona too). Having played a fair amount of Tempo Thresh, I'm just wary of running so few creatures. Decks with lots of counters and anemic creature count have a habit of trashing an opponent's early game and then stalling when they've got no way to take advantage of the opportunity. We run fewer cantrips and draw fixers anyway, so the 2-for-1 of Sower is especially nice after blowing an EE and has the pleasant side effect of shoring up some MUs with strong creatures like Aggro Loam and Reanimator.

coma
02-01-2010, 08:06 AM
@ legacy : congrats for result , it's an intersting list . Me too I decide to firmly play f/i main and spouts in side . Now I want to try vendillion instead of my 2 cloud of f.

Some thoughts : main can have 2 way

1 if you stay on this control you can play instaed of fourth wasta ruins academy to have recursion with e.e. shackles and jitte
2 you can play 1 snare and 1 counter instead of e.e. , because like sorcery spell it's too expansive

side 5 slots vs graves it's too much and you can ply 1 krosan vs survival decks and control

This saturday I also drop , in semis to my friend , in a 30 person about tourney with ugr .

bye and congrats

Legacy
02-01-2010, 10:32 AM
@IsThisACatInAHat?
I have tested Sower of Temptation and have found the same results of EaD in that it is much better in a Counterbalance shell where it can be protected.
Ead basically answered all your questions, so I will just say a few things. Zero mana counters are good and helps hit three drop creatures we are removal can't usudally deal with. I tried AV and found it was good most of the time, but there were many cases where it wasn't, ie it getting stifled or drawing it late game or playing it against a fast deck where by the time it goes off it is too late.
You mentioned lack of strong finishers and that is why you played the sowers. Believe in the Goyf. Only play when you can protect him with spellstutter or the like. He wins or stalls the ground, if he is stalling the ground (ie goyf on goyf) then you win via flying faeries.

@coma
Academy is a good suggestion, but i just love my 4 waste. Controls my mana flood plus hits all those pesky utility lands (maze of ith, academy, etc). I have also found that opponents do not side in artifact hate. Usually they only see one maybe two of the 3 artifacts I run and that is not enough reason to bring in their hate.
Engineered explosives is our only main board removal for artifacts and enchantments not to mention we can usually pull off 2 for 1's since we don't play anything till 4th turn which allows our opponents to walk into our EE with two same casting cost cards. Also hitting chalice and mox diamond etc etc. I have just found that I am always wanting one of these during a game. You have a point about the tapping out some on your turn to play it, but you can just activate end of his turn maybe. I guess I have just found it has come in handy to many times to cut.

How are all of you that are running standstill finding it? Can't most situation be waited out then they end of turn instant and you discard 3?

They only games that I lose are to mana issues. Drawing a seven card hand with 1 muta and 1 waste. Do you keep that? I usually don't but when I mull to six and see double waste and I am on the draw I might keep.

I find getting two colourless sources in your hand as your only lands happens every 5 games or so. How can we prevent this or work with this problem. Has anyone considered adding Sensei's Diving Top? or Sylvan Library?

jazzykat
02-01-2010, 11:53 AM
I did a search for scion of oona and he/she barely came up. Can someone who plays this deck tell me why this creature isn't played? The benefits are obvious in a faerie heavy build, it is basically a counter for spot removal, and lets you pull sick Aether Vial tricks.

arebennian
02-01-2010, 10:40 PM
Scion doesn't play well with Jitte.

jazzykat
02-02-2010, 04:09 AM
Scion doesn't play well with Jitte.

So, you are telling me that equipment that does nothing on it's own, is better than another (albeit small) threat that allows you to save almost all your creatures, play at instant speed, and pump almost all your other creatures?

I'm willing to believe that although given lists that run goyf and the fact that Scion doesn't have shroud himself still gives you jitte targets.

Hopo
02-02-2010, 04:47 AM
Scion is decent if you play Bitterblossom making your tokens bigger. The Jitte issue is relevant. Jitte might as well be the best card in the deck. I want to see it in every game. Scion contradicts this and is actually pretty unimpressive due to it being just a 1/1 for quite a heavy manacost.

I wouldn't play Scion without at least 4 Bitterblossom, 4 Spellstutter, 4 other fairies. I've tried it but it just ended being Fow fodder most of the time. Spellstutter Sprite counters removal and gives you the same sized body while being cheaper.

jazzykat
02-02-2010, 07:22 AM
@Hopo: Thanks for the more complete answer and I now understand.


The Jitte issue is relevant. Jitte might as well be the best card in the deck. I want to see it in every game.
If that is the case, then it somewhat calls into question the whole idea of playing with less than the best creatures in the game + Jitte.

coma
02-02-2010, 09:08 AM
@coma
Academy is a good suggestion, but i just love my 4 waste. Controls my mana flood plus hits all those pesky utility lands (maze of ith, academy, etc). I have also found that opponents do not side in artifact hate. Usually they only see one maybe two of the 3 artifacts I run and that is not enough reason to bring in their hate.
Engineered explosives is our only main board removal for artifacts and enchantments not to mention we can usually pull off 2 for 1's since we don't play anything till 4th turn which allows our opponents to walk into our EE with two same casting cost cards. Also hitting chalice and mox diamond etc etc. I have just found that I am always wanting one of these during a game. You have a point about the tapping out some on your turn to play it, but you can just activate end of his turn maybe. I guess I have just found it has come in handy to many times to cut.

How are all of you that are running standstill finding it? Can't most situation be waited out then they end of turn instant and you discard 3?

They only games that I lose are to mana issues. Drawing a seven card hand with 1 muta and 1 waste. Do you keep that? I usually don't but when I mull to six and see double waste and I am on the draw I might keep.

I find getting two colourless sources in your hand as your only lands happens every 5 games or so. How can we prevent this or work with this problem. Has anyone considered adding Sensei's Diving Top? or Sylvan Library?

I'm agree with you with problem of number of colorless land . It's a problem of the deck , if you want play 1 sensei . If you don't play standstill
you can reduce 1 manland.
About stanstill you have to prepare discard phase , looking number of your opponent and board situation .Standstill it's the power card vs many deck .
I keep starting hand in your same way .

bye

elof
02-05-2010, 06:04 PM
So, here's my latest list:

4 Cloud of Faeries
4 Spellstutter Sprite
3 Vendilion Clique
3 Grim Lavamancer
3 Ninja of the Deep Hours

2 Threads of Disloyalty
4 Force of Will
4 Brainstorm
3 Lightning Bolt
3 Daze
3 Umezawa's Jitte
3 Standstill

4 Mishra's Factory
3 Wasteland
4 Island
6 Fetch
4 Volcanic

SB:
2 Crucible of Worlds
3 Spell Pierce
3 Red Elemental Blast
2 Relic of Progenitus
1 Tormods Crypt
1 Hydroblast
3 Submerge


I'm thinking about maybe -1 Ninja, -1 Lavamancer (perhaps minus 1 Clique and Jitte) for something other, perhaps Spell Snare? Other suggestions?

Jayzonious
02-05-2010, 07:09 PM
Currently running UR/g Faeries

Question:

Is running the following counterspell effects too many? If I were to remove some, which would you guys suggest?

4x Spell Snare, 4x Daze, 4x FoW, and 4x Spellstutter Sprite


My list:

4x Scalding Tarn
2x Misty Rainforest
4x Tropical Island
4x Volcanic Island
4x Mishra's Factory
3x Wasteland

4x Tarmogoyf
4x Spellstutter Sprite
3x Cloud of Faeries
2x Vendillion Clique

4x Brainstorm
4x Force of Will
4x Daze
4x Spell Snare
4x Standstill
4x Lightning Bolt
2x Umezawa's Jitte

Sb:
3x Firespout
4x Spell Pierce
2x Tormod's Crypt
3x Relic of Progenitus
3x Submerge

Jayzonious
02-06-2010, 12:56 PM
It seems like Threads of Disloyalty and Vedalken Shackles are pretty good in this deck, especially if you don't run removal.

Which is better?

Threads of Disloyalty is faster, but Vedalken Shackles is reuseable and it can take creatures with cmc>2. Trying to dedicate 2 slots in my deck to one of these cards, but having trouble deciding which is better.

Wargoos
02-06-2010, 01:29 PM
It seems like Threads of Disloyalty and Vedalken Shackles are pretty good in this deck, especially if you don't run removal.

Which is better?

Threads of Disloyalty is faster, but Vedalken Shackles is reuseable and it can take creatures with cmc>2. Trying to dedicate 2 slots in my deck to one of these cards, but having trouble deciding which is better.

That depends on your build.
If you go for more controllish approach (no G splash for instance) I would go for vedalken shackles since they outclass threads easily and can win on their own (the reusable argument).
So choose what playstyle fits you better - more leaning towards aggro or control.

1rakete
02-07-2010, 04:48 AM
Hi there!

Yesterday, I just browsed aimlessly through deckcheck and I found this decklist:

http://www.deckcheck.net/deck.php?id=29419

I really like this approach to faeries because it covers my 3 all-time-favourite magic cards tombstalker, spellstutter sprite and terminate ;)

Now I just want to ask you whether this decklist can be discussed here or if there is an extra thread (which in didnt found via the search).

Thanks.

Legacy
02-07-2010, 12:13 PM
@elof
I would cut a Cloud of Faeries, a Ninja and another Cloud of Faeries or 1 Jitte for spell snare. I am not too keen on the main board Threads either, I would put them sb and add a Bolt and Fire // Ice.

@1rakete
That is probably the best tempo faerie list out there. I am a big fan of Fire // Ice. The problems I have with the deck is the lack of turn 1 removal (not counting force). They deck seems clogged at 2cc and double tombstalker in hand will take some time for the 2nd stalker to not be a dead card let alone the first. As well, I have not yet been convinced of Bitterblossom.

I tried out 1 Top 1 Sylvan Library and Top is superior. If you are playing the control version of faeries I suggest trying some tops. You never have to top deck again. That is soo powerful. Late game all I do is draw non land cards and overpower my opponents. Sure maybe don't go 4 tops because the last thing you want to be doing is looking at the top 3 and seeing more tops, that defeats the purpose of the card so running 1 or 2 Tops seems just what the deck needs.

1rakete
02-08-2010, 02:16 AM
On an italian gpt with 66 competitors, somebody had probably the same thoughts like you and just included lightning bolts over fire / ice and firespout in the couple free slots (http://www.deckcheck.net/deck.php?id=32134). Smart changes if you expect lots of aggro and all in all lightning bolt is also not a bad tempo card to push out a tombstalker early against decks where you need to be fast.

However I really like Bitterblossom. Its really insane against a couple of decks and in combination with jitte its just insane against everything except storm and dredge, probably.

The questions I just ask myself are:

Really 4 Tombstalkers ? (Probably cut one for something easier to cast. One option could be vendilion clique?)

Really Fire // Ice? (Ice is really awesome but I see Fire more and more as an outdated effect. Except against merfolk, probably, 2 dmg with split possibility just dont get the guys anymore.)

1 Basic Mountain for Terminate-Playability against something like Aggro-Loam?

What to put in the Sideboard? I think this is sealed:

3 RED
3 BEB
3 Crypt or Trap (I think you really dont want to play Relic.)

But what else?

Jeremy
02-08-2010, 09:25 AM
On an italian gpt with 66 competitors, somebody had probably the same thoughts like you and just included lightning bolts over fire / ice and firespout in the couple free slots (http://www.deckcheck.net/deck.php?id=32134). Smart changes if you expect lots of aggro and all in all lightning bolt is also not a bad tempo card to push out a tombstalker early against decks where you need to be fast.



That Italian is me ;-D

To answer all your questions:

- Bitterblossom: I met a solidarity in swiss. I put both games t2 blossom, then I could play mana open and not tap myself to let him try easier combo, also making my spellstutter hardcounters. In top8 1st round, I was facing a UW pure control, and the game vs. landstill.like decks works aorund BB. If it gets in the board in early game, the game is 90% won.



Smart changes if you expect lots of aggro and all in all lightning bolt is also not a bad tempo card to push out a tombstalker early against decks where you need to be fast.
Exactly my thought. Fried a couple of Nacatl with bolt, seeing the room was well supplied of ZOOs.


Really 4 Tombstalkers ? (Probably cut one for something easier to cast. One option could be vendilion clique?)

Sure I do.I don't like 1x Vendilion, so I got to 61 cards. If meta was more ZOOish, I could have put 2nd jitte in SB


Really Fire // Ice? (Ice is really awesome but I see Fire more and more as an outdated effect. Except against merfolk, probably, 2 dmg with split possibility just dont get the guys anymore.)

Fire/Ice is better, imho, in canadian,'cause can make you avoid blocks. Faeries is a fliers' deck, so ice loses slighly power. Also, as you say, targets for 2 split damages are lacking.


1 Basic Mountain for Terminate-Playability against something like Aggro-Loam?

Never had problems of lacking R, even if I did never play Vs. AggroLoam. You find really useful basic swamp for Tombstalker's double B mana. But both basic mountains and swamp are lands you only want to fetch, never to draw. Mountain can be fetched with 3x Mire, swamp with Mire+Delta, so it is acceptable to play swamp, less mountain.

SB: more a meta-ish component

MUs you can't win (unless you're broken ;-D)

Enchantress
Burn

around 50% MUs

Countertop
Landstill
Zoo
Ichorid
AggroLoam
Mongoose Canadian (or Lavamancer canadian with lost roll dice)
Merfolk

Easier MUs

Storm combo
White Stax
Bant.like
Lavamancer canadian (won dice roll)

So set your SB to fix what you expect most. Lately it seems to me that REBs are the one you could lose without too much disvantages, if you consider the flexibility of spell pierce.

So I suggest

2/3x Grave hate
2/3x Engineered Explosives
2/3 bouncers
3 reb/pierce
2 beb
1-4 meta slots: could be firespout-more jitte-needle-perish-so on

P.S: on my list, the bouncers are 1x of Rushing River, Wipe Away, Echoing truth. Not to include Submerge was a meta choice.

elof
02-08-2010, 01:58 PM
@elof
I would cut a Cloud of Faeries, a Ninja and another Cloud of Faeries or 1 Jitte for spell snare. I am not too keen on the main board Threads either, I would put them sb and add a Bolt and Fire // Ice.




I really like Cloud, Cloud is awesome. I'm not too keen on main Threads, they will probebly be some other spell. Changes to the list are -1 Grim Lavamancer, -1 Vendilion Clique, -1 Ninja for + 3 Spell Snare. Also -3 Wasteland for +2 Mutavault, +1 Island. Don't like 4 off Lightning Bolt, perhaps Fire/Ice will be in again but isn't there a better card somewhere?




4 Cloud of Faeries
4 Spellstutter Sprite
2 Vendilion Clique
2 Grim Lavamancer
2 Ninja of the Deep Hours

2 Threads of Disloyalty
4 Force of Will
4 Brainstorm
3 Lightning Bolt
3 Daze
3 Umezawa's Jitte
3 Standstill
3 Spell Snare

4 Mishra's Factory
2 Mutavault
5 Island
6 Fetch
4 Volcanic

SB:
3 Spell Pierce
3 Red Elemental Blast
2 Relic of Progenitus
1 Tormods Crypt
2 Hydroblast
3 Submerge
1 Random

1rakete
02-08-2010, 02:00 PM
Great, the best answer to be expected ^^

However, there are some more things I would like to discuss with you.

What do you think about relic? You played one and I like it for its tap-effect but I think you never want to blow it up unless you have a ts on the table. So isnt crypt always better in this deck?

For which purpose is your split on bounce?

Can you please post your complete sideboard you played at the gpt? At deckcheck, there are only 9 cards postet.

Jeremy
02-08-2010, 05:13 PM
Great, the best answer to be expected ^^

However, there are some more things I would like to discuss with you.

What do you think about relic? You played one and I like it for its tap-effect but I think you never want to blow it up unless you have a ts on the table. So isnt crypt always better in this deck?

For which purpose is your split on bounce?

Can you please post your complete sideboard you played at the gpt? At deckcheck, there are only 9 cards postet.

Glad to help you

On the bouncers

I brought this deck a couple of times before the GPT, and despite the good working of the deck I met an Enchantress who destroyed me in a small 20 people, and on our league final in december I got losses to two Reanimators (both 2-1) and one CounterTop DreadStifle HexmageDepths.

I thought that those deck couldn't be solved by Submerges, and tried to mix bouncers to be more flexible as possible (Vs. ichorid I boarded 3 EE 2 GY hate 1 Echoing, Vs. Depths.crap I boarded pierces EE (for Dreadnoughts) Wipe away and REBs, in case of Enchantress I could board EE, Echoing and rushing river to get rid of multiple enchantments that lock (Oring, or Elephant Grass,Confinement or something else, with RR making double bounce) Backthinking, R.R. never left the box, so it has been just a useless protection.

On GY hate

If an opponent tries to waste me with Relic, I am glad he plays something to slow my strategy in only 3x cards. Usually, the UBr list has the plan:
- Make him mad with denials and finding solution to your Bitterblossom
- When he's out of gas, try a slighly protected Stalker to finish him quickly

On the other hand, Relic can prevent Ichorid to try to force you to use it immediately as you do with Crypt, and blocking tarmos with a faerie to blow them 0/1->dead is really good!

The entire SB was:

3 x Engineered Explosives
3 x Spell Pierce
2 x Red Elemental Blast
2 x Pithing Needle
1 x Tormod's Crypt
1 x Relic of Progenitus
1 x Rushing River
1 x Wipe Away
1 x Echoing Truth

1rakete
02-11-2010, 09:32 AM
@jeremy

I did a lot of testing the past few days and at the moment i am playing the following list:

// Deck file for Magic Workstation (http://www.magicworkstation.com)

// Lands
1 [PT] Swamp (4)
1 [P3] Island (2)
3 [B] Underground Sea
1 [U] Badlands
4 [TE] Wasteland
3 [R] Volcanic Island
3 [ZEN] Scalding Tarn
4 [ON] Polluted Delta

// Creatures
3 [FUT] Tombstalker
2 [MOR] Vendilion Clique
4 [LRW] Spellstutter Sprite

// Spells
4 [M10] Ponder
4 [SC] Stifle
4 [DD2] Daze
4 [AL] Force of Will
4 [MOR] Bitterblossom
3 [ARB] Terminate
4 [5E] Brainstorm
1 [BOK] Umezawa's Jitte
4 [M10] Lightning Bolt

// Sideboard
SB: 1 [BOK] Umezawa's Jitte
SB: 2 [FD] Engineered Explosives
SB: 2 [ALA] Relic of Progenitus
SB: 1 [DS] Echoing Truth
SB: 1 [TSB] Tormod's Crypt
SB: 2 [5E] Hydroblast
SB: 3 [OV] Pyroblast
SB: 3 [UL] Engineered Plague


// Sideboard
SB: 1 [BOK] Umezawa's Jitte
SB: 2 [ALA] Relic of Progenitus
SB: 2 [DS] Echoing Truth
SB: 1 [TSB] Tormod's Crypt
SB: 3 [5E] Hydroblast
SB: 3 [OV] Pyroblast
SB: 3 [UL] Engineered Plague

Some comments on this:

I have the feeling that Lightning Bolt as a 4 of is just what this deck needs. One the one hand side it just increases the clock when you need to be fast and on the other side you can kill anoying critters like nacatl, merfolkords, lackeys and other stuff.

While testing, I discovered that merfolk might actually not be a that good matchup (Or do you really think something else?). So I decided to put plagues in the sideboard, which are still pretty good if you have access to a big amount of spot removal. They big advantage of them is, that they dont care about curse catchers, which is pretty hot in my eyes.

Something else:

I played a lot vs enchantress and have the feeling that this matchup is actually not that bad. You have 8 Counters maindeck which easily can counter all the stuff which does something (confinement, sigil of the empty throne, words, replenish) + 2 vendillion clique. After Sidebording you have additionally EE to remove confinement, you have graveyard-hate to make replenish useless and you have bounce or plagues which help for the alpha strike and shut of a 50 % of their draw engine. Do you really think the MU is that bad?

What I would like to discuss is also sideboarding. What do you think about the following sideboard-plans:

Enchantress - 4 Stifle, - 3 Terminate; + 2 EE, + 2 Relic, + 2 Plague, + 1 Truth
Burn - 4 BB, + 3 Hydroblast; + 1 Jitte
Countertop very dependand on the list but probably - 4 Bolt, - Jitte; + 2 EE, + 3 REB
Landstill also very dependand on the list, probably - 3 terminate, - 1 Daze, - 1 Jitte; + 2 EE, + 3 REB
Zoo probably very controverse idea: - 4 FoW, - 2 Vendillion Clique, + 2 EE, + 3 Hyroblast, + 1 Jitte
Ichorid - 3 terminate, - 1 Jitte, + 2 Relic, + 1 Crypt, + 1 E-Truth
AggroLoam on the draw - 4 daze, on the play - 4 Bolt (if its with confidant I would do - 1 daze, - 1 Stifle, - 1 Ponder, - 1 Sprite) - Jitte;
+ 2 Relic, + 1 Crypt, + 2 Hydroblast
Mongoose Canadian (or Lavamancer canadian with lost roll dice) with mongoose: - 4 Bolt, + 2 EE,+ 2 Relic; against mancer: - 4 Sprite, + 1 Jitte,
+ 3 Hydroblast
Merfolk - 4 BB, - 1 Stifle, - 1 Daze, - 1 Ponder; + 3 Pyroblast, + 3 Plague, + 1 Jitte
Storm combo - 3 Terminate, - 1 Jitte; + 2 EE, + 1 Crypt, + 1 Relic
White Stax - 4 Bolt; + 2 EE, + 2 Relic
Bant.like - 4 Bolt, + 3 Pyroblast, + 1 Jitte
Lavamancer canadian (won dice roll) against mancer: - 4 Sprite, + 1 Jitte, + 3 Hydroblast

Of course this is all quite theoretical because small changes in the deckslists would influence the sideboarding decisions, but that do you think in general?

Jeremy
02-12-2010, 05:08 AM
@jeremy

I did a lot of testing the past few days and at the moment i am playing the following list:

// List



Personally, I prefer a lot the manabase with Mires to fetch basic Swamp, as I wrote you before
On Bolt 4x, I'm a huge fan of Bolts ;-D, I think it's a "minor" choice based on the metagame you're expecting. (I think, less Zoos, more Merfolks?)



// Sideboard
SB: 1 [BOK] Umezawa's Jitte
SB: 2 [ALA] Relic of Progenitus
SB: 2 [DS] Echoing Truth
SB: 1 [TSB] Tormod's Crypt
SB: 3 [5E] Hydroblast
SB: 3 [OV] Pyroblast
SB: 3 [UL] Engineered Plague



I don't think that Plague is really effective if Merfolks plays 8-12 lords..you can slow his race but a well-made Firespout can wrap 2 lords+other minions making an effective Nx1 advantage. Which other MUs are bestened with plague instead of Spout?



I have the feeling that Lightning Bolt as a 4 of is just what this deck needs. One the one hand side it just increases the clock when you need to be fast and on the other side you can kill anoying critters like nacatl, merfolkords, lackeys and other stuff.


True, if your meta requires a close-up of the race, then 4x bolt is a fine add-on; I'd prefer to lower Terminates to 2x to add one maindeck solution to your worst and more probable encounter (Spout for Aggros?Generic bouncers?1 EE MD?)


While testing, I discovered that merfolk might actually not be a that good matchup (Or do you really think something else?). So I decided to put plagues in the sideboard, which are still pretty good if you have access to a big amount of spot removal. They big advantage of them is, that they dont care about curse catchers, which is pretty hot in my eyes.


Plague doesn't solve Merfolk, imho
2x Plague does, but if you resolve it you can wake up from your wet dream ;-D


I played a lot vs enchantress and have the feeling that this matchup is actually not that bad. You have 8 Counters maindeck which easily can counter all the stuff which does something (confinement, sigil of the empty throne, words, replenish) + 2 vendillion clique. After Sidebording you have additionally EE to remove confinement, you have graveyard-hate to make replenish useless and you have bounce or plagues which help for the alpha strike and shut of a 50 % of their draw engine. Do you really think the MU is that bad?


It's not about their finishers, it's about their gameplan and lock.
If you let them get on 1st turn accelerator, they're almost out of Daze range->only 4 fows
They play few duals and fetches ->Manadenial can't help screw them in the beginning
BLossom can help you make stutter a hardcounter, but if you let them resolve elephant grass you have only 6 creatures who can attack paying mana. They also can use Oblivion Rings and stuff to remove your creatures. Alpha Strike is hard to do, if you counter something (card adv.engine, Elephant Grass, Replensih, City of solitude, Confinement) in the first turns, they'll have always something to lock you, or Sterling Groove to search for the optimal choice.
Card advantage KILLS tempodecks, imho.



What I would like to discuss is also sideboarding. What do you think about the following sideboard-plans:

Enchantress - 4 Stifle, - 3 Terminate; + 2 EE, + 2 Relic, + 2 Plague, + 1 Truth
Burn - 4 BB, + 3 Hydroblast; + 1 Jitte
Countertop very dependand on the list but probably - 4 Bolt, - Jitte; + 2 EE, + 3 REB
Landstill also very dependand on the list, probably - 3 terminate, - 1 Daze, - 1 Jitte; + 2 EE, + 3 REB
Zoo probably very controverse idea: - 4 FoW, - 2 Vendillion Clique, + 2 EE, + 3 Hyroblast, + 1 Jitte
Ichorid - 3 terminate, - 1 Jitte, + 2 Relic, + 1 Crypt, + 1 E-Truth
AggroLoam on the draw - 4 daze, on the play - 4 Bolt (if its with confidant I would do - 1 daze, - 1 Stifle, - 1 Ponder, - 1 Sprite) - Jitte;
+ 2 Relic, + 1 Crypt, + 2 Hydroblast
Mongoose Canadian (or Lavamancer canadian with lost roll dice) with mongoose: - 4 Bolt, + 2 EE,+ 2 Relic; against mancer: - 4 Sprite, + 1 Jitte,
+ 3 Hydroblast
Merfolk - 4 BB, - 1 Stifle, - 1 Daze, - 1 Ponder; + 3 Pyroblast, + 3 Plague, + 1 Jitte
Storm combo - 3 Terminate, - 1 Jitte; + 2 EE, + 1 Crypt, + 1 Relic
White Stax - 4 Bolt; + 2 EE, + 2 Relic
Bant.like - 4 Bolt, + 3 Pyroblast, + 1 Jitte
Lavamancer canadian (won dice roll) against mancer: - 4 Sprite, + 1 Jitte, + 3 Hydroblast



I think your playstile is WAY different from mine, so I can't comment too much
First impressions: Bant: never board out Bolts. You have to fry Hierachs or Qasali-Blossom-Killer
Canadian: why sprite out?What are you attaching jitte to?
Storm Combo: Pyros for their mysticals!!!
Ichorid: Explosives@0 for zombies!

flrn
02-12-2010, 07:19 AM
I don't think that Plague is really effective if Merfolks plays 8-12 lords..you can slow his race but a well-made Firespout can wrap 2 lords+other minions making an effective Nx1 advantage. Which other MUs are bestened with plague instead of Spout?

It can be quite good against BantSurvival or GW Survival, since an Engineered Plague on human shuts down Noble Hierarch, Loyal Retainers and Mother of Runes. But i think you have a good matchup there anyway.

rancOr_
02-12-2010, 07:53 AM
I play the following sideboard with BUr faeries:
4x E. plague
3x BEB
3x REB
2x relic of progenitus
3x spell pierce
It's done pretty well for me. As stated before the E. plagues dont kill merfolk that easy but they wreck goblins once u resolve 2.
I play 2 firespout main,while they can slow goblins/merfolk/.. down they can easily restore after,but plague locks them out of the game. To get to this point it is important to know how to play against these decks. Terminate/bolts/REB_BEB should take care of early pressure. Vs Merfolk u gotta play around dazes no matter what,and make sure u keep ur counters for the plagues/spouts.
Also spell pierces in the side are amazing. It helps vs combo,enchantress,cb-top like(supreme blue),landstill,.. and many more. They mostly replace the firespout/removal. There are so many MU's where i boarded in spell pierce with great results.

I play following list:
3 U sea
3 Volcanic island
3 bloodstained mire
4 polluted delta
4 wasteland
1 badlands
1 swamp
1 island
4 tombstalker
4 spellstutter sprite
4 bitterblossom
1 umezawa's jitte
2 firespout
4 ponder
4 daze
4 force of will
4 stifle
4 brainstorm
3 terminate
2 lightning bolt

I dont play less then 4 tombstalker,i've tested 3,but they are too good to not play them as a 4off.
Sure u sometime have 2in opening hand,but ive won so many games with tombstalker. Besides if they remove ur tombstalker midgame,a second one the turn after is most of the times gg. If u were to cut one tombstalker,2x vendilion clique is ur best other option.

DukeDemonKn1ght
02-24-2010, 12:52 AM
Just wondering if I could get some critique on this list:

4 Tarmogoyf
4 Spellstutter Sprite
4 Scryb Ranger (or maybe -1 Ranger, +1 Cloud of Faeries)
2 Cloud of Faeries

4 Force of Will
3 Daze
3 Spell Pierce (or Spell Snare maybe...)
4 Brainstorm
4 Lightning Bolt
3 Fire // Ice
3 Stifle
2 Umezawa's Jitte

4 Wasteland
3 Misty Rainforest
3 Scalding Tarn
1 Wooded Foothills
1 Island
1 Forest
1 Mountain
3 Tropical Island
3 Volcanic Island

So yeah... I get rid of Tombstalker and Bitterblossom by moving from black to green. But I feel that Scryb Ranger and Tarmogoyf are pretty strong replacements, and I think Green offers a lot as a sideboard color. Trygon Predator and Krosan Grip would both be pretty good in this deck. And usually you won't want to spend green mana on playing Firespout, but you never know...

Anyways. It's very much based off of Tempo Thresh, but sort of trying to cross that idea with Faeries, since they already use a lot of the same cards. I could use some critique on it. Cheers!

coma
02-24-2010, 04:24 AM
Just wondering if I could get some critique on this list:

4 Tarmogoyf
4 Spellstutter Sprite
4 Scryb Ranger (or maybe -1 Ranger, +1 Cloud of Faeries)
2 Cloud of Faeries

4 Force of Will
3 Daze
3 Spell Pierce (or Spell Snare maybe...)
4 Brainstorm
4 Lightning Bolt
3 Fire // Ice
3 Stifle
2 Umezawa's Jitte

4 Wasteland
3 Misty Rainforest
3 Scalding Tarn
1 Wooded Foothills
1 Island
1 Forest
1 Mountain
3 Tropical Island
3 Volcanic Island

So yeah... I get rid of Tombstalker and Bitterblossom by moving from black to green. But I feel that Scryb Ranger and Tarmogoyf are pretty strong replacements, and I think Green offers a lot as a sideboard color. Trygon Predator and Krosan Grip would both be pretty good in this deck. And usually you won't want to spend green mana on playing Firespout, but you never know...

Anyways. It's very much based off of Tempo Thresh, but sort of trying to cross that idea with Faeries, since they already use a lot of the same cards. I could use some critique on it. Cheers!

It's a good idea but already builded , faeries ugr :
2 F/I
2 Cloud of Faeries
4 Spellstutter Sprite
4 Tarmogoyf
2 Vedalken Shackles
4 Lightning Bolt
3 Standstill
3 Spell Snare
3 Daze
3 Stifle
4 Brainstorm
4 Force of Will
3 Wasteland
1 Mutavault
3 Mishra's Factory
4 Volcanic Island
1 Breeding Pool
2 Tropical Island
3 Polluted Delta
3 Flooded Strand
2 Island

You can work on build , starting to this list , has already many results to confirm it.
Main difference it's on draw engine around standstill .
Others are subjective choices .
bye

Mayk0l
03-01-2010, 03:18 AM
Apparantly two UR Faeries lists made day 2 in Madrid.

Does anyone have the lists for these decks? I can't find them.

ptahetep
03-01-2010, 07:33 AM
Apparantly two UR Faeries lists made day 2 in Madrid.

Does anyone have the lists for these decks? I can't find them.

Hi, GP Madrid Day 1 undefeated list:
http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/eventcoverage/gpmad10/day1undefeated

Faeries lists:

Alvaro Martin Angulo
Grand Prix Madrid 2010
Main Deck 61 cards
1 Badlands
2 Bloodstained Mire
1 Island
1 Mountain
4 Polluted Delta
1 Swamp
3 Underground Sea
3 Volcanic Island
4 Wasteland
--------------------------------------------------------------------------------
20 lands
4 Spellstutter Sprite
3 Tombstalker
1 Vendilion Clique
--------------------------------------------------------------------------------
8 creatures
4 Bitterblossom
4 Brainstorm
4 Daze
2 Firespout
4 Force of Will
3 Lightning Bolt
3 Ponder
4 Stifle
4 Terminate
1 Umezawa's Jitte
--------------------------------------------------------------------------------
33 other spells
Sideboard
2 Blue Elemental Blast
2 Engineered Explosives
2 Perish
2 Ravenous Trap
3 Red Elemental Blast
2 Spell Pierce
2 Submerge
--------------------------------------------------------------------------------
15 sideboard cards


Alex Mateu
Grand Prix Madrid 2010
Main Deck 60 cards
1 Badlands
2 Bloodstained Mire
1 Flooded Strand
1 Island
4 Polluted Delta
1 Swamp
3 Underground Sea
3 Volcanic Island
4 Wasteland
--------------------------------------------------------------------------------
20 lands
4 Spellstutter Sprite
4 Tombstalker
--------------------------------------------------------------------------------
8 creatures
4 Bitterblossom
4 Brainstorm
4 Daze
2 Engineered Explosives
2 Fire // Ice
4 Force of Will
3 Ponder
4 Stifle
4 Terminate
1 Umezawa's Jitte
--------------------------------------------------------------------------------
32 other spells
Sideboard
2 Extirpate
2 Firespout
1 Hydroblast
3 Perish
3 Pyroblast
2 Ravenous Trap
2 Tormod's Crypt
--------------------------------------------------------------------------------
15 sideboard cards

Mayk0l
03-01-2010, 11:31 AM
Thanks for the response. I saw those lists, but I was referring to the two UR lists that made day two, not the (three) UBR lists.

kiwi
03-01-2010, 03:23 PM
Thanks for the response. I saw those lists, but I was referring to the two UR lists that made day two, not the (three) UBR lists.

Hi, Im one of the boys that made day two and gp Madrid with UGR faeries, and I hadn't any bye, I did 7-0-2 first day, day 2 I did 4-4 because I had very bad luck in day two, but doesnt matter, day 2 had got very good legacy players and I had a lot of fun playing with them.


Decklist
3 Volcanic Island
4 Mishra Factory
4 Tropical Island
3 Wasteland
3 Polluted Delta
1 Island
2 Flooded Strand
1 Faerie Conclave
1 Mutavault
1 Crucible of the worlds
4 Lightning bolts
2 Fire / Ice
4 Brainstorm
3 Spell Snare
3 Stifle
3 Daze
4 Standstill
4 Force of will
3 Vendillion Clique
4 Tarmogoyf
3 Spellstutter Sprite

Side:
3 Submerge
2 Ravenous Trap
3 Firespout
2 Krosan Grip
1 Trygon Predator
2 Sower Temptation.

Changes
-2 Ninjas +2 Vendillions, Vendillion is always very good, and ninja some times isnt very good,
-1 fire/ice + 1 Lightning bolt metagame change againts naya burn.
-1 Spellstutter Sprite +1 Mutavault because I wanted to make more stronger my Standstills

its possible that I will repleace Crucible of the worlds for another card, I didnt use crucible of the worlds in the tournament.

Results
2-0 vs Trheshold UGR
2-0 vs Enchantres
2-1 Vs Enchantres
2-1 vs Zoo Deck
2-0 vs band
0-2 Vs Eternal Garden
2-1 vs Countertop
2-0 vs Survival Bant
0-2 vs add nauseum

day 2

Round 1 My oppont didnt show up , automatic victory :)
2-0 vs add nauseum
2-0 vs URB faeries tempo
1-2 vs survival band
1-2 vs zoo
1-2 vs Eternal Garden
2-0 Dream halls progenitus
0-2 vs Merfolks

I dont remember very good the order of the matches, I played magic a lot of hours during two days, and happened a lot of things to remember, sorry guys.

This deck is very very good, last year in summer I won a tournament winning 7 rounds 2-0 (with ugr faeries ninja version).

I finnished gp madrid 102 of 2220 Players, not bad, because I went with 0 byes, and day two had got very good players,

Thank you for making this thread, and make awesome decks :)

coma
03-01-2010, 04:12 PM
Hi, Im one of the boys that made day two and gp Madrid with UGR faeries, and I hadn't any bye, I did 7-0-2 first day, day 2 I did 4-4 because I had very bad luck in day two, but doesnt matter, day 2 had got very good legacy players and I had a lot of fun playing with them.


Decklist
3 Volcanic Island
4 Mishra Factory
4 Tropical Island
3 Wasteland
3 Polluted Delta
1 Island
2 Flooded Strand
1 Faerie Conclave
1 Mutavault
1 Crucible of the worlds
4 Lightning bolts
2 Fire / Ice
4 Brainstorm
3 Spell Snare
3 Stifle
3 Daze
4 Standstill
4 Force of will
3 Vendillion Clique
4 Tarmogoyf
3 Spellstutter Sprite

Side:
3 Submerge
2 Ravenous Trap
3 Firespout
2 Krosan Grip
1 Trygon Predator
2 Sower Temptation.

Changes
-2 Ninjas +2 Vendillions, Vendillion is always very good, and ninja some times isnt very good,
-1 fire/ice + 1 Lightning bolt metagame change againts naya burn.
-1 Spellstutter Sprite +1 Mutavault because I wanted to make more stronger my Standstills

its possible that I will repleace Crucible of the worlds for another card, I didnt use crucible of the worlds in the tournament.

Results
2-0 vs Trheshold UGR
2-0 vs Enchantres
2-1 Vs Enchantres
2-1 vs Zoo Deck
2-0 vs band
0-2 Vs Eternal Garden
2-1 vs Countertop
2-0 vs Survival Bant
0-2 vs add nauseum

day 2

Round 1 My oppont didnt show up , automatic victory :)
2-0 vs add nauseum
2-0 vs URB faeries tempo
1-2 vs survival band
1-2 vs zoo
1-2 vs Eternal Garden
2-0 Dream halls progenitus
0-2 vs Merfolks

I dont remember very good the order of the matches, I played magic a lot of hours during two days, and happened a lot of things to remember, sorry guys.

This deck is very very good, last year in summer I won a tournament winning 7 rounds 2-0 (with ugr faeries ninja version).

I finnished gp madrid 102 of 2220 Players, not bad, because I went with 0 byes, and day two had got very good players,

Thank you for making this thread, and make awesome decks :)

Congrats for result .

I'm not agree on third vendillions , and on crucible . Manabase wiyh 5 manaland is not firm , for color screw on a long tounament .
So congrats for good result

Mayk0l
03-01-2010, 05:34 PM
What's the reasoning behind not putting Firespout in the main? Seems like an obvious choice?

Edit: There was also a UGR Faerie deck finishing Ninth by Rafael del Riego.
Does anyone have any idea when we'll see top 16/32 lists?

Legacy
03-01-2010, 09:04 PM
@kiwi
Congratulations, that is a solid finish!
I am interested in what was your "bad luck" in day two. Was it mulligan issues? I could see how you might commonly draw opening hands with two colourless sources (ie no blue sources) and have to mulligan or keeping it and not drawing into blue fast enough. Your list has 22 lands which is great but you only have 13 blue sources, 14 with the conclave (but it doesn't allow first turn daze or spell snare to be active). You only have 9 ways to get green and 8 to get red sources. You need at least 16 blue sources in a deck to get a 90% rate of having at least 1 of those blue sources in your opening hand. Even with that it means you will mulligan 1 in 10 games. With your manabase you will mulligan 1 in 5 games (ie 1 in 5 games you will have no blue source in your opening 7).

@Mayk0l
Firespout is narrow. It is best against tribal and zoo.

Has anyone thought about a UGW list? Very control profile, then beat with tarmogoyf and clique? I ran a UGW faeries list yesterday at a small tournament for a mishra's workshop. First 4 rounds I won 2-0 against, merfolk, painter grindstone, 2 land belcher then UBG dark depths. Then semi's 2-0 against the same dark depths then 2-0 against progenitus deck in the finals. Leaving the day undefeated. I run 4 plow and 1 path, 2 EE's with 2 trinket mage and 1 pithing needle main as well and obviously 4 spellstutter's etc.

elof
03-03-2010, 07:48 AM
Apparantly two UR Faeries lists made day 2 in Madrid.

Does anyone have the lists for these decks? I can't find them.

Hi!

I was one of them, going 7-2 day one and 5-3 day two for a total finish of 59th.

My list was:

4 Volcanic Island
4 Islands
2 Flooded Strand
2 Misty Rainforest
2 Scalding Tarn
4 Mishra's Factory
2 Mutavault

3 Grim Lavamancer
4 Spellstutter Sprite
4 Cloud of Faeries
2 Ninja of the Deep Hours
2 Vendilion Clique

3 Standstill
3 Spell Snare
3 Daze
3 Lightning Bolt
3 Umezawa's Jitte
2 Ponder
4 Force of Will
4 Brainstorm

SB:
3 Red Elemental Blast
2 Hydroblast
3 Relic of Progenitus
1 Tormod's Crypt
3 Submerge
2 Spell Pierce
1 Llawan, Cephalid Empress


My loses where against 2 goblins on day one, very very tight games (I had 3 byes so I was hoping not to play against them, in retrospekt, I should have had at least 1 more Hydroblast in SB, probebly more cards) and on day 2 I lost against Bant Progenitus with Jittes despite having to resolve 2 Standstills in game 3 and drawing 5 lands and a Force on them :( Also lost to Counter-Top with uwrg and the final match against Ichorid.

elof
03-07-2010, 07:14 AM
When only playing UBr, isn't Rough/Tumble better than Firespout? Spell Snare might be a issue but it does play around Spell Pierce better.

Cthuloo
03-07-2010, 07:24 AM
When only playing UBr, isn't Rough/Tumble better than Firespout? Spell Snare might be a issue but it does play around Spell Pierce better.


I think dealing three damage instead of two is a huge difference. Firespout kills nacatl, kird ape and wipes tribal boards with two lords (which is a big issue against merfolk). I'm doing well with firespout, anyways.

elof
03-07-2010, 08:10 AM
True, I must have spaced out... sorry :)

I'm currently trying the UBr version, isn't there any card in black that can sweep creatures like Firespout does?

Maveric78f
03-07-2010, 08:21 AM
There are but they don't make the difference between flying and non flying. And, that's quite an issue in a Faerie deck...

Tangle.Wire
03-09-2010, 08:43 AM
(new to the thread) Hi all,

as i tinkered around with the UBR List the past days i feld really by the cards this deck runs. But as i played Countertop/Dreadstill for the last years i feld like i lost any feeling about the ******** playstyle as i should be kinda same for this deck. I loved about the Faes that they can be flashed into play eot while disrupting the opponent with the usual stifle/wasteland/counter stuff.

I think the list is pretty optimal at all as tested with this:

3 Tombstalker
4 Spellstutter Sprite
1 Vendilion Clique
4 Bitterblossom

1 Umezawas jitte
4 terminate
3 lightning bolt
2 firespout
3 ponder
4 brainstorm
4 force of will
4 daze
4 stifle

4 wasteland
4 Polluted Delta
2 Scalding Tarn
4 Underground Sea
1 Badlands
3 Volcanic Island
1 island
1 swamp

The 61 cards don't make trouble at all as i would have cut a ponder or terminate but i didn't want to lose any one of those spells as i think the deck has actually a problem by receiving cards without running standstills.

What you guys think is the way to play against Countertop? I had hard times playing against it with ***** some time ago but this deck could get also trouble running out of card advantage facing the top or counterbalance. :rolleyes:


ps: As i noticed that the source still doesn't fix the problem with ***** for all who didn't know it ***** means canadian ***** ;D

Maveric78f
03-09-2010, 09:04 AM
What is the reasoning behind the creature removal package ?
1 Umezawas jitte
4 terminate
3 lightning bolt
2 firespout

It looks too much anti-weenie oriented. Lightning bolt in particular looks poor compared to firespout in this deck. If you feel that you need more cheap instant removal, then Snuff Out is awesome. I don't like much terminate neither because it can't be played reliably before turn 3 (the time to find RB, the time to be daze-proof, etc...).

As a conclusion, according to me a Jitte / Firespout split (2/2 or 2/3) must be the weenie removal package and terminate / Snuff Out / Diabolic Edict are the fatty removal package (1/2/2 for instance). It would even save that 1 card that makes the deck 60-cards.

The removal package I propose consistantly reduce the R-dependancy of the deck and therefore, you can play less volcanic islands (depending on your SB options, I would even keep only 1). I don't like much Sorcery speed in faeries neither, so that I would replace ponder with Spell Pierce. This is the way you can protect you mana denial strategy and stall until Spellstutter sprites are effective.

Cthuloo
03-09-2010, 09:27 AM
I don't think is a good idea to cut bolt. It's the only 1cc removal of the deck and an excellent tempo card.In addition, if you don't land a tombstalker, it's a long process to beat someone to death with only faeries, and a bit of burn helps a lot.

I can agree with you about the color requirements of terminate, and in fact I was wondering if diabolic edict isn't better (it also deals with Progenitus and Maryth Lage, which is a big added bonus). But imho this only makes sense if you keep bolts in, so that you can use them to deal with the small critters and save edicts to take care of the big beasts.

Maveric78f
03-09-2010, 09:38 AM
This is the point. You already have Firespout and Jitte to deal with small creatures. And Shall I recall the fact that I propose to play Snuff Out which is better than 1CC removals.

About beating the opponent with 1/1. It should not be a problem, since you play 3/4 stalkers, 1/2 cliques and 1/2 jittes.

Cthuloo
03-09-2010, 10:09 AM
This is the point. You already have Firespout and Jitte to deal with small creatures. And Shall I recall the fact that I propose to play Snuff Out which is better than 1CC removals.

About beating the opponent with 1/1. It should not be a problem, since you play 3/4 stalkers, 1/2 cliques and 1/2 jittes.

Firespout and Jitte are a bit slow and sorcery speed. I'm not saying they aren't great cards: in fact they are, and I'm playing 2x each maindeck in my build, but imho they need to be complemented by bolts. Assume you're playing against goblin or merfolk, that combine denial with a very fast clock: you could be forced to wait until turn 4 or 5 to cast firespout or equip jitte and it may already be too late.

Snuff out is an interesting solution, which may deserve some testing. I'm still convinced, however, that the possibility to finish your opponent off one turn earlier with burn shouldn't be thrown away.


EDIT:

I'm probably going to try the deck at a small tournament this sunday. I'm pretty happy with my mainboard and I don't think I will change a single card, but need some help for the sideboard.

For reference, this is my main:

4 Tombstalker
4 Spellstutter Sprite
2 Vendilion Clique
2 Bitterblossom

2 Umezawa's jitte
2 Terminate
4 Lightning bolt
2 Firespout
3 Ponder
4 Brainstorm
4 Force of will
4 Daze
4 Stifle

4 Wasteland
2 Bloodstained Mire
2 Polluted Delta
2 Scalding Tarn
2 Underground Sea
2 Badlands
2 Volcanic Island
2 Island
1 Swamp

The second Badlands should really be a third sea, but unless I manage to get one before Sunday, I will go for this configuration.

The tentative sideboard is:

3 Blue Elemental Blast
3 Red Elemental Blast
1 Firespout
3 Pieces of Grave Hate
3 Bounces
2 Spell Pierce

I would like to know your thoughts about some issues:

- Which kind of grave hate would you choose? I was thinking of splitting 1 crypt, 1 trap and 1 faerie macabre. Do you think this package is sufficiently well suited to deal with Dredge (considering also the 'spouts and maybe an echoing truth)? And Reanimator?

- Are the Spell Pierces really needed? I never playtested against Ad Nauseam, but it seems the matchup should be already favourable, and I also have REB to board in. Or do they shine in some other partucularly bad matchup (except enchantress, which I playtested a lot)?

- I see many of you have explosives in the board. I don't like them being sorcery speed and often rather slow. I was thinking of putting in some bounces instead (also to deal with Iona and the Cthulhu thing from Dark Depths). Do you think it is a bad choice? Which kind of split would you suggest? I was thinking about 1 echoing truth, 1 wipe away and 1 ... I don't really know :P

Thanks in advance for your help!


EDIT # 2:

What do you think about Hibernation?


It's an answer to progenitus
It gives big headaches to elves, bant, rock and survival
It's a great weapon against enchantress
It's an instant (as opposed to its possible competitor Perish - it also works on noncreature permanents, nicely complementing firespout)

Cthuloo
03-15-2010, 08:50 AM
As I anticipated, I went to the tourney yesterday. 30 people battling for the glory and some store credit. I changed a bit my list: I removed the two 'spouts from the main substituting them with 2 Edicts, since I was expecting tons of Iona, Marith Lage and Progenitus. This is what I played:

4 Tombstalker
4 Spellstutter Sprite
2 Vendilion Clique
2 Bitterblossom

2 Umezawa's jitte
2 Terminate
4 Lightning bolt
2 Diabolic Edict
3 Ponder
4 Brainstorm
4 Force of will
4 Daze
4 Stifle

4 Wasteland
2 Bloodstained Mire
2 Polluted Delta
2 Scalding Tarn
2 Underground Sea
2 Badlands
2 Volcanic Island
2 Island
1 Swamp

3 Blue Elemental Blast
3 Red Elemental Blast
3 Firespout
2 Faerie Macabre
1 Tormod's Crypt
1 Ravenous Trap
1 Wipe Away
1 Echoing Truth




Here's a small report, 5 rounds with cut to top 8.




First Match vs. Zoo

Game 1

He opens with a kird ape followed by a loam lion. I manage to slow him down a bit wasting his Savannah, but he soon finds another green mana source and lands a Goyf. I burn some of his creatures, but he keeps landing others and soon my life goes to 0.

+3 BEB, +3 Firespout, -2 Bitterblossom, -4 Daze

Game 2

This time the denial plan works, helped also by him mulling to 5, and allows me to finish him quickly with an equipped Clique before he can stabilize.

Game 3

I try to go for denial again, but he soon manages to find basics. I have a very solid hand and my plan is to equip Jitte to the Spellstutter Sprite I have as soon as possible. Unfortunately he lands his Jitte first, so I'm forced to play mine to destroy both. The game then goes on for a long time, with him landing threats and me drawing only answers (post board I have 14 removals, so it's not so unlikely). In the end I manage to find a Stalker, counter his last Lightning Helix and attack + burn him to death.

2-1

1-0

Second Match vs Reanimator

Game 1

The game goes smoothly, I manage to counter his attempts to put a big beast into play and kill him with a Stalker while in full control.

+3 REB, +1 Wipe Away, +1 Echoing Truth, +2 Faerie Macabre, + 1 Crypt, -4 Bolt, -2 Daze, -2 Jitte

Game 2

Despite me boarding in 8 cards, I don't see any of them in my initial 7, which are in any case pretty decent, having Force, Stifle, a Sprite and a Brainstorm. I manage to counter his first attempt at exuming an archangel, but not the second. I take some hits before finding a blossom, but it's simply too late and I proceed to lose.

-1 Crypt, +1 Daze

Game 3

A really intense game, that swings many times back and forth. I start countering his first plays, and beating him with a sprite. After some time he manages to exhume an archangel and beats me once before I find and Edict. He exhumes again, but this time I have a Stalker in my graveyard. Shortly thereafter I play a Bitterblossom and after a while I have enough power to overwhelm his archangel and win.

2-1

2-0

Third Match vs Belcher

Before the match he offers me to I.D. . We both know what the other one is playing, and I think I'm favoured, so I decline and we play.

Game 1

My first seven consist in 6 lands and a ponder. My six have no lands. Neither have my five. I decide to keep at four with no lands, but an active force and a brainstorm, so I can try to stop his first attempt and if I draw a blue source I can quickly search for a second. His grip isn't great either, so we play draw go for a bit, while I still get no land. At some point he starts chaining rituals, but I stop him before he reaches the critical 4 mana. In the meantime I finally manage to find a land, but it's too late. He goes off again and lands a charbelcher. I stifle his first two activations and try to stifle the third, but he has a REB (yes, maindeck).

+3 BEB, +1 Echoing Truth, +1 Wipe Away - 2 Terminate, - 2 Edict, -1 Bolt

Game 2

I mull to six and decide to keep a not so great hand, that has a force and a spellstutter. I counter his first attempt to go off and beat him with the stutter. A xantid swarm draws out my force, and he attempts to go for it again, revealing a Taiga as his fifth card. At that point I waste the taiga and while he searches for other mana sources I accumulate counters and land a Clique, so that soon the game is mine.

He offers to I.D. again, and this time after two such battles, I accept.

1-1

2-0-1

Fourth Match vs. UW Control

Game 1

He plays draw go for a while, just countering my first attempt to land a Blossom. I can't really understand what he's playing so I try a Clique in his endstep, but he wins the counterwar on it, so I'm in the dark again. I try to land some threats, but he's always full of answers. When I finally manage to land a Blossom and a Jitte he has the Explosives. He lands an Elspeth shortly thereafter and there's nothing I can do.

+3 REB, +1 Echoing Truth, +1 Wipe Away - 2 Terminate, - 2 Edict, -1 Daze

Game 2

Very similar to game 1, unfortunately. He wispmares my blossom, and starts beating me with the 'mare and a meddling mage (calling Stalker). I REB the mage and land a stalker, that gets plowed. I manage to find a second stalker, but he wastes my second sea before I can drop it. I then land a second Blossom, to wich he answers with Shakles, winning (again) the counterwar on it. He drops some factories and beats me slowly to death.

0-2

2-1-1

Fifth Match vs Probant

Who wins goes to top8, since we have the highest tiebreakers.

Game 1

I stifle a fetch, burn a Hierarch, waste a tundra and surprise block a dryad arbor with a Sprite. Nothing more to say.

+3 REB, +1 Wipe Away, - 4 Daze

Game 2

This time it's my turn to be in screw. I mulligan to six and keep a risky hand that doesn't pay off. He drops quickly a Hierach, a Pridemage and a Goyf. I manage to fight back a bit, but he soon lands a second Goyf and kills me.



Game 3

Since he looks he's a bit in screw, I flash a Spellstutter on his attempt to Brainstorm and start beating him slowly. He finds some lands and drops a huge goyf, to wich I answer wasting his only tropical and casting a Clique that sees an Hierarch an Order and a Rhox, and since he lacks green I allow him to keep. I swing once with the clique, but since he's winning the race I decide to block + burn the goyf. We are both on low life when I draw a Bitterblossom. I do some quick math and find that the tokens are going to kill him before the life loss kills me, so I drop it and grab the win.


2-1

3-1-1

I enter the top 8 in the 5th place. From what I've seen there are 4 players I played in the swiss (Zoo, Reanimator, Belcher and UW control) alongside another Reanimator, a UWR fish and one I don't remember. I feel pretty confident since they're all decent to good matchups, except the UW control... against which I get paired.

Quarterfinals

Game 1

Like in the first game of the swiss I manage to land Blossom + Jitte. He has the Explosives, I have the Sprite, but he has a second Explosives... unfair! He nukes my board and kills me slowly, while I desperately try to stay in the match, but only manage to survive 20 turns before a couple of factories kill me.


I stop a bit to think while shuffling and decide to change how I'm playing this matchup. Despite all evidence, I realize that I'm not the beatdown, and decide to play the control role the next game.

+3 REB, +1 Echoing Truth, +1 Wipe Away - 2 Terminate, - 2 Edict, -1 Daze

Game 2

He starts with double meddling mage naming REB and Stalker. Despite having 2 REB and 1 Stalker in hand I decide to let them resolve and not lose cards to force. He starts beating me until I'm at ten. At that point I decide to go and try to turn the game. I try a Clique, that is sent farming, but sees a wispmare, another plow and a factory. Seeing no counterspell I allow him to keep and go for it. I bolt a mage and reb the other, land another Clique following turn and a Stalker the turn after, protecting him from being plowed with a Sprite. In the meantime he tries to finish me with the mare, some factories and a fresh landed Elspeth, but fortunately my clock is one turn faster.

Game 3

I'm feeling I have found the key for the matchup, and keep a really strong hand with a fetch and three cantrips. Unfortunately the ponder sees crap (shuffle => crap), the first brainstorm shows no land either and the third one is forced. I struggle to survive, but I'm simply too far behind.

So I end in the 6th place and get 10€ of store credit for my troubles. I really enjoied playing the deck, and think it's a really strong choice. I am a bit unsatisfied by the two bounces in the board, but I'm not sure what I can put in their place. Nothing else to complain about the rest of my 75.

Tangle.Wire
03-17-2010, 09:24 AM
Just my opinion, but as your list looks quiet good i wondered about playing only 2 bitterblossom beside 2 jittes as i always used jitte for exactly the tokens or spellstutters. also as you said expecting Progenitus/Dreadnoughts/Depths i'd run at least 3-4 diabolic edict splitted between main and sideboard. Maybe the edicts fit completly to the sideboard so you could board them for 3 Maindeck Bolts or Terminates.

Cthuloo
03-17-2010, 11:45 AM
Just my opinion, but as your list looks quiet good i wondered about playing only 2 bitterblossom beside 2 jittes as i always used jitte for exactly the tokens or spellstutters. also as you said expecting Progenitus/Dreadnoughts/Depths i'd run at least 3-4 diabolic edict splitted between main and sideboard. Maybe the edicts fit completly to the sideboard so you could board them for 3 Maindeck Bolts or Terminates.

Thanks for the feedback! Addressing the points you made:

- Bitterblossom is a great card, no doubt, but has some drawbacks. First of all is sorcery speed, in a deck that plays 90% in the opponent's turn. Tapping out on turn 2 is generally not a great idea, unless you absolutely want to play the beatdown. Second, is rather slow in affecting the board, and third, you usually don't want to play two copies of it. Summing up, it's not a card I generally want in my initial grip, but rather like to see later, thus the two copies I play. About Jitte: even with this configuration I never went out of creature to attach it to, thanks also to the high cantripping power of the deck.

- The "real" fatties removal package was 2 terminates - 2 edicts - 2 bounces (in the board), and I feel it was rather complete in dealing with what I faced. But you're right, in an unknown meta the edicts will probably belong to the sideboard. They could take the place of the bounces, that were meant mainly to deal with an Iona naming black, but I saw that the reanimator player tried to go for archangel or leviathan instead (of course they're the only answer to any enchantament/artifact/planeswalker my opponent manages to resolve, so I'm not sure about cutting them). In general I think that the edicts slots in the main are flexible, depending on the meta:

- heavy aggro meta: firespout
- aggro control meta: terminate
- "big fatties" meta: edicts
- heavy stax/stompy/enchantress or unknown meta: bounces

F3lix
03-17-2010, 01:43 PM
I'd suggest trying curfew in the edicts spot. It can recycle Sprites, and it means a resolved iona on black won't lock you out of removal. Not to mention that the best place to send fatties is back to the hand. Plus it's cheaper and can pitch to FoW.

Clark Kant
03-17-2010, 04:40 PM
I'm really loving the idea of this deck.

Seems like it could be better than both Team America and MUC in a lot of ways (it plays more threats) and I'm considering switching over.

What do you guys think?

Would monoblue fairies be competive, or do I really need to splash black for Tombstalker and either bitterblossom or removal.

Tangle.Wire
03-18-2010, 04:43 PM
I also had the possibility to play it with green for goofies, but the UBR list runs exactly the cards you want to have in the current legacy, its more mid-game consistant than ********, but also can play the same aggro strategy. Also there are no tarmogoyfs so we can run Perish against those creeping Bant/Survival/Random decks. I am also a big fan of extirpates in the sideboard as they make the game much easier when we only need to counter a counterbalance or natural order only 1 time. Also the black splash has a good way to handle creatures out of burn/firespout range by edicts and terminates. (i personally run 3 bitterblossom atm so snuff out is no card i think about at all)

popeye79
03-22-2010, 01:34 PM
so i played fae again and placed 1st this time.

i'm haveing sideboard difficulties... i've been playing eva green for so long, it almost seems as though i've forgotten how to play control.. makeing some rather stupid mistakes.

there's a lot of contol in my meta, and i boarded 10 cards against decks like bant, countertop and a 4-color fae list...

it worked out, but i feel like i should NEVER be boarding so drasticly.

after winning game 1's, being on the draw, I boarded out 1 daze + 4 stifle, in addition to 3 bolts + 2 firespouts. in came 2 blast, 3 pierce, 3 perish, 2 bounce. like i said, it worked.. but doesn't this seem like a bit much? was this correct?

after some discussion, i've been convinced to drop the plauges in place of a 3rd blast and 2 explosives.. does this seem reasonable to everyone? just seems like even MORE cards to board in against control... i'm not likeing this. plus i'm not sure when explosives are really good.. most decks have a varried cmc.

ps.. i'm not going to worry about grave hate unless i actualy see certain players there. I'm typicly expecting bant countertop, canadian thresh, goblins, merfs, and sometimes ichorid, zoo, fae w/goyf, other randomness.

here's the list i played..

4 Spellstutter Sprite
3 Tombstalker
4 Brainstorm
4 Daze
4 Force of Will
3 Lightning Bolt
4 Stifle
4 Terminate
2 Firespout
4 Ponder
4 Bitterblossom
1 Umezawa's Jitte

1 Badlands
3 Bloodstained Mire
1 Island
4 Polluted Delta
1 Swamp
3 Underground Sea
3 Volcanic Island
4 Wasteland

2 Red Elemental Blast
3 Spell Pierce
1 Rushing River
1 Wipe Away
1 jitte
1 firespout
3 engineered plague
3 Perish

litmanen
03-30-2010, 10:37 AM
I have one question: why everybody is playing red splash?


I have been playing more controlish version and put white instead of red. I get best removal (StoP) and I can put Moat and few Enlightened Tutors on the sideboard. Moat has such a great synergy with your own flyers. I am also considering Meddling Mage in sideboard.

I play set of Dark Confidants with Tops, Ponders, and Brainstorms. Lifeloss is very small with those cards. If I play against beatdown decks, I side Confidants out and put Moat and tutors in. Without Krosan Grip they can't win me after boarding.

My faerie count is this:

3 x bitterblossom
4 x spellstutter sprite
4 x scion of oona
3 x sower of temptation
2 x vendillion clique

Many wonder now why I play Scion of Oona, right?
Because of Sower of Temptation and Bitterblossom. I tell you what is my usual play in first four or five turns:

turn 1: stop, brainstorm or ponder
turn 2: bitterblossom or dark confidant
turn 3: scion of oona or vendillion clique
turn 4: sower of temptation or spellstutter sprite

People say that Sower is easy to kill and that is the reason they wont play it. But look at my 3rd turn play. I have a shelter for her and sometimes Force or Daze back up. I have played this deck with Jitte instead of Oona, but I must say that as long as I play Sowers, Oona's are better. Okay. Jitte can protect my sower against burn spells if I have counters on it, but Scion of Oona protect any spot removal. If my Sower stays in play, I usually win.

I haven't played this deck with white splash in any legacy tournament yet, but next time I will. Last time I played U/B deck and I finished 16th in 36 player tournamet. My biggest problem were removal spells (I used only 2 Smothers with 3 Sowers): Smother was too slow and I really needed more removal. Now I will play with 4 StoP instead of 2 Smother.

Any thoughts or comments?

ps. sorry my english, I am from Finland ;)

rancOr_
03-30-2010, 11:46 AM
@popeye79

Congratz)

I play the same list except -1 terminate,-1 LB, +2 Vendilion Clique.
I have tested quite some SB's in tournaments and although its somewhat meta dependent i finally settled on this:
4 Engineered Plague,3relic of progenitus,3spell pierce,2perish,3REB.
I've played with EE in the side,they r good but you dont need them.. I made the mistake of taking out the E.plagues in my last tournament and lost hard to goblins,while I never lost to them before with 4plagues in side.Since no goblin lists are playing green atm,2x E. Plague is mostly gg. They obviously also help for the merfolk,elves MU's(if you play REB,bolt to remove critters vs merfolk).

Spell pierce has been amazing all the time I played it,helps vs combo,(CB)-Control,survival,bant,enchantress,...
I play no less then 3relic,because when u dont play EE in side,u need something against Ichorid,also helps against lands,reanimator,TT.
The BEB's can be cut quite easily when u play with plagues,so u can still play REB vs merfolk,combo,..

Some SB plans i use:
Bant: -4stifle,-2firespout,-1 daze(on play) +3 spell pierce,+2perish,+2REB (keep in bolts for Noble Hierarch's,quasali,.)
Combo:-2 firespout,-3 terminate,-2 BB, +3 REB,+3spell pierce,+1 relic of progenitus (keep in bolt,jitte for Xantid Swarm,they are no dead cards either).
Goblins:-1 BB,-2daze,-1 stifle/ponder +4 Engineered Plague (u dont wanna daze too much since ur goal here is to reach 3mana for the plagues/firespout and keep in stifles to protect ur manabase/stifle triggers).
Merfolk: -4 stifle, +4 E. Plague
Zoo:-1 BB,-1 ponder +2perish (try manascrew them,also keep in stifle for Quasali)
Landstill: -3terminate,-2firespout,-1 LB, +3 spell pierce,+3REB

rancOr_
03-30-2010, 11:52 AM
@popeye

I play the same list except -1 terminate,-1 LB, +2 Vendilion Clique.
I have tested quite some SB's in tournaments and although its somewhat meta dependent i finally settled on this:
4 Engineered Plague,3relic of progenitus,3spell pierce,2perish,3REB.
I've played with EE in the side,they r good but you dont need them.. I made the mistake of taking out the E.plagues in my last tournament and lost hard to goblins,while I never lost to them before with 4plagues in side.Since no goblin lists are playing green atm,2x E. Plague is mostly gg. They obviously also help for the merfolk,elves MU's(if you play REB,bolt to remove critters vs merfolk).

Spell pierce has been amazing all the time I played it,helps vs combo,(CB)-Control,survival,bant,enchantress,...
I play no less then 3relic,because when u dont play EE in side,u need something against Ichorid,also helps against lands,reanimator,TT.
The BEB's can be cut quite easily when u play with plagues,so u can still play REB vs merfolk,combo,..

Some SB plans i use:
Bant: -4stifle,-2firespout,-1 daze(on play) +3 spell pierce,+2perish,+2REB (keep in bolts for Noble Hierarch's,quasali,.)
Combo:-2 firespout,-3 terminate,-2 BB, +3 REB,+3spell pierce,+1 relic of progenitus (keep in bolt,jitte for Xantid Swarm,they are no dead cards either).
Goblins:-1 BB,-2daze,-1 stifle/ponder +4 Engineered Plague (u dont wanna daze too much since ur goal here is to reach 3mana for the plagues/firespout and keep in stifles to protect ur manabase/stifle triggers).
Merfolk: -4 stifle, +4 E. Plague
Zoo:-1 BB,-1 ponder +2perish (try manascrew them,also keep in stifle for Quasali)
Landstill: -3terminate,-2firespout,-1 LB, +3 spell pierce,+3REB

Cthuloo
03-30-2010, 05:14 PM
I have one question: why everybody is playing red splash?


I have been playing more controlish version and put white instead of red. I get best removal (StoP) and I can put Moat and few Enlightened Tutors on the sideboard. Moat has such a great synergy with your own flyers. I am also considering Meddling Mage in sideboard.

I play set of Dark Confidants with Tops, Ponders, and Brainstorms. Lifeloss is very small with those cards. If I play against beatdown decks, I side Confidants out and put Moat and tutors in. Without Krosan Grip they can't win me after boarding.

My faerie count is this:

3 x bitterblossom
4 x spellstutter sprite
4 x scion of oona
3 x sower of temptation
2 x vendillion clique

Many wonder now why I play Scion of Oona, right?
Because of Sower of Temptation and Bitterblossom. I tell you what is my usual play in first four or five turns:

turn 1: stop, brainstorm or ponder
turn 2: bitterblossom or dark confidant
turn 3: scion of oona or vendillion clique
turn 4: sower of temptation or spellstutter sprite

People say that Sower is easy to kill and that is the reason they wont play it. But look at my 3rd turn play. I have a shelter for her and sometimes Force or Daze back up. I have played this deck with Jitte instead of Oona, but I must say that as long as I play Sowers, Oona's are better. Okay. Jitte can protect my sower against burn spells if I have counters on it, but Scion of Oona protect any spot removal. If my Sower stays in play, I usually win.

I haven't played this deck with white splash in any legacy tournament yet, but next time I will. Last time I played U/B deck and I finished 16th in 36 player tournamet. My biggest problem were removal spells (I used only 2 Smothers with 3 Sowers): Smother was too slow and I really needed more removal. Now I will play with 4 StoP instead of 2 Smother.

Any thoughts or comments?

ps. sorry my english, I am from Finland ;)

I think you already answered your own question when you say that you're playing a more controlish version. The red splash allows for a strong tempo style of play. Ubr faeries tries to gain fastly a small edge and quickly profit, while your list is a slower, but has a stronger late game plan. A friend of mine used to play Uwb with good results, so I think your strategy is viable.

Cthuloo
04-12-2010, 11:04 AM
Am I the only one still playing the deck?

Anyways, mediocre performance for me at a 63 people tourney yesterday. I'll post a report, however, hoping for some advice.

This is the list I played:

4 Tombstalker
4 Spellstutter Sprite
2 Vendilion Clique
2 Bitterblossom

2 Umezawa's jitte
2 Terminate
4 Lightning bolt
2 Diabolic Edict
3 Ponder
4 Brainstorm
4 Force of will
4 Daze
4 Stifle

4 Wasteland
2 Bloodstained Mire
2 Polluted Delta
2 Scalding Tarn
2 Underground Sea
2 Badlands
2 Volcanic Island
2 Island
1 Swamp

3 Blue Elemental Blast
3 Red Elemental Blast
3 Firespout
2 Faerie Macabre
1 Tormod's Crypt
1 Ravenous Trap
2 Spell Pierce


Basically the same list I made top 8 the tourney before. I only changed the bounces for pierces in the sideboard, wanting to be more proactive.

Round 1 Against Reanimator

I met this guy at the last tourney and won 2-1, so I know it's gonna be tough, but I've got my fair chances.
Game 1: The game is decided on turn 3. He managed to entomb for Iona on his turn, then passed. I had a spellstutter and a bitterblossom in hand and opted to play the blossom, so I could chump block indefinitely, instead of remaining open for the stutter (in the case he had an exhume I would not be able to counter it anyways). He forced the blossom and reanimated a Iona (on black). I drew another stutter, played both and tried to race. He was at 8 from force, fetchlands and reanimate, so I still had a chance if I could draw a jitte, a bolt or a vendillion. In the following two turns I chained 2x brainstorm and 2x ponder seeing tons of edicts, terminates and stalkers, but nothing to help me race, so I die with him at 3.

Side: + 2 Spell Pierce + 2 Faerie Macabre + 1 Crypt - 2 Edict - 2 Terminate - 1 Bolt

Game 2: I opened a hand with a spell pierce a stifle a waste a sea and 3 cantrips. He went for swamp -> dark ritual, that I counter, fearing thoughtseize + entomb + reanimate. Turned out I wasn't wrong. He seized me next turn taking something I don't remember and was still sitting on one land. Then I made a critical play mistake. I drew a badlands for my turn and opted to play it before going for a brainstorm looking for force, daze, or grave hate. When brainstorm showed me a delta and a spellstutter that I could not play because I'm out of blue mana, I realized my mistake and could only hope he couldn't go for it next turn. Unfortunately he has another ritual into entomb + reanimate Iona. I tried to race again with the stutter, played another one the turn after, while again desperately cantripping for an answer. I find a bolt, but he has the force and again I lost with him at three.

Round 2 Against Lands

A matchup I was totally unprepared to face, and never playtested.

Game 1: I forced first turn manabond, but had no answer to 2nd turn exploration. He quickly dropped 2 ports keeping me tight on mana, followed by 4 (yes, 4) mazes of ith. I dropped a stalker and 3 spellstutter sprites (one equipped with jitte), but couldn't find a waste for one of the mazes. Fortunately he was still looking for life from the loam, but in the meanwhile dropped also a tabernacle. I still tried to fight a bit, but when he found loam and barbarian ring recursion I decided to scoop.

Side: -4 Daze -1 Tombstalker + 2 Spell Pierce + 2 Faerie Macabre + 1 Crypt

Game 2: I dropped turn 2 bitterblossom. He went for turn 2 intuition for loam, tabernacle and factory, but I gave him the factory and had the faerie macabre to remove loam and tabernacle. From this point I managed to gain control of the game and finished quiclky.

Game 3: Again I had turn 2 bitterblossom and faerie macabre for his first loam. He answers with maze of ith and a factory and we slowly tried to race. He tried to transmute a tolaria west but I stifled, managed to counter his next two attempts to play life from the loam, dropped a stalker and a jitte. In the meantime time was called. I countered his attempt to cast mindslaver, wasted his freshly dropped glacial chasm and swing with my army on my last turn.

Round 3 Against Zoo

Game 1: I forced a nacatl, dazed a kird ape, bolted a pridemage and still died by the hands of another pridemage and a goyf.

Side: -4 Daze -1 Ponder + 3 Firespout + 2 BeB [I thought that losing tempo against zoo could have been a bad plan, what do you think about this boarding plan?]

Game 2: I bolted first turn nacatl, edicted another one, spellstuttered a lavamancer, dropped a jitte and had the stifle for the pridemage my opponent played the turn before. Things were looking good, right? Wrong. My opponent had a krosan grip for the jitte, followed by a goyf and a nacatl the turn after. I tried a bitterblossom, but he had a jitte of his own.

There's not much to say, my opponent simply had a nut draw both games and kicked me out of contention.

Round 4 Against BG The Rock homebrew

Game 1: He double hymned me on the first three turns, and tried a third that I counter. I dropped a clique, killed his tombstalker, countered a innocent blood with a spellstutter and won the race against his two bloodghast.

Side: -4 Daze +2 Spell Pierce +2 Faerie Macabre

Game 2: He double hymned me again, wiped my board of bitterblossom and jitte with a pernicious deed and killed me with a stalker.

Side: -2 Faerie Macabre +2 Daze

Game 3: He dropped a deed, that I decided to allow to stick since I had a stalker. I played it and started to race his bloodghast. He tried for a stalker of his own the last possible turn, but I had the terminate.

Round 5 Against UBW Wishstill

Game 1: This game went on for very long. He countered or plowed my first threats, then dropped a standstill. I wasted his factory and waited for the right moment to break it, drawing mostly garbage in the meantime. I broke the standstill EOT with a clique, which was forced, and another standstill hit the table. I slowly sculpted my hand and broke it to deploy a bitterblossom, managing to defend it from his double counter. He dropped an Eslpeth and made a token, but I had the double bolt to remove her. Next turn he had the explosives to blow my bitterblossom. We started a slow race, one token against two, and at some point he deployed a Jace, Mind Sculptor. Despite a free brainstorm each turn, I kept drawing better, having seen ton of garbage while under the Standstill, and in the end I managed to stick a clique and grab the win with our libraries both almost empty.

Side: -2 Terminate -2 Edict -2 Daze +3 ReB +2 Spell Pierce +1 Faerie Macabre

Game 2: This one wasn't close. I had a nut draw, played bitterblossom turn 3, protected it via force + reb, countered all his attempts to stay in the game, drop a stalker and quickly win. Lucky draw, but it was about time.

Round 6 Against Burn

Due to many non intentional draws, there was still a tiny (really really tiny) chance for me to make top8 at 4-2. But I got paired to a nightmare matchup (nothing really to complain about, being in the X-2 bracket).

Game 1: Bolt turn one, double bolt turn two, hasted 3/1 on turn 3, then some more burn and 2x fireblast. I managed to counter some of it, but I was never in the game.

Side: -2 Edict -2 Terminate -1 Bitterblossom +2 BeB +1 Hydroblast +2 Spell Pierce

Game 2: I had a small chance when I equipped Jitte to a spellstutter and had double force to protect it. Of course he had Sudden Shock. Having your jitte plan being owned twice a day by split second sucks. I still almost did it, one attack phase short to charge jitte with a bitterblossom token, but he had double fireblast again.

Nightmare matchup is nightmare matchup.

Despite my terrible performance I was quite happy with the deck. Analyzing the details, I should have won the second game against reanimator, and then I could maybe have taken the match. I made a bad play mistake, so it's not the deck fault. In the match I lost against zoo, I felt there was little I could have done. Maybe the boarding plan was wrong? I was debating about keeping in dazes or forces. Anyways post board, I had 10 spot removal and 3 mass removal, I think this should usually suffice. The third loss doesn't deserve many comments, being in the X-2 bracket sucks.

I liked a lot how the deck performed against two basically untested matchups like lands and the rock. The flexibility of the playstyle this list allows is awesome.

I didn't regret having cut the bounces for the pierces, they got sided in all day. On the other hand dazes came out quite often, basically I only used them to protect eventual turn 2 bitterblossom. What about promoting pierces to the main? The deck stays always mana open, anyways. This would also free two slots in the board (could be the bounces again, sower of temptation or something else, I accept suggestions!). Then as a minor detail, I will probably cut the trap for a third faerie macabre, since the presence of dredge at tournaments fell down dramatically in the last months. Also, 3 beb is maybe too much, I could go down to two and find another slot in the board.

theintangiblefatman
04-13-2010, 12:17 PM
I've played around with a few builds of this deck; here's the one I'm currently working with.

3 Phyrexian Dreadnought
4 Dark Confidant
4 Spellstutter Sprite

3 Bitterblossom
4 Standstill
2 Umezawa's Jitte

4 Brainstorm
2 Ponder
4 Stifle
3 Daze
4 Terminate
1 Trickbind
4 Force of Will

2 Flooded Strand
2 Island
4 Polluted Delta
4 Wasteland
3 Volcanic Island
3 Underground Sea

Sideboard:
4 Chalice of the Void
3 Engineered Plague
3 Faerie Macabre
3 Firespout
2 Relic of Progenitus


This build drops the more expensive cards (Tombstalker, Clique, Sower, Scion, Threads) my previous builds tried to minimize damage off of Bob. Dreadnought races pretty much everything, gives you something to do with Stifle after the early game or against mono-colored decks. Standstill works very well with Bitterblossom, and, along with Bob, makes up the card disadvantage from Dreadnought.

Aggro is still the toughest match up, but the Plagues and Firespouts out of the board, along with the main deck Jittes help, and sometimes you randomly just win with a turn two Dreadnought.

popeye79
04-13-2010, 12:33 PM
My responces are in bold below....


Am I the only one still playing the deck?

No, you are not alone.

Round 3 Against Zoo

Side: -4 Daze -1 Ponder + 3 Firespout + 2 BeB [I thought that losing tempo against zoo could have been a bad plan, what do you think about this boarding plan?]

I personally wouldn't take out all the daze's against zoo. They're really tring to tap out every turn, and if they're not, it's usually because they have instant burn/removal. I might take out the slowest cards, since they can race pretty quickly... take out bitterblossom, and clique, shoot for the long game in terms of finishing them. bb looses life, and by the time clique can come down (due to waste and daze) they're hand might be empty already, or they'll just burn it in responce to cliques trigger.

I didn't regret having cut the bounces for the pierces, they got sided in all day.... What about promoting pierces to the main?

I'm playing 3 maindecked now.. they really are THAT good, especially combined with the waste/stifle package

I would have taken first again last week, but I didn't scoop game one fast enough against 43lands and eventually drew in time. Also, I had to scoop to a friend in the final match for first; he's litterally only a few points away from being invited to the pro-tour... he's been doing ungodly good lately.

anyway, pierces in the main have been amazing for me. I basiclly cut 3 bolts for 3 pierces. 4 terminates, 2 jittes, and 2 explosives were my maindecked removal package.

My problem is this.. why is red needed? Fire spout is rarely fast enough and terminate is too slow. REB isn't really needed either due to the inclussion of spell pierce.

This is all just theory so far, as I've been doing quite well with the red splash. But I've been thinking of splashing white for swords instead of terminate. I actually tried it a few weeks ago with the enlightened tutor package, but that kind of sucked... the card disadvantage was horrible and even though the idea of moat was promising, there are too many pridemages running around.

Hope this helps. I'll try to give a detailed report of our next tourny.. I know I could use help on my sideboard, it's always in flex. :rolleyes:

Cthuloo
04-14-2010, 06:08 AM
Thanks for the reply, glad to see someone else is putting up good results with the deck! I'm looking forward for your report.

@Boarding against zoo: you're probably right. I think at the moment I was a bit biased since dazing a kird ape g1 turned out to be a bad move. Bitterblossom deserves for sure to be sided out. Don't know about clique, but again I am probably biased since I simply love the card :tongue:

@Spell Pierce: thanks for the feedback, they're going to find their place in the main for sure!

@Red: I see you cut lightning bolt form the main, did you ever miss them? For me they're the main reason to play red. Extra removal and a way to speed up the slow faerie clock. Swords of course is even better as a removal, but it slows the clock instead of speeding it up. I love the one-sided-wrath effect of firespout too, but explosives are still a more than decent substitute. I'm also quite happy with reb in the board: spell pierce is not quite the same in the merfolk matchup, and I think this is a relevant point. Finally, I don't see what else white could offer us, except for swords. Enlightened tutor doesn't look that great (and you seem to confirm this point). CoP:Red of course could help against burn, zoo and progenitus, but isn't really impressive. There's disenchant for arifact/enchantaments, but I don't think the deck really needs it. In the creature compartement we have maybe Aven Mindcensor (but its main use is against combo, which is a decent matchup) and flickerwisp (nice, but not a faerie unfortunately). Did you think of something else? Up to now it seems we're losing more than what we are gaining.

rancOr_
04-14-2010, 06:19 AM
I've been thinking about splashing white aswell,some notes:

First off,u can replace Terminate with STP which is the better removal spell,can answer T1lackey etc..
The moat package is indeed too slow,ive tested that aswell. But there are other options like perhaps Stoneforge Mystic or even Jotun Grunt(maybe as SB card vs lands,ichorid). Stoneforge Mystic has quite nice synergy with ur flyers since u can get a Umezawa's Jitte.
If you play in a meta with alot of Iona;u can put edicts in the sideboard,so they name white and u still have removal(as with terminate they just name black).
The lose of REB doesnt seem to bother me ,as Popeye said,spell pierce alrdy complements that. Losing firespout however is probably worse.

Cthuloo
04-14-2010, 06:27 AM
Stoneforge Mystic has quite nice synergy with ur flyers since u can get a Umezawa's Jitte.


I completely missed it! Well, this is probably the most interesting contribution white could give. Have you tested it?

Also,

@theintangiblefatman: I'm sorry, but I completely skipped your post before. The deck idea lookks interesting, but something doesn't convince me completely. Standstill without manlands seems weak. You can't always rely on having blossom turn two into standstill turn three. I'm also not sure you really need standstill, having also Confidant as a draw engine. Chalice of the void looks like it will hurt you more than your opponent (well, maybe not, but you have 13 one drops in your list). What's its purpose in the board?

rancOr_
04-14-2010, 09:33 AM
Yes,I've been playing it as a 2-off. It seems pretty good so far,acting mostly as a 2for 1.
I dont know if 2 is the correct number,but I dont want to see him in multiples and keep mana open first turns for stifle/(pierce) or play a t2BB. I like the fact that he can get a jitte and equip himself with it when u dont have an active BB yet. I prefer him over lets say 2x V.Clique. In my case I cut my 2md EE in favor of them,but I kinda still want the EE aswell so i dno yet. Still have to do some more testing to make sure he's worth it.
Since I'm not playing red anyway besides terminate im thinking of going white for stp only aswell.(might b an option)

Rain
04-14-2010, 09:45 AM
First, I'm sorry my poor English because I'm Japanese.
April 11st, I played UBW Faerie deck splashing White instead of Red from common UBR Tempo Faerie in AMC that is one of the largest legacy tournament in Japan.
7 rounds with 85 players no top8.


Md
2 Flooded Strand
2 Pplluted Delta
2 Marsh Flats
1 Island
1 Swamp
1 Plains
3 Underground Sea
3 Tundra
1 Scrubland
4 Wasteland
4 Spellstutter Sprite
3 Tombstalker
2 Stonfeforge Mystic
4 Bitterblossom
2 Umezawa's Jitte
2 Engineered Explosives
3 Ponder
4 Brainstorm
4 Stifle
4 Daze
4 Force of Will
4 Swords to Plowshares

Sb
4 Spell Pierce
4 Perish
4 Engineered Plague
3 Tormod's Crypt


Round 1 Black Aggro(includes many protection from whites)
game1: He is on the play and kept7. I mulled to 5.His creatures were not threat for me although their protection because I have Bitterblossome on line. My tokens drove him to wall,but life link of his Vampire Nighthawk saved his last 1 life and fortunately for him he could draw flyers like Hypnotic Specter every turn. At the end my Bitterblossome killed me.
game2: He kept 7 and I mulled to 6. He got a Null Rod and an Engineered Plague on line. I holded double Sprite, but played double SFM and a Tombstalker.No faery creatures went on swinging and finish him.
game3: Time was over withTombstalker on line and had Spellstutter in hand.
0-0-1

Round 2 BGW Rock
game1: He was on play. I dealt with his creatures and my Tombstalker finish him easily without showing any faery spells.
game2: Turn 2 Bitterblossom and Jitte overwhelmed. He managed with Maerstorm Pulse and Seal of Cleansing, finally I draw 3 Tombstalkers.
1-0-1

Round 3 Merfolk
game1: Bitterblossom with Jite = win
game2: Bitterblossom with Jite = win
2-0-1

Ropund 4 Team America
He was on play. Tarmogoyf was strong its own. Sprite was weak without bitterblossom.
game2: I succeded in land destruction him kept a Tropical Isnad and a Wasteland only. But he played double Tarmogoyf with double FoW for my Tombstalker.
2-1-1

Round 5 Dredge
game1: He was on play. His turn 1 Breakthrough with LED bring double Bridges and double Ichorids and a Cabal Therapy. I conceeded.
game2: I kept the hand with FoW and StP. I should mull for graveyard hate.
2-2-1

Round 6 ANT
game1: He was on play and he wnet off the combo after I stifled his fetch. I thought he palyed Counter Top deck. I didn't have any blue card with FoW but the Stifle I played that time...
game2: I kept the hand with FoW, Sprite, Bitterblossom. But his 3 hand disruptions lead him win.
2-3-1

Round 7 UW Control
game 1: Spell Snared my turn2 Bitterblossom. I Couldn't manage his Vedalken Shackles and Jace ver.2
game 2: Turn 3 Back to Basics. His Jace ver.2 beat me.
2-4-1

Top8 in this tournament were,
Baseruption with Jace ver.2
ANT
Dredge
Zoo
Bant without NO, Counter Top, with KotR, Jace ver.2
Dredge
Reanimator
Deadguy Ale


I feel White was good. SFM is amazing in this deck. Of cource Swords to Plowshares is the best removal.
I never missed Firespout in the tournament.

rancOr_
04-14-2010, 11:56 AM
@Rain
I'm testing a list very similar to yours atm:
-2 marsh flats,-1plains,+2polluted delta,+1flooded strand
-2 EE, +3 spell pierce
I've always been playing 2EE in the main,but lately I have tested spell pierces in the main as they were amazing all around.
I do like the explosives aswell,they are so versatile.

What are other ppls thoughts about the MD spell pierces?
I kinda want to play EE md too but cant seem to find any spot(or i should perhaps cut a stifle and a BB or so,though that might not be a good idea)

Rain
04-15-2010, 10:28 AM
@rancOr_
I think Spell Pierce is a good card improving some match up.
But I feel this deck needs Counter/Top more than Spell Pierce for Combo mutch up.
I wanted some Spell Snares a little for on the draw because I lost all dice every round, however this deck can manage most of permanents especially creatures.
I think Vindicate is considerable for plainswalkers or some objects that EE can't manage.
Recently in Japan, many players play Jace ver.2. Counter/Top, Landstill, Aggro Bant, even Merfolk and Canadian Thresh.

Cthuloo
04-15-2010, 10:55 AM
@rancOr_
I think Spell Pierce is a good card improving some match up.
But I feel this deck needs Counter/Top more than Spell Pierce for Combo mutch up.
I wanted some Spell Snares a little for on the draw because I lost all dice every round, however this deck can manage most of permanents especially creatures.
I think Vindicate is considerable for plainswalkers or some objects that EE can't manage.
Recently in Japan, many players play Jace ver.2. Counter/Top, Landstill, Aggro Bant, even Merfolk and Canadian Thresh.

Do you feel the combo matchup is that bad? I feel it's slightly favorable, if you play carefully. Countertop and Vindicate will completely change the deck behaviour, IMHO, changing it in a slower control deck. I don't know if it's worth it. I also think that pierces are as good as snares on the draw. On t2 the only relevant thing that spell pierce misses are goyf, confidant and quasali, nothing really scary imho (creatures can always be removed, right?).

popeye79
04-15-2010, 01:25 PM
I went undeated last night in a small tourny (18ish people i think).. pretty sure I only lost two games, and those were only due to a single misplay in each on my part. May be small, but we're all great players. One of us just qualified for the tour on rateing alone, two more are close behind, lot of talented people at our shop.

YES, I played WHITE. But before you hate on the list, I'll tell you now I don't like it and will be changeing back to tombstalkers..

4 sprites
4 bitter blossom
4 dark confidant

2 tops
4 brainstorms

3 jittes
4 swords
1 smother (should have been ghastly demise or doomblade)

4 force of will
4 daze
4 stifle
3 spell pierce

4 wasteland
4 poluted delta
3 bloodstained mire (should have been b/w fetch.. this hosed me a few times)
3 seas
3 tundra
1 scrubland
1 island
1 swamp

sb
2 pithing needle (these are in flux.. mainly hate pridemage)
2 explosives (should be 3)
1 smother
2 blue blasts
2 crypts (probably should be 3)
3 extirpates
3 secret white tech vs all agro.. beat zoo and burn hands down

decks I always see.. bant countertop (w and w/o NO), bant survival, merfolk, zoo, and seems like every other week enchantress, dredge, goblins, ANT, reanimator, 43 lands, Team America, Belcher, ect.. pretty diverse group.

Round1: NO Countertop
G1: he always plays bant CB, but didn't like NO after he tried it for a few weeks... guess what i was unprepaired for? Play mistake #1 of the night.
G2: daze 1st turn top, pierce 2nd turn CB, stick bob, stick top, stick blossom.... 1 little 2 little 3 little faeries.. 4 little 5 little 6 little faeries... :cool:
G3: pretty much a recap of game 2.

Round2: Bant Survival w/iona
G1: he kept a hand with only trop heiracrh as mana sources.. I waste his land and swords his heirarh, he never drew another land.
G2: exactly the same, only this time i wasted 2 of his lands.
To add insult to injury, I really had the nut draw both games too... these were the quickest games of magic I've played in a long time.

Round 3: Naya Zoo
G1: He's on a plains and taiga after I stifled a few lands.. I've got a sea in play, and a tundra and waste in hand, along with a pierce, sprite, and stifle I think. Here's play mistake number two (maybe).. I think I should have wasted his taiga, instead I play the tundra, thinking I want to wait and see if he draws into another land, I want to have mana open. Wrong decision. He drops a goyf that i have no answer for. I waste the taiga and he never finds another land, but he doesn't have to, as I can't seem to get rid of goofy.
G2: secret white tech holds off his early rush of weenies, he's forced to 3 for 1 himself to get any creatures through, I 3 for 1 him again with explosives, but only after I use my first explosives to kill his jitte, then drop my own.
G3: pretty much a repeat, hold his early dudes, swords lavamancers and goyfs, jitte and tokens get there.
It's important to note, that in addition to holding his dudes back early, sticking a bob and protecting him was very important in these match ups.

Not a lot of people, and the owner likes to close early, so we only played 4 rounds tonight.

Round 4: Mono Red Burn with VALCANIC FALLOUT, lavamancers and hellspark elementals as only creatures, and maindecked price of progress !!!
Pregame- Not knowing what he's playing (because I almost go to time every match and my wife was blowing up my phone), and vice versa, we decide to split. Thankfully, because this is a hard one folks. We play it out for fun, he just flat out kills me game one.
G2: I haven't seen much of his deck (it's very unconventional) and board inappropriatly as a result. Sure, extirpate gets rid of fallout pretty handily (he did have one in hand when I hit them), but Shattering spree on my jitte? Replicated 5 times? come on! I boarded my stifles out. :/ somehow someway get there after growing my own token with jitte counters, swinging, and swording it myself.
G3: much of the same, but my white sideboard helps, think i got down to like one or two life near the end. Burn is definatly not a favorible match up for this deck.

I take home around $40 and an undefeated smile. :D

all in all, I loved the white splash over red and will be sticking with that. But I'm going back to tombstalkers instead of bobs, as most of my games went on for too long because I was swinging with little panzy ass 1/1's. This is supposed to be a tempo deck, I shouldn't be going for the long game, which almost always happens. I may try out the stoneforget mystic as well, we'll see. I'd like to hear detailed reports involving mystic's use, any of you out there, please share your results.

@ Cthuloo -
play with 3 jittes and 5-6 targeted removal main, 1-2 in the board (useing something black like ghastly demise or doomblade will help you not get locked by Iona... but if there's no merfolk in your meta, deathmark is simply the best), along with 2-3 explosives... you'll never miss red again. you don't have to go all out thinking of other white cards to play, it's just a splash color, to help us gain the tempo that we ultimatly lost with terminate taking too long. of cours you could try other stuff too, but swords is the best, and only real reason you need to play white.

arebennian
04-15-2010, 08:14 PM
3 secret white tech vs all agro.. beat zoo and burn hands down.................secret white tech holds off his early rush of weenies, he's forced to 3 for 1 himself to get any creatures through
And this would be...

Cthuloo
04-16-2010, 05:35 AM
I went undeated last night in a small tourny (18ish people i think).. pretty sure I only lost two games, and those were only due to a single misplay in each on my part. May be small, but we're all great players. One of us just qualified for the tour on rateing alone, two more are close behind, lot of talented people at our shop.

YES, I played WHITE. But before you hate on the list, I'll tell you now I don't like it and will be changeing back to tombstalkers..

4 sprites
4 bitter blossom
4 dark confidant

2 tops
4 brainstorms

3 jittes
4 swords
1 smother (should have been ghastly demise or doomblade)

4 force of will
4 daze
4 stifle
3 spell pierce

4 wasteland
4 poluted delta
3 bloodstained mire (should have been b/w fetch.. this hosed me a few times)
3 seas
3 tundra
1 scrubland
1 island
1 swamp

sb
2 pithing needle (these are in flux.. mainly hate pridemage)
2 explosives (should be 3)
1 smother
2 blue blasts
2 crypts (probably should be 3)
3 extirpates
3 secret white tech vs all agro.. beat zoo and burn hands down

decks I always see.. bant countertop (w and w/o NO), bant survival, merfolk, zoo, and seems like every other week enchantress, dredge, goblins, ANT, reanimator, 43 lands, Team America, Belcher, ect.. pretty diverse group.

Round1: NO Countertop
G1: he always plays bant CB, but didn't like NO after he tried it for a few weeks... guess what i was unprepaired for? Play mistake #1 of the night.
G2: daze 1st turn top, pierce 2nd turn CB, stick bob, stick top, stick blossom.... 1 little 2 little 3 little faeries.. 4 little 5 little 6 little faeries... :cool:
G3: pretty much a recap of game 2.

Round2: Bant Survival w/iona
G1: he kept a hand with only trop heiracrh as mana sources.. I waste his land and swords his heirarh, he never drew another land.
G2: exactly the same, only this time i wasted 2 of his lands.
To add insult to injury, I really had the nut draw both games too... these were the quickest games of magic I've played in a long time.

Round 3: Naya Zoo
G1: He's on a plains and taiga after I stifled a few lands.. I've got a sea in play, and a tundra and waste in hand, along with a pierce, sprite, and stifle I think. Here's play mistake number two (maybe).. I think I should have wasted his taiga, instead I play the tundra, thinking I want to wait and see if he draws into another land, I want to have mana open. Wrong decision. He drops a goyf that i have no answer for. I waste the taiga and he never finds another land, but he doesn't have to, as I can't seem to get rid of goofy.
G2: secret white tech holds off his early rush of weenies, he's forced to 3 for 1 himself to get any creatures through, I 3 for 1 him again with explosives, but only after I use my first explosives to kill his jitte, then drop my own.
G3: pretty much a repeat, hold his early dudes, swords lavamancers and goyfs, jitte and tokens get there.
It's important to note, that in addition to holding his dudes back early, sticking a bob and protecting him was very important in these match ups.

Not a lot of people, and the owner likes to close early, so we only played 4 rounds tonight.

Round 4: Mono Red Burn with VALCANIC FALLOUT, lavamancers and hellspark elementals as only creatures, and maindecked price of progress !!!
Pregame- Not knowing what he's playing (because I almost go to time every match and my wife was blowing up my phone), and vice versa, we decide to split. Thankfully, because this is a hard one folks. We play it out for fun, he just flat out kills me game one.
G2: I haven't seen much of his deck (it's very unconventional) and board inappropriatly as a result. Sure, extirpate gets rid of fallout pretty handily (he did have one in hand when I hit them), but Shattering spree on my jitte? Replicated 5 times? come on! I boarded my stifles out. :/ somehow someway get there after growing my own token with jitte counters, swinging, and swording it myself.
G3: much of the same, but my white sideboard helps, think i got down to like one or two life near the end. Burn is definatly not a favorible match up for this deck.

I take home around $40 and an undefeated smile. :D

all in all, I loved the white splash over red and will be sticking with that. But I'm going back to tombstalkers instead of bobs, as most of my games went on for too long because I was swinging with little panzy ass 1/1's. This is supposed to be a tempo deck, I shouldn't be going for the long game, which almost always happens. I may try out the stoneforget mystic as well, we'll see. I'd like to hear detailed reports involving mystic's use, any of you out there, please share your results.

@ Cthuloo -
play with 3 jittes and 5-6 targeted removal main, 1-2 in the board (useing something black like ghastly demise or doomblade will help you not get locked by Iona... but if there's no merfolk in your meta, deathmark is simply the best), along with 2-3 explosives... you'll never miss red again. you don't have to go all out thinking of other white cards to play, it's just a splash color, to help us gain the tempo that we ultimatly lost with terminate taking too long. of cours you could try other stuff too, but swords is the best, and only real reason you need to play white.

First of all congrats again for the result. You already commented on your list, the only thing I will add is that probably the smother could be a diabolic edict, just to have a possible out to progenitus (since you lost a game to the hydra), but it's a minor detail. Of course I'm curious about your "super secret tech", but I understand if you don't want to share. ;)

I'm not really sold on white. It's true that terminate is sometimes a tempo loss, but this is why I also pack bolts to deal with critters. Also, unfortunately there's a fair number of merfolk in my meta, and I'm not sure I can deal with the mermen without firespouts and rebs. Anyway, some testing wont kill me, plus I'm really happy to finally use my tundras that don't see tournament play since like 2001 :tongue:

Cthuloo
04-16-2010, 05:36 AM
I went undeated last night in a small tourny (18ish people i think).. pretty sure I only lost two games, and those were only due to a single misplay in each on my part. May be small, but we're all great players. One of us just qualified for the tour on rateing alone, two more are close behind, lot of talented people at our shop.

YES, I played WHITE. But before you hate on the list, I'll tell you now I don't like it and will be changeing back to tombstalkers..

4 sprites
4 bitter blossom
4 dark confidant

2 tops
4 brainstorms

3 jittes
4 swords
1 smother (should have been ghastly demise or doomblade)

4 force of will
4 daze
4 stifle
3 spell pierce

4 wasteland
4 poluted delta
3 bloodstained mire (should have been b/w fetch.. this hosed me a few times)
3 seas
3 tundra
1 scrubland
1 island
1 swamp

sb
2 pithing needle (these are in flux.. mainly hate pridemage)
2 explosives (should be 3)
1 smother
2 blue blasts
2 crypts (probably should be 3)
3 extirpates
3 secret white tech vs all agro.. beat zoo and burn hands down

decks I always see.. bant countertop (w and w/o NO), bant survival, merfolk, zoo, and seems like every other week enchantress, dredge, goblins, ANT, reanimator, 43 lands, Team America, Belcher, ect.. pretty diverse group.

Round1: NO Countertop
G1: he always plays bant CB, but didn't like NO after he tried it for a few weeks... guess what i was unprepaired for? Play mistake #1 of the night.
G2: daze 1st turn top, pierce 2nd turn CB, stick bob, stick top, stick blossom.... 1 little 2 little 3 little faeries.. 4 little 5 little 6 little faeries... :cool:
G3: pretty much a recap of game 2.

Round2: Bant Survival w/iona
G1: he kept a hand with only trop heiracrh as mana sources.. I waste his land and swords his heirarh, he never drew another land.
G2: exactly the same, only this time i wasted 2 of his lands.
To add insult to injury, I really had the nut draw both games too... these were the quickest games of magic I've played in a long time.

Round 3: Naya Zoo
G1: He's on a plains and taiga after I stifled a few lands.. I've got a sea in play, and a tundra and waste in hand, along with a pierce, sprite, and stifle I think. Here's play mistake number two (maybe).. I think I should have wasted his taiga, instead I play the tundra, thinking I want to wait and see if he draws into another land, I want to have mana open. Wrong decision. He drops a goyf that i have no answer for. I waste the taiga and he never finds another land, but he doesn't have to, as I can't seem to get rid of goofy.
G2: secret white tech holds off his early rush of weenies, he's forced to 3 for 1 himself to get any creatures through, I 3 for 1 him again with explosives, but only after I use my first explosives to kill his jitte, then drop my own.
G3: pretty much a repeat, hold his early dudes, swords lavamancers and goyfs, jitte and tokens get there.
It's important to note, that in addition to holding his dudes back early, sticking a bob and protecting him was very important in these match ups.

Not a lot of people, and the owner likes to close early, so we only played 4 rounds tonight.

Round 4: Mono Red Burn with VALCANIC FALLOUT, lavamancers and hellspark elementals as only creatures, and maindecked price of progress !!!
Pregame- Not knowing what he's playing (because I almost go to time every match and my wife was blowing up my phone), and vice versa, we decide to split. Thankfully, because this is a hard one folks. We play it out for fun, he just flat out kills me game one.
G2: I haven't seen much of his deck (it's very unconventional) and board inappropriatly as a result. Sure, extirpate gets rid of fallout pretty handily (he did have one in hand when I hit them), but Shattering spree on my jitte? Replicated 5 times? come on! I boarded my stifles out. :/ somehow someway get there after growing my own token with jitte counters, swinging, and swording it myself.
G3: much of the same, but my white sideboard helps, think i got down to like one or two life near the end. Burn is definatly not a favorible match up for this deck.

I take home around $40 and an undefeated smile. :D

all in all, I loved the white splash over red and will be sticking with that. But I'm going back to tombstalkers instead of bobs, as most of my games went on for too long because I was swinging with little panzy ass 1/1's. This is supposed to be a tempo deck, I shouldn't be going for the long game, which almost always happens. I may try out the stoneforget mystic as well, we'll see. I'd like to hear detailed reports involving mystic's use, any of you out there, please share your results.

@ Cthuloo -
play with 3 jittes and 5-6 targeted removal main, 1-2 in the board (useing something black like ghastly demise or doomblade will help you not get locked by Iona... but if there's no merfolk in your meta, deathmark is simply the best), along with 2-3 explosives... you'll never miss red again. you don't have to go all out thinking of other white cards to play, it's just a splash color, to help us gain the tempo that we ultimatly lost with terminate taking too long. of cours you could try other stuff too, but swords is the best, and only real reason you need to play white.

First of all congrats again for the result. You already commented on your list, the only thing I will add is that probably the smother could be a diabolic edict, just to have a possible out to progenitus (since you lost a game to the hydra), but it's a minor detail. Of course I'm curious about your "super secret tech", but I understand if you don't want to share. ;)

I'm not really sold on white. It's true that terminate is sometimes a tempo loss, but this is why I also pack bolts to deal with critters. Also, unfortunately there's a fair number of merfolk in my meta, and I'm not sure I can deal with the mermen without firespouts and rebs. Anyway, some testing wont kill me, plus I'm really happy to finally use my tundras that don't see tournament play since like 2001 :tongue:

popeye79
04-18-2010, 11:51 AM
And this would be...

All right, I'll tell everyone my (not-so)super secret tech; twist my arm why don't you. :tongue:

It's a silly little uncommon from world wake that nobody really paid much attention to..


Perimeter Captain

For only one white, you hold back nectal, kird ape, lavamancher, pridemage, little goyfs, hellspark elementals, goblin lacky, any merfolk (so long as you kill lord of atlantas so you can actually block), ect ect.... all while gaining you life.

It really puts a hamper on their plans, slows them down enough for you to take control. At least it worked out well for me. I've got to admitt, I haven't been this happy with an untested sideboard option in a long time.

Please, test it out. I'd love to hear some constructive critisism. For agro, I already have 5 targeted removal maindecked, I bring in the other one (or two) from the board, along with 2-3 explosives and the 3 defenders...I can't think of a better way to board, and it works. :smile: This is just another reason why I never really liked lightning bolt... there are tons of creatures that it won't kill. ALL of my removal will actually remove the creature.


edit....
Can someone please tell me how to make the card name link? Or a whole deck for that matter? It's not the same as Salvation. :/

kremenchugskiy
04-18-2010, 12:21 PM
I would like to share one homebrew faeries decklist, that was quite successfull here in Russia, also i played GP Madrid 6-2-1 with (for sure the result should have been better, but anyway). Currently I am working on new approach, as the list below is totally blown out by vial + Stoneforge Mystic combo, but anyway this is the solid list with good results:

4 Cloud of Faeries
4 Spellstutter Sprite
3 Epochrasite
2 Gilded Drake
2 Ninja of the Deep Hours
1 Waterfront Bouncer
4 AEther Vial
4 Force of Will
3 Daze
3 Spell Pierce
4 Braistorm
3 Standstill
3 Snap
2 Umezawa's Jitte
1 Sword of Fire and Ice
4 Wasteland
3 Mutavault
5 Island
4 Flooded Strand
2 Misty Rainforest

1 Gilded Drake
2 Annul
2 Hydroblast
3 Submege
2 Llawan, Cephalid Empress
3 Tormod's Crypt
2 Engineered Explosives

Piceli89
04-18-2010, 01:27 PM
Perimeter Captain was a tech WU tempo already tried to pack. The point is that it does not make 2x1 against Zoo, since they can beat with a random critter, Captain takes 2/3 and then they burn it. At maximum is a way to gain 2 lives and make them waste a burn spell, but nothing more. Its greatest utility should be to slow down the Zoo player from killing you very fastly, the time necessary to set up your own resources. But it's far from a definitive solution.

Forbiddian
04-18-2010, 01:38 PM
Perimeter Captain was a tech WU tempo already tried to pack. The point is that it does not make 2x1 against Zoo, since they can beat with a random critter, Captain takes 2/3 and then they burn it. At maximum is a way to gain 2 lives and make them waste a burn spell, but nothing more. Its greatest utility should be to slow down the Zoo player from killing you very fastly, the time necessary to set up your own resources. But it's far from a definitive solution.

Confirm it's awful in testing. It looked pretty good on paper, but it does nothing against the real problematic cards: Sylvan Library, Qasali, a big Goyf, and Grim Lavamancer.

arebennian
04-18-2010, 04:07 PM
There are two White cards that I have always been interested in testing in UBx Fae

1) Plumevil
2) Island Sanctuary

- Plumevil is costly and mana intensive, but would certainly screw over Zoo.
- Island Sanctuary has a huge drawback, but depending upon the board state and cards in hand it could well be good allowing your Bitterblossom tokens to grow without having to block. It isn't as weak against Pridemage as it seems as he can't be sacced and an Alpha strike declared as the effect will remains in effect until the next turn even if the card isn't on the board. You still have the option of drawing if need be

Mono_Thematic
04-18-2010, 04:59 PM
Sorry in advance if this is the wrong thread to post this in...

I've been working on a UBR "faeries" deck list that has some elements of traditional faes but many changes. Mainly this comes from packing a discard suite instead of a counterspell suite.
I'll give you the list then defend my choices...

Land 22
6 swamp
4 polluted delta
4 bloodstained mire
2 scalding tarn
3 badlands
3 underground sea

Creatures 13
4 oona's prowler
4 sedraxis specter
2 vendilion clique
3 tombstalker

Discard 13
4 inquisition of kozilek
3 duress
4 hymn to tourach
2 blightning

Draw 4
4 sign in blood

Board Control 8
4 terminate
4 engineered explosives


Card Choices - I'm just going to focus on the atypical stuff
Sign in Blood = I was very sceptical at first and didn't see any point to use this over Brainstorm. But playtesting has shown that for a ramping deck like this, that extra bit of gas on turns 4 or 5 after murdering the opponent's hand is just the right amount of card advantage to push through for the kill. Trust me, I tried Brainstorm here and trading one for one just wasn't enough (for a ramping deck BS basically just says "add U to the cost of your next spell"). The life loss from sign in blood sucks, but now that we have Inquisition over Thoughtseize, thats less of a problem
Oona's Prowler = this made it in because my requirement for the deck was that all kill-cons swing for at least 3. I honestly believe that legacy is just too aggressive and fast for any creature with power of 2 to make a difference (hell alot of decks are even dropping Bob because the 2/1 body just doesn't mean anything). Prowler swings for 3, has evasion, and is cheap enough to come down the same turn as a Duress or Inquisition.
Sedraxis Specter = 3 mana for a 3/2 with 3 very relavent abilities. I could talk forever about him, but I think hes pretty self explanatory. The mana curve would prefer him to be a 2cc kill-con, but for those 3 abilities I'm not going to complain.
Vendilion Clique = honestly I wish these could just be Prowlers 5 and 6. The flash is worthless in this deck since there are hardly any instants to use at EOT, but the "cycling" ability is nice if you get flooded with discard spells and not enough terminates or kill-cons.
Mana Base... it sucks. Verses Waste-Lock you lose. Verses moon-effects you lose. Verses Stifles your hurtin' early. All I can say is use basic swamps for the first turn and make sure you discard away those threats. Then drop your duals if your against Stifle-decks or fetchlands if your against moon-effects.
Discard suite = I don't have any stats or hard-math to back up this choice. It just comes down to preferring pro-active reliable spells over re-active conditional spells. With a Counterspell suite, you have to aggressively mulligan way too often to find a hand with the right synergies. When you get the nuts hand then thats super-duper, but its not going to be that much better than: First turn Inquisition, second turn hymn, third turn Tombstalker.

What I want outta ya'll...
How do I sqeeze more kill-cons in?
How do I sqeeze better creature-control?
Is the 13 discard overkill?
How do you use card tags here?
Anything constructive.

Zalren
04-18-2010, 07:24 PM
Land 22
6 swamp
4 polluted delta
4 bloodstained mire
2 scalding tarn
3 badlands
3 underground sea

Creatures 13
4 oona's prowler
4 sedraxis specter
2 vendilion clique
3 tombstalker

Discard 13
4 inquisition of kozilek
3 duress
4 hymn to tourach
2 blightning

Draw 4
4 sign in blood

Board Control 8
4 terminate
4 engineered explosives

Use [ cards ] name of card [ /cards ] tags, just take out the spaces.

royk
04-18-2010, 08:55 PM
I was wondering what the consensus on Standstill is. Which is the better card advantage engine: Standstill or Ancestral Vision?

coma
04-19-2010, 09:27 AM
I was wondering what the consensus on Standstill is. Which is the better card advantage engine: Standstill or Ancestral Vision?

Standstill is better than ancestral vision , because standstill hasn't hate cards (like stifle) and advantage is about netx opponent threads , Insted of ancestral that you draw your netx fourth turn , and if you before need to draw ?:rolleyes:

bye:laugh:

Legacy
04-21-2010, 08:59 AM
@Mono_Thematic
I have a couple comments. You have only 3 blue sources in the entire deck and play with vendilion cliques. You play with 10 fetch land and no brainstorm. I know you said you like sign in blood better, but brainstorm is actually the best card in Legacy. It's power is higher then any other card, yes even Tarmogoyf's. Being able to draw 3 cards then putting back 2 lands then fetching wins games.

Discard effects are only good early game, late game they are usually dead draws, maybe cut some to make room for brainstorm. I would add some sensei's tops so you don't have to top deck in to discard late game. 22 land seems like a lot for this deck, especially with no man lands, it seems you would get mana flooded a lot. In addition to my other suggestions I would cut a land or two.

Ancestral vision. It does seem underwhelming having to wait four turns but here is a list that has done well that runs a set of them. He has placed top 2!! in 3 tournaments, one of those tournments only 25 players, but the other two had 60+ entrants. Here is his list:

creature [14]
3 Sower of Temptation
4 Spellstutter Sprite
4 Tarmogoyf
3 Vendilion Clique
instant [15]
4 Brainstorm
3 Counterspell
4 Force of Will
4 Spell Snare
sorcery [4]
4 Ancestral Vision
artifact [5]
3 Engineered Explosives
2 Vedalken Shackles
land [22]
3 Flooded Strand
4 Island
3 Mutavault
3 Polluted Delta
1 Riptide Laboratory
4 Tropical Island
4 Volcanic Island
60 cards

Sideboard:
2 Glen Elendra Archmage
4 Blue Elemental Blast
2 Pyroblast
2 Red Elemental Blast
4 Firespout
1 Vedalken Shackles
15 cards

This deck is packing some major card advantage. Looks only weak against tribal and that is where the 4 firespout from the board comes in. Let me know what you guys think of this list.

Here is link from deckcheck for reference.
http://www.deckcheck.net/deck.php?id=34378
http://www.deckcheck.net/deck.php?id=31096
http://www.deckcheck.net/deck.php?id=27536

Zalren
04-21-2010, 10:47 AM
@Legacy

So basically you are saying to drop black altogether?

@Mono_Thematic

I would make these changes:
-2 Vendilion Clique -1 Sedraxis Specter -1 Tombstalker
+4 Dark Confidant (best black creature ever)

Mono_Thematic
04-21-2010, 10:58 AM
@Legacy
Thanks for the feedback. But again Brainstorm just doesn't work with a pro-active-discard shell because I can't afford to throw away turns 1 or 2 to a BS in hopes of landing my 2nd land or a great spell to use on the following turn. In short, my list isn't focused on "the right answer at the right time", its about stopping your opponent from having the right answers.
I understand why BS is amazing in a counter-shell. Its because you have the luxury being able to drop fetches and only popping when needed, and waiting until EOT to drop BS during turns that you didn't need to spend all your mana on counters. I get that. But if I'm planning to T1 Duress/Inquisition -> T2 Hymn/Sign in Blood/Terminate -> T3 Kill-con on an open board then I don't have a spare U to spend to look for answers.

I agree that the Cliques are lackluster (though getting 1UU by turn 3 isn't a problem with 10 fetch), and have traded them in for Gatekeepers. The 2/2 body is meek as hell, but its never a dead card that can potentially 2-for-1 just like a Hymn or Sign in Blood.
Also I'm trying out -1 EE and -2 Blightnings, for a 3rd Gatekeeper and +2 JaceTMS. Dropping him on an empty board is just disturbing.
I'm pretty happy with the list, but would like to chuck some Man-lands in. Unfortunately, colorless mana (factories) is useless in my deck and CiPT land (Creeping Tarpit) is just devastating to my tempo. Any thoughts?

@Zalren - shut up n00b. But more seriously, I prefer Sign in Blood to DC. DC has to survive 3 turns to get me the two cards that SiB gets me immediately. Yes DC can attack/block, but with a 2/1 body there aren't many times when thats a realistic option.

jazzykat
04-22-2010, 02:43 AM
Just as an aside, if you want to play Sign in Blood I would strongly suggest Night's Whisper instead (and yes I'm old).

Zalren
04-22-2010, 10:33 AM
Just as an aside, if you want to play Sign in Blood I would strongly suggest Night's Whisper instead (and yes I'm old).

Mono and I know each other. When I suggested that to him, he shut me down! Said he would use Sign in Blood as direct damage to someone if they only had 2 life. I concur with the use of Night's Whisper! Someone please knock some sense into him!

Mono_Thematic
04-22-2010, 01:44 PM
Recheck my original decklist and you will see that every land can produce B or find a B source. Thus, as the deck stands, there is NO advantage to play night's whisper over SiB.
Now if I wanted to add mishra's factories or wasteland then we'd be talking. Unfortunately I cannot have colorless mana sources, because I'm running hymn (BB) gatekeeper (BBB) terminate (BR) and sedraxis specter (BRU) ect.
Zalren you just don't understand B, so go back to your island and stay there

jazzykat
04-22-2010, 02:12 PM
Well sign in blood can be misdirected or diverted. I guess you choose the corner case you prefer.

troopatroop
05-20-2010, 08:38 PM
I found this list from a top8 on Deckcheck, and I really like it

4 Spellstutter Sprite
3 Tombstalker
2 Vendilion Clique

4 Bitterblossom
2 Umezawa's Jitte

4 Stifle
4 Force of Will
4 Daze
3 Terminate
3 Lightning Bolt

4 Brainstorm
3 Ponder

4 Wasteland
3 Underground Sea
3 Volcanic Island
1 Badlands
4 Polluted Delta
3 Bloodstained Mire
1 Island
1 Swamp


I think this is a tier 1 Legacy deck, that probably doesn't get enough attention/respect. Is this list perfect?

edit: only change i made was -1 ponder +1 Jitte

paeng4983
05-20-2010, 08:50 PM
@Legacy
i personally know this guy (jay). and his deck is so strong that it rarely lose to any deck.
his deck as a lot of weapon. 3 EE, 2 veldalken, a bunch of counters and 4 drawers
plus a pack of creatures that has abilities of each own. on paper it might be weak for some,
but in action, damn - it really rocks!

have you tried it in your meta? how did it do? i bet he will use again this deck for this weekend's
major legacy here in the philippines. i'll update you guys about the how did it do.

Cthuloo
05-21-2010, 04:24 AM
I found this list from a top8 on Deckcheck, and I really like it

4 Spellstutter Sprite
3 Tombstalker
2 Vendilion Clique

4 Bitterblossom
2 Umezawa's Jitte

4 Stifle
4 Force of Will
4 Daze
3 Terminate
3 Lightning Bolt

4 Brainstorm
3 Ponder

4 Wasteland
3 Underground Sea
3 Volcanic Island
1 Badlands
4 Polluted Delta
3 Bloodstained Mire
1 Island
1 Swamp


I think this is a tier 1 Legacy deck, that probably doesn't get enough attention/respect. Is this list perfect?

edit: only change i made was -1 ponder +1 Jitte

In my experience the deck can play comfortably with one less land. I would also play one less blossom and one more stalker. I would go:

- 1 Polluted Delta - 1 Bitterblossom +1 Bolt +1 Tomstalker

But I have to say that these are minor details. I completely agree on the second Jitte, though. You definitely want to see it when you are trying to beat to death your opponent with your 1/1s, to end the game before you both get old.

What I think still needs a lot of work is the sideboard. Mine at the moment looks like:

2 Faerie Macabre
1 Tormod's Crypt
3 Reb
2 Beb
3 Firespout
2 Spell Pierce
2 Wash Out

I'm not really sure that the Firespouts would not be better as explosives, or that the wash out should not be curfew or some more generic bounce.

Legacy
05-21-2010, 03:32 PM
@Legacy
i personally know this guy (jay). and his deck is so strong that it rarely lose to any deck.
his deck as a lot of weapon. 3 EE, 2 veldalken, a bunch of counters and 4 drawers
plus a pack of creatures that has abilities of each own. on paper it might be weak for some,
but in action, damn - it really rocks!

have you tried it in your meta? how did it do? i bet he will use again this deck for this weekend's
major legacy here in the philippines. i'll update you guys about the how did it do.

With respect to the list in my previous post;
I have been hesitant to use this list for I fear NO decks and Reanimator. It seems to have weak matchups against thsese. Agaisnt NO they can just wait till you cast your sower or shackles to stop their goyf. Then on their turn turn they can simply NO and win since we just cast sower / shackles to stop their Goyf adn now we can't cast Counterspell and if we can, likely that will tap us out so they can just daze. Against Reanimtor decks we have to wait till turn 2 to hit their 1cc spells (except with force). We tap down when we have two lands to hit their entomb or reanimate then they just simply daze and win.

What do others think?

coma
05-26-2010, 08:16 AM
I post to write a list of an other side of ugr .
2/may/2010
64 players
I drop in final to my friend , for bye to annecy , because I will not go to annecy .

4 force of will
4 brainstorm
3 daze
3 spell snare
3 stifle
3 standstill
4 spellstutter sprite
4 tarmogoyf
2 grim lavamancer
4 lightning bolt
2 vedalken shaclkes
3 esplosivi ingegnerizzati
4 isola vulcanica
2 isola tropicale
1 breeding pool
2 flooded strand
2 polluted delta
3 scalding tarn
1 isola
3 wasteland
1 mutavault
3 mishra's factory

side
2 krosan grip
3 firespout
2 counterspell
2 control magic
1 piroblast
2 reb
3 relic of progenitus

@ legacy : my only doubt of your list , it is too slow to keep control because hasn't fast removal .I note also some same thought like the choice to have , like mass removal , 3 e.e. and 2 shaclkess .

Bye:smile:

jazzykat
05-26-2010, 11:58 AM
@coma: That list is REALLY cool. Any comments on the less than 4 of a lot of cards like: Daze, spell snare, stifle, standstill, and Lavamang.

What is the breeding pool and mutavault doing in that list?

Do you now prefer this to the black list with Bitterblossom and Tombstalker?

coma
05-27-2010, 08:47 AM
@coma: That list is REALLY cool. Any comments on the less than 4 of a lot of cards like: Daze, spell snare, stifle, standstill, and Lavamang.

What is the breeding pool and mutavault doing in that list?

Do you now prefer this to the black list with Bitterblossom and Tombstalker?
Thanks , but it's a new list . Those 3x because this list have a denial component but not too much .It is a deck if couldn't play for denial has other strategy.
Grim are to have a better control of board and toplay better around stanstill and it's very bomb vs bant because he can play only with tarmo and rohx .
Breeding pool is a shock land , but can paly with tropical 3x :laugh:
I play 1 muta because vs zoo it's too important have mishra 3/3.
But my teammate it's 9th to annecy 498 players with similar list :

Top16 - Simone Giaquinto - UGR Faeries

4 Spellstutter Sprite
4 Tarmogoyf
2 Grim Lavamancer
1 Vendilion Clique
4 Force of Will
3 Spell Snare
3 Daze
3 Stifle
4 Brainstorm
3 Standstill
4 Lightning Bolt
2 Vedalcken Shackles
2 Engineered Explosives
4 Mutavault
3 Wasteland
1 Island
3 Tropical Island
4 Volcanic Island
2 Polluted Delta
2 Misty Rainforest
3 Flooded Strand

SB:
1 Tormod's Crypt
1 Relic of Progenitus
2 Firespout
3 Spell Pierce
2 Blue Elemental Blast
2 Mind Harness
2 Red Elemental Blast
2 Krosan Grip

We think that ugr list it's more compact then ubr , because have bombs like standstill , shackles , grim , e.e. that often give us a bid advantage :
1 our card vs much opponent resources

bye:smile:

jazzykat
05-28-2010, 04:49 AM
I tested the list above except I wanted the extra protection vs. nacatls and other zoo nasties so I played 4 factories instead of the mutavaults.

Overall it was fantastic. I think my opponents were more confused than I was about what I was going to do next. It's like Tempo Thresh and Landstill mashed together. The deck is cohesive enough to work but "random" enough to engage most strategies at 50/50.

Observations:

Spellstutter: Cool but usually only countered 1cc things. This is usually good enough if you think about what costs 1.

Removal package: Between explosives and bolts you are pretty well covered, especially since you have Lavamang, Shackles AND Tarmogoyf

Shackles: Still good. Who would have thought!

Lavamang: continues to be sooo amazing. He is my hero.

IMO: Mindharness < Threads of Disloyalty < Control Magic. Control Magic often costs more than the creature you take but it works on ANYTHING (except for Shroud and Pro Blue of course).

Question:
What the hell is the boarding plan and why is there only 2 pieces of grave hate in this board? I am just not understanding it.

coma
05-28-2010, 07:28 AM
I tested the list above except I wanted the extra protection vs. nacatls and other zoo nasties so I played 4 factories instead of the mutavaults.

Overall it was fantastic. I think my opponents were more confused than I was about what I was going to do next. It's like Tempo Thresh and Landstill mashed together. The deck is cohesive enough to work but "random" enough to engage most strategies at 50/50.

Observations:

Spellstutter: Cool but usually only countered 1cc things. This is usually good enough if you think about what costs 1.

Removal package: Between explosives and bolts you are pretty well covered, especially since you have Lavamang, Shackles AND Tarmogoyf

Shackles: Still good. Who would have thought!

Lavamang: continues to be sooo amazing. He is my hero.

IMO: Mindharness < Threads of Disloyalty < Control Magic. Control Magic often costs more than the creature you take but it works on ANYTHING (except for Shroud and Pro Blue of course).

Question:
What the hell is the boarding plan and why is there only 2 pieces of grave hate in this board? I am just not understanding it.

First o f all some choice are very subjective , you can choice what you want . I play with 3x grave hate , my friend only 2x to have also 2x of beb( it's anyhow a good idea).
Control effects i suggest you or control magic or mindharness (with second you can't catch only bensalyer and stalker , but it has a low cc , anyhow good idea)
Stutter counter normally cc1 , for the other spell there are snare , daze , while we make a little race .

This deck is very skill intensive , because you have to decide what is , in that particolar istant and vs that particular deck , best game plane .
Shackles are just present in first list , but in side . I'm first to use it in the main , when our meta became more aggro.

The deck may have many game plane , you have to decide

otherside
05-28-2010, 08:26 PM
My Current SB

3 T Crypt
1 Faerie Macabre
3 S Pierce
3 Beb ( Mainly for magus of the moon)
2 EE
2 Perish
1 Llawan, Cephalid Empres