Updated on 4st April 2007
The build I'm presently playing:
22 Mana
4 Ancient Tomb
4 City of Traitors
9 Island
4 Chrome Mox
1 Seat of the Synod
18 Creatures
1 Shoreline Ranger
3 Cloud of Faeries
4 Serendib Efreet
4 Sea Drake
4 Trinket Mage
2 Weatherseed Faeries
20 Other Spells
4 Sword of Fire and Ice
3 Umezawa's Jitte
4 Force of Will
4 Chalice of the Void
2 Thirst for Knowledge
1 Pithing Needle
2 Psionic Blast
Sideboard
3 Winter Orb
3 Misdirection
2 Pithing Needle
3 Binding Grasp
2 Tormod's Crypt
1 Weatherseed Faeries
1 Engineered Explosives
Rules issues:
-If you have only one land in play when you cast Sea Drake, the ability fizzles! The ability returns two target lands to my hand, and if it doesn't have enough legal targets when it's put on the stack, it is countered! This comes up a lot with Chrome Mox+Tomb/City>Drake or turn 1 City-Chalice at 1, turn 2 tap City for mana, Island, Drake.
-Chalice of the Void's manacost is 0 in everywhere but on the Stack! That means that a Chalice at 0 does not counter Chalice at 1 or Chalice at 2 cast afterwards. It also means that Chalice at 2 will counter Chalice at 1. Furthermore, it means that Engineered Explosives at 1 will not touch any of your Chalices, but Engineered Explosives at 0 will blow them all up regardless of the number of counters on them!
-Misdirection can counter Counterspells on an empty stack! Simply announce Misdirection, make the Counterspell target the Misdirection itself and the Counter will fizzle on resolution. Heck, you can even counter Last Word in this fashion!
-Auras are also targeted spells, so they’re perfectly Misdirectable. Stealing Rancors can be a great play.
Card-by-card explanation:
Ancient Tomb: The best fast mana available in the format. This is 1 land that taps for 2 mana, in other words, I get virtual card advantage out of needing less lands than my opponent as my lands tap for more mana. Note that the deck is crafted to have low blue mana consumption, so that one can make the most out of the colourless acceleration.
City of Traitors: Painless variant of Tomb, quite often Sea Drakes allow getting around the self destruction-part, occasionally opponent will waste them and every now and then, you've got enough lands in hand to be able to afford the self destruction, especially if you went 'turn 1 City of Traitors, Chalice of the Void for 1, turn 2 Island, Sea Drake'. It's also worth noticing that if you've got Cloud of Faeries off City/Tomb and an Island, you can untap them resulting in one mana floating in the pool, allowing for turn 2 Facts, Chalice for 2s, Jitte-equips and such with far higher consistency. Also, it makes turn 3 SoFI-equips easier.
Chrome Mox: Even more acceleration, makes those turn 3 kills happen. Of course costing a card is annoying, but generally the speed it grants you makes up for such nonsense as card advantage. It also allows you to start drawing a bit earlier with Fact or Fictions and Sword of Fire and Ices. These 3 fast-mana cards (Tomb, City and Mox) form the core of the deck that makes it faster than the competitors, allowing it to play a much higher curve than any normal deck could get away with.
Islands: Unwastelandable mana sources. Opponent generally targets the 2-mana lands anyways though. Oh well, still nice to have something.
Seat of the Synod: Trinket Mage-able Island.
Weatherseed Faeries: Bit bigger than Sea Sprite at the cost of costing 3. At the present, I've found the power of 2 more important to the creature worth a bit more against non-red decks.
Cloud of Faeries: Cycles to dig for land or business (Psionic Blast, equipment, FoW, whatever I need), provides me with a flying body while untapping my lands, also accelerating my mana. I presently only play 3 since I couldn’t just fit all 4 when trying to cram all the stuff I want in the deck.
Serendib Efreet: 3/4 flyer for 3. Bolt-proof and all that, nice card to equip up.
Sea Drake: 4/3 flyer for 3. Makes those turn 3 kills happen. Also allows playing all sorts of landtricks and comes in turn 1 without returning any lands to hand off a Mox and a 2-mana land. Superb.
Trinket Mage: I didn't think much of these at first, but as the deck evolved, the Mages have quickly proven themselves. Finding a Chalice at any point against a combo-deck or Threshold is always nice, they allow for locking people out of games, find me that elusive mana, fetch me Needle for everyone-knows-how-many-purposes, etc. Solid? Oh, right, there's that whole 2/2 body thing too. They just love to be equipped.
Shoreline Ranger: Some consider it a weird inclusion, but it's really an Island in disguise. The main use is to have an additional Island that can be pitched to FoW and Mox when need be. My landcount is already rather high with 23 dedicated mana sources, so I might have to cut a bit there, but at least this gives the deck good colour- and mana consistency.
Sword of Fire and Ice: All creatures but Trinket Mages have evasion. My lands tap for 2. This draws cards, kills threats, gives pro-the-most-played-colour-in-the-format, etc. Any questions?
Umezawa's Jitte: Kills anything that plays creatures. Otherwise it's mere +4/+4. Oh, it gains me life too, and as this deck tends to pay a lot of life, that doesn't hurt at all.
Force of Will: 0 mana. Counter target spell. Any questions? Sure, it costs me cards, but it counters whatever would give the opponent a glimmer of hope. It also tends to be combo decks' problem #1.
Thirst for Knowledge: Eventually the 3-caster drawing machine won out for me. It just makes sculpting hand with low landcount a breeze and can be cast in lieu of your other spells. It's also easy to leave mana open for (it generally takes only 2 sources, Fact was easier to cast with Cloud of Faeries, which made reactive use much more difficult) to dig for FoW if you suspect you need it soon (like if you're playing against Solidarity and it looks like they're planning to go off this turn). It also allows you to actually keep the rest of the cards if you hit FoW. Drawbacks, it doesn't dig as deep and it can't get 4 cards, but it increases card quality, which is always nice (often I just end up discarding excess lands when flooded, even if I have artifacts in hand, since they're dead cards).
Psionic Blast: Kills creatures, kills players (especially control-players who stabilize at 8), finishes the game turn 3. And pitches to FoW and Mox. Me likey.
Chalice of the Void: Chalice...of...the...friggin'...VOID! C'mon, even the name tells you the card is insane! This is more or less the heart of the deck. The number of decks in the format that get demolished by Chalice at 1 is innumerable and it's always at least mildly useful. Chalice at 2 is also often very powerful, especially vs. Fish, Angel Stompy, Threshold and such and such. It's also good for 0 against TES, IGGy Pop, etc. making my combo match-up good already pre-board.
Pithing Needle: At first I didn't want any 1-casters in the deck, but few points changed that. First, the chances of actually drawing into it are about 2%, so it's a rare problem to draw it when unneeded. Also, if a Chalice at 1 is in play, I'm usually winning so the dead draw is rarely an issue (occasionally a problem with blind Chalice though). It stops Survival, Vial, Recurring Nightmare, Maze of Ith Eternal Dragon, Decree of Justice, Belcher, Parallax Wave, Seal of Cleansing and so many other issues. It's definately earned its spot in the maindeck, although it comes out vs. a bunch of decks with no real targets for it.
Sideboard choices:
Winter Orb: Comes in vs. control. Not only does it hurt them, but Faerie Stompy is fairly resilient to the Orb. I have lands that tap for 2, I have Moxes that untap regardless and I have Sea Drake that can return tapped lands to my hand to let me play them untapped. It could even be in the main if the format contained sufficient amounts of control. As it is, I'd rather have it only come in when need be.
Misdirection: I used to have a dedicated anti-combo slot here, but I realized that I just need to resolve and protect a Chalice against most combo-decks, while beating them to oblivion. Hence I opted for a more generic card rather than a specific combo-hate. This comes in to complement my Force of Wills in protecting my Chalices/Needles/company, to fight counter wars and then some. The good thing about this card is, it's very useful in a few match-ups. It comes in vs. Pikula (Vindicate, Sinkhole, Hymn to Tourach, Swords to Plowshares, the deck is ripe with targets and they can't hope to win without resolving any of those spells), Burn (Fireblast them FTW), occasionally vs. Angel Stompy (Disenchants and StPs give a good amount of targets if they're running sets of both) and lots of randomness (anything with 12-16 burn spells is generally a fair game and if they run artifact removal and artifacts of their own, it's a plus too).
Pithing Needle: Because sometimes they're really good and I want more than 1 (Goblins, Affinity, Survival, etc.).
Binding Grasp: Great catch-all answer in an open metagame, works about basically all creature-decks save Goblins. Control Magic is arguably better, but I like the ease of casting this off just one blue, and the +0/+1 allowing a single Myr Enforcer/Werebear/such stall the whole ground against the respective decks.
Tormod's Crypt: Well, it's nice to be able to fight graveyard strategies. Only 2 because it's technically card disadvantage and I prefer to tutor for one with Trinket Mage. I definately like to have these on the SB though with the rise of not only Threshold, but also all the Life from the Loam-decks, Friggorid, reanimator, etc. It's good to have something to hit that zone too, especially since it's usually something, blue has a hard time touching.
Weatherseed Faeries: The third copy comes in against anything playing red creatures. Easy to equip (can't be burned in response), can block anything ad nauseum, overall very useful.
Engineered Explosives: It can be dropped past Chalices (I can state that X is 2 and pay UU or U1 for it to drop it with 1 counter, or just state that X is different from 0 and pay colourless mana to blast the Chalice at 0) and it takes out those frustrating problem-cards like all the Goblin-means of cheating (Vial, Lackey), opposing Needles, Zoo beaters and it can be used to blow up tokens and such too. All-around solid. Been thinking of playing around with fetches and duals to drop it at 2, but I like un-Wasteable lands.
Match-up Analysis
Vial Goblins
This is usually the most important match-up in any metagame as they’re cheap, strong and relatively simple to do relatively well with (excellent players of course do much better). The problem is, since it’s played so much, there’s an enormous amount of variety between the different lists. Here’s how it usually goes:
-Mono-red build with no MD tech or stuff like Jitte or Crypt is rather easy to beat unless they get nuts against a slow hand from you. Basically, your aim is to not let them cheat on mana with Vials and Lackeys, so drop Weatherseed Faeries, Serendib Efreets, Sea Drakes, the guys they have trouble removing. Then suit one up with Jitte or Sword and kill them while keeping their army in check. Important to know when to go all-out to the head as some boards not only make it possible, but require you to aim all damage to their head and win before they can get going. Important to know that if they get their mana going, you can’t keep up as then they’ve got even more than you. On the play, Chalice at 1 is devastating from you, but on the draw, you usually need to Needle their Vial and block their Lackeys and such before dropping it. Mana denial is something you should take into account when keeping hands and playing Mages (fetching Seat of the Synod or Mox is often the right call over business) as they play Wastes and Rishadan Ports. The good news is, you don’t usually get stuck playing land-go, so you can drop guys before their denial comes online, making using the denial in the first place a bad idea. And then there’s the whole ‘my deck can operate off 2 lands while yours require 5’-thing going on.
Post-SB, you get access to any possible extra Jittes and Sprites you’ve got on the SB, as well as Pithing Needles and Engineered Explosives (I usually take out a Looter il-Kor on the play, Chalice on the draw, as Chalice is much weaker if they get a cheater in play. Of course, if you have the nutty turn 0 Force+turn 1 Chalice, you’re a happy camper, but doesn’t happen often enough to rely on). They unfortunately get Red Elemental Blasts, Hydroblasts and Shattering Sprees along with any extra artifact-hating Goblins, which are all bad news. The good news is that Chalice at 1 is all the more devastating, especially if you can FoW the replicate-copy from Spree aimed at it. They also weaken their gameplan game 2 to fit the hate in, so if you can handle their early game, you should be fine.
-Rw Goblins contain some good and some bad news. Good news is that they are more suspectible to SB Misdirections (StPs and Disenchants are much easier to Misdirect than Red Elemental Blasts and Shattering Sprees, as REBs can’t hit their cards and there’s a whole lot of Sprees to Misdirect, but StP and Disenchant have no such problems) and Chalice at 1, the bad news is that without a Chalice, Swords to Plowshares is a major headache and Disenchant hurts too. You should be favoured, but this MU gets better post-board (take out some draw-cards and perhaps Psionic Blast or two for Misdirections, EEs, Needles and company). Just be careful not to side out too many Chalices on the draw as the StPs are painful and they may have Blasts on the SB too, although it’s less likely here.
-Rg Goblins are the worst; Tin-Street Hooligan is MD artifact hate and has an immediate effect unlike the usual Goblin Tinkerer, and can only be stopped by Force of Will. Krosan Grip is unstoppable and Pendelhaven can be an annoyance. The good news is, they don’t usually have much SB against you besides Grips as they’re busy playing anti-combo instead, but some Blasts may still come in.
Threshold
If Goblins are the #1 MU in any meta, this is usually the #2. The bad news is, the deck is extremely consistent and has extremely large dudes for their cost. The good news is, Chalice of the Void is a nuclear bomb against them and Sword of Fire and Ice + Umezawa’s Jitte make your guys just too large for them. Against the red variant, an active Sword is pretty much game, against the white variant, there’s always StP. If you land Chalice, their landcount of 17 basically makes their 4-cost finishers unplayable as they can’t cantrip into lands. Your Forces are best left for either Swords or to force through spells. Play around Dazes if possible, but if you’re stuck at three mana, don’t avoid casting spells just because. Most importantly, resolve creatures StPs can only handle so many and your creatures with flying can generally trump theirs. Post-SB, things get better with the useless Needle gone, the Binding Grasps to answer their 4-drops and steal Werebears, the Tormod’s Crypts to make races utterly unfair and the Engineered Explosives to smash their Needles and Nimble Mongoose. Worship is the only thing you need to fear from them, the best answer to that is to kill all their dudes. Overall, slightly favourable thanks to Chalices.
Solidarity/Spring Tide
There isn’t much to say about this MU. You’re about as fast as them, faster on nuts-draw, you have basically 11 cards worth of relevant disruption and you get Misdirections post-SB (instead of Pithing Needle and Umezawa’s Jittes in my build as the life is useless and the additional damage is kinda slow in this MU). Drop Chalice at 1 and enjoy, follow up with one at 2 for a game against most builds (some run Rebuild though, so beware). Oh yeah, don’t hold back, feel free to knock yourself down to 1 life as long as Efreet doesn’t kill you. I have, in all honesty, dealt 19 points to myself with Clouds, Psionic Blast, Ancient Tomb, Serendib Efreet, etc. Very favourable. Heck, if you feel like it, as long as you have a creature in play, play a Chalice at 3 to shut down Cunning Wish. Usually you’ll just want to FoW their bounce though. Remember that even though they have FoWs, it sets them back a bit as they need cards to go off, so don’t fear them while casting disruption. Just beware of Remands, try to cast spells through them (with enough mana to cast a spell twice a turn). Spring Tide is a bit faster, but doesn’t have Remands. You should do them in easily too.
Iggy-Pop
Like Solidarity, except you can’t race them usually. Chalice at 0, 1 and 2 are all good, but 0 is the easiest to play and thus the one you should usually cast. If they Infernal Tutor for something, try to Chalice the CC, the card was. Cast Chalice at 0 if you have mana for no more. Force their Infernal Tutor only if they pop LEDs in response, else you should just counter their Ill-Gotten Gains and win. Be careful with self-damaging, occasionally they can just go off and cast Tendrils from their hand to win. Post-SB, bring in Tormod’s Crypts and perhaps some Misds for bounce, instead of Weatherseed Faeries usually as they’re pretty bad here (and the useless Needle), and perhaps a SoFI or such if you’re worried about the white-count. Remember, they might try the Confidant-plan. If so, either go for the head, utilizing the Confidant, or kill the Confidant. Very favourable match-up.
TES
Iggy-Poppish, but slightly faster and has the capability to plop out a bunch of Goblins to try and kill you. The bad news is that Goblins might very well take G1 if they come out early enough. The good news is that post-board, your Engineered Explosives give you a cheap, tutorable answer to the Goblin-horde and going off with Tendrils in the face of all your Chalices and FoWs would be a feat of a lifetime (meaning it won’t happen very often). Very favourable match-up as well.
Other Tendrils-builds
They share weakness to Chalice. Chalice at 2 against Burning Wish/Infernal Tutor-variants, and Engineered Explosives comes in against Empty the Warrens-using versions (for Pithing Needle). If they play heavy Ill-Gotten Gains-plan, bring in Crypts. Just 1 doesn’t equal to heavy.
Burn
Nothing to see here, move along. Chalice at 1 rapes them, Jitte rapes them (you have pro-red and huge dudes to equip), low landcount>Price of Progress, your clock>their clock. Post-SB, Misdirection and you’re pretty much autowinning.
Angel Stompy
A decent match-up. Their Parallax Waves and Exalted Angels are the biggest problems. Try to Psionic Blast, Sword of Fire and Ice or Umezawa’s Jitte the Morph, before it comes online. That makes things a world easier. Chalice should be laid at 2 first. It stops their Disenchants, the bulk of their creatures, Jittes, Mask of Memory and overall evens the playing field. Pithing Needle should name Parallax Wave to beat it, else Wave is one-sided Wrath that should smash you most of the time. Their 1-drops are scary, but 2-drops are scarier including artifact removal, hence the priority on Chalice at 2. Post-board, they usually have a full set of Disenchants. You should bring in Binding Grasps in any case. Misdirections comes in if they play Disenchant over Seal of Cleansing, and the second Needle comes in in any case. Engineered Explosives is also a good card, things you should remove: Weatherseed Faeries, Umezawa’s Jitte (you aim to Needle theirs if they resolve it, and Chalice at 2 is still a priority, even more so with their extra Disenchants). You should be the slight favourite here, but definitely not by lots and their build-variance might affect the MU a lot (things like Seal of Cleansing are harder than Disenchant post-board, their Ramosian Sergeants, Aether Vials and such can hurt if they play them).
Uw Fish, UWb Fish, Ugw Gro, etc.
These usually have advantage over you on individual card basis, but you have Chalice. Basically, if you don’t resolve Chalice, they’re the favourites to win and if you do, you should do well. Their removal is usually at 1, so Chalice at 1 first. Chalice at 2 after should allow you to basically just win, but 1 is the first priority. Misdirections need to come in along with an assortment of Needles and EEs (see the pattern?) and Binding Grasps (3/4 Serra Avenger is nuts). Usually you’ll go for the 2-Chalice plan, but you’ll win your share of normal games. Wasteland hurts if they play it, but usually not enough to be worth Pithing Needling. Slightly favourable to slightly unfavourable, depending on their build.
Loam-based control
I group these all together (yes, even Tog) since it’s basically Chalice at 2 through their discard or problems. You can win, especially against red variant relying on Devastating Dreams since your pro-red goes a long way, but Chalice at 2 shuts down their Wishes and Loam and in general, their game. Needle is also good, on fetches or on Seismic Assault. Cards you bring in are Tormod’s Crypt (especially against Terravore-variants) and any additional pro-red dudes you’ve got, taking out perhaps Clouds, a Psionic Blast and maybe Looter. These are all favourable, since a single resolved Chalice is generally GG.
GBx control
Game 1 is tough. You should just cast dudes and keep swinging as they play discard you don’t want to be hit with. Chalice at 2 generally as it is strong against Pox-variants with Smallpox and Edicts, but 1 is good occasionally too as it stops Innocent Blood and the bulk of their discard. You need a Needle on Pernicious Deed though. Game 2, you get to bring in Misdirections (they generally have Hymns, Sinkholes, Putrefys and in white, Vindicates) and Winter Orbs (you can usually take out some Sword of Fire and Ices as long as they don’t play red) over some Swords (leaving few in), few Chalices and company. If they use grave, bring in a Crypt, second Needle for their Deeds, Tops, etc. and overall just to smash them. Post-SB game is good as you suddenly have a deckful of bombs against them, Misdirections, Winter Orbs, Chalices and such all capable of sealing games. You should split with them.
Rifter
Your equipment trumps their Humility, your Weatherseed Faeries are great before that (as well as big guys immune to their removal, and equipment in general), Needles usually name Decree of Justice or Eternal Dragon. Chalice at 2 if you can cast it before they lay down Rift. If not, at 1. Try to force them to Vengeance, let it resolve then follow up with Chalice at 2. Force of Wills should go for their big spells as that sets them back the most. Post-SB, you usually bring in Winter Orbs for something. Perhaps one Chalice and Cloud of Faeries and Psionic Blast or such, but overall, you need a number of Chalices in, but not too many and you want the reach Psionics provide as they lack LD. Favourable.
Landstill
Pretty much the same as Rifter, except their removal is relevant. Needle their manlands, try to prevent Crucible from resolving if you’re still in early game and don’t rely on Psionic Blasts too much. Misdirection to fight counter-wars maybe and screw their Disenchants and occasionally even StPs. A worse MU. Oh, and take out Psionic Blasts, they’re bad here as this deck runs counters. Winter Orb comes in again, but this time second Needle comes in too as you want to take out their manlands and perhaps Decrees.
43 Lands.dec
The reason I keep mentioning this in the card explanations is, people don’t seem to get how to play this MU. Here’s a rundown: Never cast Chalice at 1! Needle is the most important card against them. Their Maze of Ith is amazing; it not only stops an attacker, it stops your equipment too. Without it, they’re helpless against your flyers and equipment. Remember that you can use their Mazes to help you out a bit, it untaps an attacker and thus gives you a blocker. Force of Wills should primarily hit their Manabonds and Explorations, secondarily their Lifes before you drop Chalice at 2, and if they play it, Burning Wish and Crucible. Post-SB, if they run Glacial Chasm, bring in Tormod’s Crypt. Anyways, bring in second Needle and Winter Orbs. Generally a Chalice can go, Weatherseed Faeries are pretty weak and so on. Oh, and remember, paying for the Tabernacle is very easy as Rishadan Port can’t prevent floating mana in upkeep and they’re helpless against your Chrome Moxes. You might want to avoid letting Burning Wish resolve as they might have Shattering Spree SB. But yea, first use FoWs as tempo-cards to get Chalices down before they get going (=GG) and only later, if that fails, use them as surgical removal against the important cards. But if you play it well, you basically can’t lose. Needle on Maze and punish them for their lack of flyers. Careful on their Burning Wish recursion. And Needle has priority over Chalice at 2 unless they have Glacial Chasm online.
R(g) Beats, Mono-G Stompy, etc.
Cropping these together since it’s simply a matter of Chalice at 1 here. They’re so weak against it I should write a book about it. Make sure you don’t get crushed by their Jittes and you should be well off with your huge guys, equipment and FoWs. and post-SB Misdirections against their pump/burn further helps. You’re the control here, but you should still be able to finish them off quickly. If their plan is more midgame, Binding Grasp should come in. Else, it’s not worth it against Sligh/Stompy. All these MUs are favourable unless they specifically hate you with blasts and sprees and such.
Why I play Faerie Stompy, and why you should too!
Faerie Stompy is a deck that doesn’t really have any horrible MUs. Thanks to the generic nature of the reactive cards in the deck (Force of Will, Chalice of the Void, Pithing Needle), you’ve got cards that are basically good against anything. Better somewhere, worse somewhere, but still in all relevant cases with some use. Also, the fact that FS is a fast, aggressive deck means that it’ll always have a functional gameplan even against decks that do something you aren’t expecting. The fact that all the creatures have evasion is a god-sent against aggro-decks of all kinds and makes all the equipment stronger too. Also, the equipment turns every creature into a threat, keeping even removal-heavy opponents busy. And thanks to the Cloud of Faeries, Trinket Mages, 2-mana lands and Moxes, no other deck in the format is really quite adept at finding and playing early Chalices at relevant casting costs. That’s the secret behind the deck’s awesome combo-MUs. So yea, if you want a deck that’s got an advantage over the most aggro-decks, and combo to boot along with even Loam-control and generic red control, you’ve got your option right here!
Strikes against our friend here.
The deck really wants to draw one of the Ancient Tombs, Chrome Moxes or City of Traitors in the opening grip. Without those, it can be painfully slow with only FoW slowing the opponent down. That means that you have to be a bit picky about what hands to keep in what MUs. Also, you might lose few games to not drawing enough creatures thanks to the creature count of only 18. Thirst alleviates this somewhat, but I’m always actively seeking means to add more creatures to the deck. Looter il-Kor might be good, but at the present I like the raw card advantage, Thirst provides. Also, the deck burns cards out real fast. Yes, it can make up for the lost cards with SoFI, Thirst and Trinket Mage, but that usually only gets it even. Dedicated removal-decks with fast kills can be big issues. Also, Faerie Stompy is still a creature-deck so the most common hate in the format applies. Finally, it might deal lots of damage to itself with Ancient Tombs and Serendib Efreets, which is always something to look out for if possible.
Top 8s and tournament reports
I’ll list some when I’ve managed to locate the ones on my mind. In the meanwhile, feel free to check this particular thread, there are at least a few of them here, and a search at the SCG Deck Database should reveal a bunch of the well-finishing lists.
