Gix
03-05-2011, 02:47 PM
I really love this archetype, but apparently The Source has not seen a new "Faerie Stompy" thread in four years. Since then, the format has changed pretty dramatically. Show and Tell has become a twenty dollar rare. Tarmogoyf exists. Decks such as merfolk tribal, reliquary threshold, and zoo solidly dominate the format. Equipment is not as important as it used to be. With that being said, how do we build blue skies today? I'm thinking creatures with comes into play abilities is the way to go.
Here's a link to the previous thread: http://www.mtgthesource.com/forums/showthread.php?5467-%5BDeck%5D-Faerie-Stompy
20 Creatures:
x4 Sea Drake
x4 Serendib Efreet
x3 Mulldrifter
x3 Man-o-war
x3 Pestermite
x3 Trinketmage
10 Artifacts
x4 Chalice of the Void
x2 Umezawa's Jitte
x2 Sword of Fire and Ice
x1 Engineered Explosives
x1 Tormod's crypt
9 Other Spells
x4 Force of Will
x2 Thirst for knowledge
x2 psionic blast
x1 Rushing River
21 Mana
x9 Island
x4 Ancient Tomb
x4 City of Traitors
x3 Chrome Mox
x1 Mox Diamond
Sideboard:
x4 Propaganda
x2 Tormod's Crypt
x3 Trinnisphere
x3 Misdirection
x1 Umezawa's Jitte
x2 Hibernation
Card Choices:
Man-o-war: maindeck hate against Show-and-tell Emrakul, throws off opponent's tempo
Mulldrifter: Easily hardcastable in this deck, I'd rather play three of him and draw equipment with his ability than three more equipments and not draw creatures. Is this right?
Pestermite: Another tempo disrupter, like Man-O-War. I may target their lands with his ability during the early game or use him to throw off their damage race. Taps Emrakul. I think all around more useful than Weatherseed Faeries which has the same power and toughness and flying. Flash with a CIP trigger is usually better than pro-red in the post-goblin meta, I think.
Tormod's Crypt: Usually because I chalice for 1, I do not play Relic of Progentitus. Trinketmage target.
Rushing River: I considered playing Wash Out alternatively... sometimes you need to return two nonland permanents and this does the job well with the best casting cost for my deck.
I opted NOT to play Cloud of Faeries or Sea Sprite, or any other creature with power less than 2. I feel the slight boon of untapping lands or blocking goblins is not good enough in a deck that does not play as much equipment as the original.
Sideboard Hibernation: Versus Threshold variants, Zoo, natural order, anything with Progentitus
Sideboard Propaganda: Versus Ichorid variants, zoo, and other decks with a low mana curve that try to win with creatres.
Sideboard Trinnisphere: Versus mono red, Tendrils decks, zoo. 3 is a very easy mana cost to obtain on turn 1 or 2 in my deck and virtually everything costs 3 already.
I feel other card choices do not deviate much for the typical archetype and I'd be over-explaining if I continued beyond this point. Let me know what you think.
Early game examples:
Turn one City/Tomb, Chrome Mox, Sea Drake/Serendib Efreet
Turn one City/Tomb/Chrome Mox, Chalice for one (disabling swords, bolt, early tendrils combo or breakthrough)
During Opponent's Turn 2 upkeep, flash Pestermite and tap a land, ideally stealing a turn
Turn one City/Tomb Chrome Mox, play creature. Turn Two, play equipment, city/tomb, and attach.
One would mulligan any hand that was too full of equipment, had 3 islands or no accelerators, or was disabled by chrome moxes and too few blue cards.
Here's a link to the previous thread: http://www.mtgthesource.com/forums/showthread.php?5467-%5BDeck%5D-Faerie-Stompy
20 Creatures:
x4 Sea Drake
x4 Serendib Efreet
x3 Mulldrifter
x3 Man-o-war
x3 Pestermite
x3 Trinketmage
10 Artifacts
x4 Chalice of the Void
x2 Umezawa's Jitte
x2 Sword of Fire and Ice
x1 Engineered Explosives
x1 Tormod's crypt
9 Other Spells
x4 Force of Will
x2 Thirst for knowledge
x2 psionic blast
x1 Rushing River
21 Mana
x9 Island
x4 Ancient Tomb
x4 City of Traitors
x3 Chrome Mox
x1 Mox Diamond
Sideboard:
x4 Propaganda
x2 Tormod's Crypt
x3 Trinnisphere
x3 Misdirection
x1 Umezawa's Jitte
x2 Hibernation
Card Choices:
Man-o-war: maindeck hate against Show-and-tell Emrakul, throws off opponent's tempo
Mulldrifter: Easily hardcastable in this deck, I'd rather play three of him and draw equipment with his ability than three more equipments and not draw creatures. Is this right?
Pestermite: Another tempo disrupter, like Man-O-War. I may target their lands with his ability during the early game or use him to throw off their damage race. Taps Emrakul. I think all around more useful than Weatherseed Faeries which has the same power and toughness and flying. Flash with a CIP trigger is usually better than pro-red in the post-goblin meta, I think.
Tormod's Crypt: Usually because I chalice for 1, I do not play Relic of Progentitus. Trinketmage target.
Rushing River: I considered playing Wash Out alternatively... sometimes you need to return two nonland permanents and this does the job well with the best casting cost for my deck.
I opted NOT to play Cloud of Faeries or Sea Sprite, or any other creature with power less than 2. I feel the slight boon of untapping lands or blocking goblins is not good enough in a deck that does not play as much equipment as the original.
Sideboard Hibernation: Versus Threshold variants, Zoo, natural order, anything with Progentitus
Sideboard Propaganda: Versus Ichorid variants, zoo, and other decks with a low mana curve that try to win with creatres.
Sideboard Trinnisphere: Versus mono red, Tendrils decks, zoo. 3 is a very easy mana cost to obtain on turn 1 or 2 in my deck and virtually everything costs 3 already.
I feel other card choices do not deviate much for the typical archetype and I'd be over-explaining if I continued beyond this point. Let me know what you think.
Early game examples:
Turn one City/Tomb, Chrome Mox, Sea Drake/Serendib Efreet
Turn one City/Tomb/Chrome Mox, Chalice for one (disabling swords, bolt, early tendrils combo or breakthrough)
During Opponent's Turn 2 upkeep, flash Pestermite and tap a land, ideally stealing a turn
Turn one City/Tomb Chrome Mox, play creature. Turn Two, play equipment, city/tomb, and attach.
One would mulligan any hand that was too full of equipment, had 3 islands or no accelerators, or was disabled by chrome moxes and too few blue cards.