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Van Phanel
04-07-2008, 07:12 PM
Intro:

When I had first seen Bitterblossom (http://magiccards.info/mt/en/58.html), I was sure that it could (and should) affect Legacy. It produces a 1/1 flyer every turn thus forcing your opponent to answer both the fliers and the enchantment itself. It combines in a great way with Spellstutter Sprite (http://magiccards.info/lw/en/89.html) (which is already decent on its own) to counter more or less any spell. It also works pretty well with Ninjas and Jittes. Add the usual blue aggrocontrol-tools and you get the following deck.

Decklist:

4 Underground Sea
3 Polluted Delta
3 Flooded Strand
2 Island
4 Mishra's Factory
3 Chrome Mox

4 Spellstutter Sprite (http://magiccards.info/lw/en/89.html)
4 Cloud of Faeries
2 Vendilion Clique (http://magiccards.info/mt/en/55.html)
2 Ninja of the Deep Hours
2 Mistblade Shinobi (http://magiccards.info/bok/en/43.html)

4 Bitterblossom (http://magiccards.info/mt/en/58.html)
4 Standstill

3 Umezawa's Jitte

4 Brainstorm
4 Daze
4 Force of Will
2 Smother
2 Stifle


Card By Card Analysis:

Manabase:
16 Land + 3 Moxen could be to few but drawing to much mana sucks as well and so far the manabase has been working for me. The Factories make sure that you can play a Standstill when the table is empty and they are also an out to Nimble Mongoose which would otherwise be nearly unkillable. If you draw a Mox when it isn't needed it can also be cycled away with a Vendilion Clique.

Creatures:
4 Cloud of Faeries:
Cloud was an auto-include. It can be cycled, it is a great Jitte-bearer and it is a Faerie for Spellstutter Sprite. Cloud also provides a great outlet for ninjutsuing as it can be cycled or replayed for free.

4 Spellstutter Sprite:
Even alone, Spellstutter Sprite can counter a lot of spells in Legacy, namely half of ******** decks, swords to plowshares, acceleration of a combodeck and often countering a Brainstorm or another Cantrip produces cardadvantage as Sprite is the best attacker to get ninjutsued. Combine Sprite with Bitterblossom and you get a hardcounter for :1: :u: that leaves a 1/1 flying body behind and can be reused.

2 Vendilion Clique:
Often played in an opponents drawstep it cycles their most annoying card away and it also is a 3/1 flyer that tends to be only rarely blocked and can end a game pretty fast. It also provides an additional out to Nimble Mongoose. Don't underestimate the ability to target yourself for improved cardquality. As it's legendary you don't want to see too many that's why it is only a two-of.

2 Ninja of the Deep Hours:
A source of cardadvantage that allows you to reuse your Faeries as well but it makes you return a creature and in testing i never wanted to draw a second one and I didn't leave in more than two in any single game postboard.

2 Mistblade Shinobi:
Shinobi answers Goyfs and many other creatures pretty well as it will give you a tempoboost at the very worst and a removal at best when you can counter their replayed threat. Even when you can't, it can slow down the game by a lot as it can bounce a single opposing creature every second turn if they attack. With a Bitterblossom in play that is already enough to win against a single threat.

Noncreature spells:
4 Bitterblossom:
Bitterblossom is the very core of the deck. It produces a stream of threats on its own and combines in a great way with Spellstutter Sprite (Bitterblossom itself also is a Faerie and counts for Sprite), Umezawa's Jitte and the Ninjas. Finally it can deal with most single threats for 1 life per turn.

4 Standstill:
Your Factories and cheap threats most often make it possible to play a Standstill and draw three cards.

3 Umezawa's Jitte:
Many cheap creatures with evasion that are really small on their own? Jitte is in.

4 Brainstorm, 4 Daze, 4 Force of Will:
Those cards are the core of most blue aggrocontrol decks and there is a reason for that: They are just that good.

2 Smother:
I did not play these at first but the deck needs an answer to both Dark Confidant and Tarmogoyf and Smother is the best answer that works for both.

2 Stifle:
The deck really needs to make sure that Pernicious Deed doesn't do its job, Engineered Explosives hurt as well and of course stifling a fetchie is as great as ever.

Tested cards that did not make the maindeck in no particular order:

Sower of Temptation: Four mana and only 2 toughness wasn't good enough even though the temposwing is huge if it goes unanswered. Could be played as a one-of.

Disrupting Shoal: Whenever I think of a deck with Forces I think about possible Disrupting Shoals as additional Forces and in here 2 Shoals could easily be played. They'd have to replace the Smothers however and thus would leave you with only Mistblade Shinobi as an answer to resolved creatures.

Cloud Sprite/ Mothdust Changeling: They just don't do enough.

Wasteland: The ability to screw opponents combined with Stifle wins some games but them being colorless loses some games as well.

Cards still to test (in no particular order):

CB/ SDT: The majority of the deck consists of cards with CMC 2 so even a random activation of CB could hit dangerous spells and the fact that the deck already has Moxen helps as well.

Spell Snare: I had until yesterday forgotten that Spell Snare exists, that's why it isn't tested yet.

Possible sideboard cards:
Annul: I think Annul is a little bit underplayed in the current legacy format and it could really shine in here. It counters: Chalice, Survival, CB, EE, Deed, Crucible, Humility (even though you can play through Humility with Jitte/ Blossom), Engineered Plague (!!), Blood Moon, Vial (on the play), Seismic Assault, opposing equipment and probably some more things I forgot to name (Edit: Like 30+ cards Stax plays). I'd always include at least three unless your meta is really aggroheavy and then your probably playing the wrong deck.

Engineered Plague: The deck can basically only win against goblins with Jitte + Bitterblossom preboard so something is needed here.

Blue Elemental Blast: This is the other possible choice for the goblin matchup that also happens to be good against Dragon Stompy/ random aggro.

Pithing Needle: your best out to Vial and an additional Stop-sign for Deeds, EE and and also SDT.

Tormod's Crypt: Possible Graveyardhate.

Extirpate: More flexible graveyardhate. However against dredge a single Extirpate rarely is enough while a Crypt can sometimes buy enough time.

Perish: Bitterblossoms and Mistblade Shinobis force your Goyf-playing opponents to overcommit and Perish sometimes outrights wins those games.



Matchupanalysis:
I can't provide a full matchup analysis including numbers, because I don't have enough time and also lack competent testing partners living close to me and flawed numbers wouldn't help anybody. If somebody would test against this deck on MWS, PM me please.
I can just sum up that Goblins is rather bad and more or less only winable with two cards out of Bitterblossom, Jitte and Plague going unanswered and our manabase working through Wastelands and possible Ports (unlikely).
Treshhold is about 50-50 preboard and improves postboard as they can't really answer Perish.
Stormcombo should be ok with all the counters + Ninjas to reuse Sprites. Graveyardcombo is pretty hard, we need an active Jitte or lots of counters preboard but postboard it should improve as well depending on the hate we have in our board.
Landstill is pretty good as a Bitterblossom spells doom for them on its own and they can't stop our attackers with Factories.
Any Aggro is extremly depending on the dieroll as Dazes more often than not make the difference here. But better pray they don't get that Lavamancer into play. Bitterblossom can be bad here as the lifeloss makes it more likely to get burned out.
I can't say anything about the dragonstompy matchup so far.
Against Stax the matchup comes down to them having any Prison/Tabernacle effect online versus your counters. You can also try to just counter all their Armageddons and kill them with a Clique through Prison/Tabernacle effects.

Summed up this deck has good chances against most of the top tier and can be really fun to play. Bouncing their Goyf with a Shinobi while returning the Sprite to counter it when it comes back down always makes me smile. :cool: However the deck still has some serious issues: Winning through a resolved Engineered Plague is entirely impossible (maybe some bounce could help here) and aggro is hard to deal with. You can't always rely on drawing a Jitte at the right moment after all. Another point is the shaky manabase that needs some improvement as well. Any help is appreciated very much, thank you all in advance.

- Van

PS: If somebody has a good idea for the name of the deck please post it.

Cabal-kun
04-07-2008, 07:21 PM
Any reason you're not running Vial? You have Standstill, so Vial would allow you to replay any creatures that you return to your hand via Ninjutsu without breaking Standstill.

Isamaru
04-07-2008, 07:30 PM
I have 4 UB decks that I've been working on for a few months that do this better. Maybe I'll post them in a few weeks at the latest.

For this list, your proportions are off, in my opinion.
-3 Chrome Mox +2 Land +1 Smother, -2 Shinobi +2 Stifle, -1 Jitte, +1 Ninja of the Deep Hours for starters, but there is a lot more to it, as well. I used to love Shinobi, but he is not good in Legacy. You forgot to include Vial.

Media314r8
04-07-2008, 08:00 PM
@name: NinjaBlossom

@ninjas: needs more shrieking drake or wonder or SOME way to abuse the ninjas, as they seem to have the awkward tendancy to be blocked after ninjitsu'ing in the first time. Since you are playing black, perhaps throat slitter would work better than mistblade for killing off goyfs. Looter il-kor has good synergy with ninjas, and can discard wonder to give them flying. If you have no other way to abuse the ninjas, they really just seem like uncounterable bears that cantrip or unsummon.

Pulp_Fiction
04-11-2008, 12:10 AM
This deck is good in standard. It can not and will not be good in legacy. In a format where Engineered Plague and Infest are legal a deck like this can't work. I am trying to be helpful, if you can find a way to not lose on turns 1-3 to Engineered Plague without consistently relying on Force of Will to protect you by all means play the deck. But cards like Bitterblossom will not be good in legacy because ... simply put they are to slow and ineffecient at what they do. Goblins is played because it is consistent and fast and can generally recover from a sweeped board fairly soon and it usually takes 2 Engineered Plagues to stop them. Faeries, while interesting and good in standard, will only be good in standard and eventually will be decent in extended but not in a format where Engineered Plague is legal.

gosumog
04-11-2008, 02:24 AM
yeah i pretty much posted this list and vial is staple =) its called ninja clique
yo wtf no mutavault? it counts as unblockable ninja, assembly worker +1+1, and spellstutter X
misdirection and higure are better than they look, ive misdirected thoughtseize to hit goyf and swords... at goyf ^^, higure/deep hours are virutally untouchable with SoLS (Pro white/black, CC high vs EE/deed)
vs goblins propaganda is pretty solid and it rapes bridge combo

chokin
04-11-2008, 03:34 AM
yeah i pretty much posted this list and vial is staple =) its called ninja clique
yo wtf no mutavault? it counts as unblockable ninja, assembly worker +1+1, and spellstutter X
misdirection and higure are better than they look, ive misdirected thoughtseize to hit goyf and swords... at goyf ^^, higure/deep hours are virutally untouchable with SoLS (Pro white/black, CC high vs EE/deed)
vs goblins propaganda is pretty solid and it rapes bridge combo

you misdirected(pitched one and the spell) to change the target of a discard spell? Weird. So you both lose 2 cards, but they lose 2 life. I guess nailing a Goyf may make it worth it, but that just seems pretty horrible altogether.

Akasha
04-11-2008, 05:23 AM
Uhmm.. I am not 100%, but Misdirection a Thoughtseize won't work like you think it would. I mean, you change the target (player), but they still have to pick the card since they still control the cashseize. So it will only get the goyf if they want to or have only lands/nothing else in hand.

gosumog
04-13-2008, 09:55 PM
they always choose the variables on the card. it was vs aggro loam, it was the only legal target =P (pitching to misdirection to 2 for 2 their goyf is better than letting thoughtseize resolve on my win conditions turn 1, and i won that match =P)

misdirection keeps your threats alive. all the creatures r evasive so the only problem is resolving/equipping. lets u get pro color and never worry about removal again. misidrecting a sword to a goyf and swinging thru is amazing, btw.
card advantage is realized by either connecting with creatures or resolving standstill at the right times, misdirection is at LEAST a force in these situations =)