klaus
01-03-2011, 03:53 PM
Stoneforge Faeries
Stoneforge Faeries (hence SF) is an Aggro-Control deck that could be viewed as blue-splashed Death & Taxes variant, or an Excalibur variant minus the green guys.
I've tested and tweaked it for three weeks now and really enjoyed seeing it grow. It does not feel entirely finished though, which is why I'm posting it here. Thanks in advance for your input.
1.0...............The List
2.0...............Card Explanations
3.0...............Cards that didn't make the cut, but might be reconsidered
4.0...............Rough MU analyses
5.0...............Closing Thougts
- The List -
Creatures:
4 Spellstutter Sprite
3 Vendilion Clique
3 Stoneforge Mystic
2 Jotun Grunt
2 Serra Avenger
2 Flicker Wisp
2 Mother of Runes
Artifacts:
1 Sword of Body and Mind
1 Umezawa's Jitte
1 Sword of Fire and Ice
4 Aether Vial
Instants:
4 Swords to Plowshares
4 Brainstorm
4 Force of Will
3 Spell Snare
Land:
4 Flooded Strand
2 Windswept Heath
1 Polluted Delta
4 Tundra
1 Tropical Island
4 Mishra's Factory
1 Plains
3 Island
Sideboard:
3 Krosan Grip
3 Relic of Progenitus
2 Kitchen Finks
2 Path to Exile
2 Spell Pierce
2 Jace, the Mind Sculptor
1 Meddling Mage
- Card Explanations -
4 Spellstutter Sprite
I would play 7-8 if I could, nuf said.
3 Vendilion Clique
Would be a playset, if it weren't for its legendariness. Probably the best blue guy out there.
3 Stoneforge Mystic
The heart and soul of the deck. I tested 4, which lead to multiple equipments stuck in my hand more often than not.
2 Jotun Grunt
I'm pretty sure 2 is the right number, though I never want see him in my opening seven. Grunt should be self-explanatory.
2 Serra Avenger
Death and Taxes runs 4 Avengers. Double white can be a bitch however, and I never want to see them in my opening seven, unless I'm holding a Vial aswell. A third copy might be an option anyways.
2 Flicker Wisp
This guy really is my favorite card here. It's just amazing what he's able to achieve: saving CIP-guys from spot removal AND cashing their bonus a second time feels nice, but there are so many more applications! I'd definitely run 3-4 if I were allowed to go up to 5 Vials - without Vial Wisp is rather mediochre though, to be honest, which is why I settled for 2 for the time being.
2 Mother of Runes
Many players have come to worship this woman by now. We find her as a core element in several archetypes. Nevertheless I was uncertain about its inclusion for a long time. Which is why those two slots served as flexslots in my testing.
-
Umezawa's Jitte & Sword of Fire and Ice
Both go without saying, I guess.
Sword of Body and Mind
Needs to be defended: it basically battles for this slot with Jitte#2 and Sword of Light and Shadow. Testing proved SoBaM to be superior, not because its effect is more powerful in itself, but because it diversifies Mystic's tutor options. I found that Jitte is better at gaining life than SoLaS, so only its second ability matters. But I found that either there are no creatures in the yard when it hits, or your hand is already packed with guys that you can't play due to mana limitations. SoBaM's effect, on the other hand, is completely free (meaning you don't have to invest mana to cast guys for profit). Getting a free bear might not be amazing in a vacuum, but we have to take into account that it's always euqipable after combat. To be honest I have never completely milled a guy with that sword, so I won't pretend like that ability was pure win. In fact in certain scenarios it may harm you: Dredge, Loam, KotR.dec and a couple of more decks may like to be milled for 20, I guess. I'm still rather sold on it.
4 Aether Vial
Another crucial card.The deck craves mana, like few other decks. Vial not only serves as a pseudo-mana source, it also allows for some neat tricks. Excalibur replaces Vial with Noble Hierarchs, which makes sense for that shell. SF could certainly apply a heavier green splash and add Hierarchs, but then Clique, Sprite, Flickerwisp and Avenger would instantly become much worse.
-
Brainstorm, Force of Will, Spell Snare
Those three instants were the reason for the blue splash (of course Spell Pierce and Jace are nice SB additions too). And those 11 cards are what makes SF stronger than D&T in combo heavy metas that is. I've played blue since the beginning and like many other control players out there I feel naked without FOW. :wink: plus, gotta love Snare and Brainstorm.
Krosan Grip
..is the only card I'd like to highlight from the Sideboard. You might wonder, why I don't include another Tropical, when Grip is crucial in several MUs. Well the thing is, there are hardly any MUs that make Grip necessary AND run Wasteland - Stax would be an example, but it's practically disappeared there are 2/3 more examples that don't come to mind right now.
Thopter.dec, CB.dec (barring StifleNought), Enchantress, Affinity and many more usually don't employ mana denial, which is why a lone Tropical alongside 7 fetchies appear to be sufficient atm. The Stoneforgemystic approach makes this deck extremely mana hungry. So I'm hesitant to cut a basic land for the second Tropical. I'm also not willing to add another land, since 20 land plus 4 Vial, plus 4 Brainstorms do suffice.
I haven't seen too many decks with a mini green splash just for Grip, but anydeck with 7+ fetchies should consider it at one point imo.
- Cards that didn't make the cut, but might be reconsidered -
- Stone Cloaker ------- I had a copy in for a while, but came to cut her to lower the average mana cost. MotR occupies that slot now.
- Cloud of Faeries--------- I'd play these alongside Ninja of the Deep Hours.
- Mourning Thrull ----------- is golden when equipped but sucks when it's not.
- Sage Owl ---------------- you usually have an euqipment online by the early midgame. One of the better cheap CIP-effect flyers
- Owl Familiar--------------- just like that guy, but the owl simply didn't have enough impact.
- Coiling Oracle -------------- yeah, nah..
- Wasteland/Daze ----------- I usually want all the mana I can get for myself. 2 Wastelands would be doable though.
- Mutavault ------------------ pimping Sprite was less relevant that pumping 3/3s
- Oblivion Ring---------------- possible
- Engineered Explosives --- what's your opinion on this one?
- Stifle ------------------------ I'd rather have more guys that do stuff.
- green guys and a heavier green splash: I think the deck works just fine without Goyf and KotR :tongue:
----------------------------------------------------------------
4.0...............Rough MU analyses
5.0...............Closing Thougts
--> I'll add these later.
Cheers!
Stoneforge Faeries (hence SF) is an Aggro-Control deck that could be viewed as blue-splashed Death & Taxes variant, or an Excalibur variant minus the green guys.
I've tested and tweaked it for three weeks now and really enjoyed seeing it grow. It does not feel entirely finished though, which is why I'm posting it here. Thanks in advance for your input.
1.0...............The List
2.0...............Card Explanations
3.0...............Cards that didn't make the cut, but might be reconsidered
4.0...............Rough MU analyses
5.0...............Closing Thougts
- The List -
Creatures:
4 Spellstutter Sprite
3 Vendilion Clique
3 Stoneforge Mystic
2 Jotun Grunt
2 Serra Avenger
2 Flicker Wisp
2 Mother of Runes
Artifacts:
1 Sword of Body and Mind
1 Umezawa's Jitte
1 Sword of Fire and Ice
4 Aether Vial
Instants:
4 Swords to Plowshares
4 Brainstorm
4 Force of Will
3 Spell Snare
Land:
4 Flooded Strand
2 Windswept Heath
1 Polluted Delta
4 Tundra
1 Tropical Island
4 Mishra's Factory
1 Plains
3 Island
Sideboard:
3 Krosan Grip
3 Relic of Progenitus
2 Kitchen Finks
2 Path to Exile
2 Spell Pierce
2 Jace, the Mind Sculptor
1 Meddling Mage
- Card Explanations -
4 Spellstutter Sprite
I would play 7-8 if I could, nuf said.
3 Vendilion Clique
Would be a playset, if it weren't for its legendariness. Probably the best blue guy out there.
3 Stoneforge Mystic
The heart and soul of the deck. I tested 4, which lead to multiple equipments stuck in my hand more often than not.
2 Jotun Grunt
I'm pretty sure 2 is the right number, though I never want see him in my opening seven. Grunt should be self-explanatory.
2 Serra Avenger
Death and Taxes runs 4 Avengers. Double white can be a bitch however, and I never want to see them in my opening seven, unless I'm holding a Vial aswell. A third copy might be an option anyways.
2 Flicker Wisp
This guy really is my favorite card here. It's just amazing what he's able to achieve: saving CIP-guys from spot removal AND cashing their bonus a second time feels nice, but there are so many more applications! I'd definitely run 3-4 if I were allowed to go up to 5 Vials - without Vial Wisp is rather mediochre though, to be honest, which is why I settled for 2 for the time being.
2 Mother of Runes
Many players have come to worship this woman by now. We find her as a core element in several archetypes. Nevertheless I was uncertain about its inclusion for a long time. Which is why those two slots served as flexslots in my testing.
-
Umezawa's Jitte & Sword of Fire and Ice
Both go without saying, I guess.
Sword of Body and Mind
Needs to be defended: it basically battles for this slot with Jitte#2 and Sword of Light and Shadow. Testing proved SoBaM to be superior, not because its effect is more powerful in itself, but because it diversifies Mystic's tutor options. I found that Jitte is better at gaining life than SoLaS, so only its second ability matters. But I found that either there are no creatures in the yard when it hits, or your hand is already packed with guys that you can't play due to mana limitations. SoBaM's effect, on the other hand, is completely free (meaning you don't have to invest mana to cast guys for profit). Getting a free bear might not be amazing in a vacuum, but we have to take into account that it's always euqipable after combat. To be honest I have never completely milled a guy with that sword, so I won't pretend like that ability was pure win. In fact in certain scenarios it may harm you: Dredge, Loam, KotR.dec and a couple of more decks may like to be milled for 20, I guess. I'm still rather sold on it.
4 Aether Vial
Another crucial card.The deck craves mana, like few other decks. Vial not only serves as a pseudo-mana source, it also allows for some neat tricks. Excalibur replaces Vial with Noble Hierarchs, which makes sense for that shell. SF could certainly apply a heavier green splash and add Hierarchs, but then Clique, Sprite, Flickerwisp and Avenger would instantly become much worse.
-
Brainstorm, Force of Will, Spell Snare
Those three instants were the reason for the blue splash (of course Spell Pierce and Jace are nice SB additions too). And those 11 cards are what makes SF stronger than D&T in combo heavy metas that is. I've played blue since the beginning and like many other control players out there I feel naked without FOW. :wink: plus, gotta love Snare and Brainstorm.
Krosan Grip
..is the only card I'd like to highlight from the Sideboard. You might wonder, why I don't include another Tropical, when Grip is crucial in several MUs. Well the thing is, there are hardly any MUs that make Grip necessary AND run Wasteland - Stax would be an example, but it's practically disappeared there are 2/3 more examples that don't come to mind right now.
Thopter.dec, CB.dec (barring StifleNought), Enchantress, Affinity and many more usually don't employ mana denial, which is why a lone Tropical alongside 7 fetchies appear to be sufficient atm. The Stoneforgemystic approach makes this deck extremely mana hungry. So I'm hesitant to cut a basic land for the second Tropical. I'm also not willing to add another land, since 20 land plus 4 Vial, plus 4 Brainstorms do suffice.
I haven't seen too many decks with a mini green splash just for Grip, but anydeck with 7+ fetchies should consider it at one point imo.
- Cards that didn't make the cut, but might be reconsidered -
- Stone Cloaker ------- I had a copy in for a while, but came to cut her to lower the average mana cost. MotR occupies that slot now.
- Cloud of Faeries--------- I'd play these alongside Ninja of the Deep Hours.
- Mourning Thrull ----------- is golden when equipped but sucks when it's not.
- Sage Owl ---------------- you usually have an euqipment online by the early midgame. One of the better cheap CIP-effect flyers
- Owl Familiar--------------- just like that guy, but the owl simply didn't have enough impact.
- Coiling Oracle -------------- yeah, nah..
- Wasteland/Daze ----------- I usually want all the mana I can get for myself. 2 Wastelands would be doable though.
- Mutavault ------------------ pimping Sprite was less relevant that pumping 3/3s
- Oblivion Ring---------------- possible
- Engineered Explosives --- what's your opinion on this one?
- Stifle ------------------------ I'd rather have more guys that do stuff.
- green guys and a heavier green splash: I think the deck works just fine without Goyf and KotR :tongue:
----------------------------------------------------------------
4.0...............Rough MU analyses
5.0...............Closing Thougts
--> I'll add these later.
Cheers!