Maybe Batterskull for the SB then (or possibly MD?). You can bounce it back if they Terminus/StP it, or you can just equip it to a small creature.
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Maybe Batterskull for the SB then (or possibly MD?). You can bounce it back if they Terminus/StP it, or you can just equip it to a small creature.
Hi Tyler, good job there!
I really like your list, although I agree that more fatties (probably 3/4 Efreets) are needed.
How did you like Daze? I can see the surprising factor, but it has poor synergy with City.
I am also curious about your reason behind the RW Sword, which does not pull your 1/1 fliers out of Delver range.
How was Mulldrifter, would you rather play Trinket Mage there?
There is no graveyard hate in your SB, did you face any graveyard deck?
I could see the difficulty to race a Batterskull, or face a deck with 4 Jaces and 2 Wastelands. The key cards against UW Control are Jace, Clique, Revoker, and if you run it, Trinket Mage + Needle. As you said, these cards alone might not pull the matchup back to favour.
with so many artifact going on in there how about grand architect
Revokers on Top can help as well. Shutting that down really limits their ability to dig for whatever they need as well as keeps them from Miracling on your turn.
I've been toying with a white splash for Stoneforge Mystic and it has gone very well imho. Here's the deck:
Mana: 23
5 Fetches
2 Island
4 Tundra
4 Tomb
4 City of Traitors
4 Chrome Mox
Creatures: 19
4 Cloud of Faeries
4 Serendib
4 Illusory
4 Misthollow
3 Stoneforge Mystic
Equipment: 5
3 Jitte
1 SoFi
1 SoLS
Blue cards: 13
4 Brainstorm
3 Manipulate Fate
2 Jace
4 Force
Updated Board:
2 Oblivion Ring
4 Spell Pierce
2 Propaganda
1 Jace
3 Phyrexian Revoker
3 Tormod's Crypt
White gives you SFM, O-Ring out of the board. It's more efficient than Mulldrifter and can even give you more SB options like swords/path, etc.
White splash has always been a reasonable option but the vulnerability to Waste in a deck that barely has enough colored sources as it stands really hurts.
Few questions about your specific decisions:
- Do you feel it's stronger to run BS than Chalice main? With the amount of RUG Delver, Delver in general and things like Reanimator and Maverick still around, Chalice feels really good right now. Though I suppose the increased number of 2-drops makes Chalice at 2 less enticing.
- 3 Jittes seems excessive if you run Stoneforge; I'd run 2 at most.
- Do you feel the Misthollow/Manipulate package is really worth it? It gives you 3 beaters, sure, but it's also fairly slow and clunky. You pay 3UUU for the first griffin and a card.
- You run nothing like Sower or O-Ring in the main; it seems like Show and Tell would be a problematic match-up.
EDIT:
@Arcaneaux: One of the stronger things against the UW decks is Jace. One option would just be maxing out on them. They're pretty soft to Planeswalkers, though of course the have 4 of their own to answer yours in any case. But UW controlling decks have traditionally been a problematic match-up, even if you can shut down their spot removal and library manipulation with Chalice at 1 (I really liked having Needle but I guess currently you can't really afford Trinket Mage; Needle really helps shut down top which makes Miracles far less problematic).
The card advantage generated by Mulldrifter and the like help to occasionally punch through but much of the time even old Landstill-decks were problematic and Terminus & Supreme Verdict made things a lot worse (especially since Terminus is 100% immune to Chalice in spite of being a "1-drop").
Also any chance you'd be willing to write up a quick tourney report? It'd be interesting to see how exactly that build performs against the current field.
Sorry it has taken me so long to repost. I've been preparing to Standard Grand Prix and the like. I will be gearing back up for an invitational next year so I'm going to start focusing more on this deck again at the start of the new year. I'll just address a few things.
Daze was good sometimes and more often bad. I want to cut Daze to two.
I also want to cut 2 spellstutter sprites as they are amazing sometimes... And often time just come in End Step.
I will add a second Jace to this deck no doubt.
Chalice is a must. If you are not playing chalice in this deck, you are doing it wrong. Think about this. The ability to counter 1 casting cost spells is good enough to be banned (see "Mental Mistep" lol.) So the ability to permanently stop them on turn one is strong. By far, the BEST maindeck card for me the whole tournament.
My best sideboard card was Submerge. I wish I could play 5. Runner up, sower of temptation. I actually stole an emrakul with sower when my Show and Tell opponent tried raw dogging him in off of an SandT.
Card I am considering but not sold on.
Mistbind Clique (Although this would be back breaking in some matchups, I don't believe there are enough fae in the deck.)
Efreet (It doesn't die to combat with delver but meh... I just don't like it.)
Venser (Thinking about moving one to maindeck. The game one matchup vs Show and tell is really bad.)
I've tested this deck a little but have recently been trying the mono blue tempo deck sans Jace's Phantasm/Delver which runs very lean with no sol lands. Maybe some folks remember a version of it that made top 8 at Minn. in Sept. Anyhow is there a thread for that deck as well I'd like to discuss it?
I guess in the faerie stompy thread people rather discuss stompy shells, and if you cut sol lands you are not playing a stompy shell anymore. If you cut sol lands and talk about tempo, then the only approach I see is the Stifle/Wasteland / Daze one. There was a Tempo Faeries thread last year but I can't find it. Otherwise for another blue tempo attempt try here.
Agreed. It's the card the deck was built around in its entirety. I'm thinking it can't be correct to cut it for Brainstorm or anything else.
I like few Sowers main; they're such a beating if not answered immediately and enemies are often busy killing everything you play so they have nothing for it. Sure, there are match-ups where they only carry equipment as 2/2 flyers (combo, burn) but meh, generally creatures' native power isn't so important in those MUs anyways.
Would require a massive retool of the creature base, probably just too far in the suboptimal-territory. It could be an absolute beating but I don't think it's worth giving up the various awesome 2U creatures, especially since Vendilion Clique, the creature you'd most want to pair with Mistbind, is cumbersome 1UU.
I find both Drake and Efreet amazing still. Drake ends games fast if the meta isn't dominated by lightning bolts; I find between equipment, Chalice and a generally good Delver MU dying to it isn't the end of the world. Efreet is the most reliable creature in a Bolt environment and still gets in there for a lot and blocks all the important 1-drops and carries equipment with the best of them and outraces itself effortlessly. Frankly, I don't really like the hoops forced by Illusory Angel but I can see the benefits of having a solid 4/4 flyer for 2U. Efreet is easily the most reliable of the bunch requiring no setup and having no consequences tho; I'd start a list with a bunch.
This is one of the reasons I like a pair of maindeck Sowers. I could see a Venser too, for the utility. Rushing River is another interesting option, but generally you want bodies since if you get a dude with equipment beating you tend to just plain win. But yeah, I really don't like being kold to a huge creature landing in a meta with a lot of Show and Tell and some Reanimator so having something maindeck to deal with those feels comfortable.
The reason I will play Venser main is because if they show and tell omni then your sower sucks.
Im a new player to this deck and I want to try it out. I like these kind of odd decks, this one in particular.
Just wondering if someone could sum up the pros and cons with this deck quickly. Would really be appreciated!
Pros: Like any Stompy deck, capable of very explosive and powerful starts. Having a curve that ignores 1 drops allows you to play Chalice of the Void, which really hurts many decks in the format.
Cons: Like any Stompy deck, consistency is the biggest problem. Since you generally don't have any way to control your draws, you can oftentimes die to bad opening hands or crappy draws moreso than many other decks.
The deck's off the radar so few decks are actually prepared with any kind of hate, which helps (outside Red Elemental Blasts which are always annoying). The deck also has game against everything on the field (though grindy, removal-heavy control decks with sloped curves, and Show and Tell-type "medium-big single spell combo" decks tend to be difficult unless you have a specific silver bullet for the match-up). The deck has fairly amazing nutdraws which scores you quite a few free wins over any tournament and you tend to topdeck live rather long. The deck also has access to the unique combination of Force of Will, Chalice of the Void (extras if necessary), Glen Elendra Archmage and a fast clock which makes it the natural predator of any Storm-style combo decks (including Burn, Belcher & co.).
It also tends to have a natural advantage over tempo decks in that it has a lot of mana fast enabling it to fight taxing effects reasonably efficiently, and it has a large number of Chalices again. Unlike most Stompy-style decks, Faerie Stompy also doesn't sacrifice that many cards for acceleration/tempo (only Chrome Mox and Force), and tends to produce quite a significant amount of both, virtual and real card advantage over the game so it's got the tools to fight attrition wars against decks without significant draw engines of their own. Also, naturally the manacurve of the deck makes it rather resilient to cards like Counterbalance and Spell Snare.
The deck only runs ~14 blue sources (though cards like Trinket Mage or Mulldrifter can of course help with find that extra blue as necessary; the number of UU cards the deck tends to play is really small anyways) cheap filtering though which makes getting the lands you need difficult on occasion and it "only" has 12 cards in total that enable the crucial two-mana turn 1 starts. This means the number of keepable hands the deck has is significantly smaller on purely mana basis than what many other decks enjoy in the format, and occasionally you have to keep and hope for certain topdecks. It's significantly better and less all-in in this regard than most of the other Ancient Tomb aggro decks and building primarily against fliers makes the deck better able to deal with creature decks (it's much harder to stop Faerie Stompy with creatures like Tarmogoyf), but it's still much less consistent than Brainstorm-decks and you occasionally have to keep hands on the strength of e.g. Chalice alone and just plain lose when that plan goes awry (on the other hand, Chalice is a pretty good card to rely on; I've beaten Belcher before on a mulligan to 1 since that 1 card was Chalice at 0 and his hand was full of 0-drop mana cards).
Any news on this deck? I'm interested in any new deck lists/card choices. I checked out some of the t8 lists from some of the Star City Opens, and I'm thinking about playing something along the lines of this:
Creatures (22)
3 Sea Drake
4 Seredib Efreet
3 Illusory Angel
3 Pestermite/Phyrexian Revoker
4 Cloud of Faeries
3 Mulldrifter
1 Trinket Mage
1 Venser, Shaper Savant
Spells (6)
4 Force of Will
2 Dismember/Daze
Artifacts (12)
4 Chalice of the Void
2 Sword of War and Peace
2 Umezawa's Jitte
4 Chrome Mox
Planeswalkers (2)
2 Jace, the Mind Sculptor
Lands (18)
4 Ancient Tomb
4 City of Traitors
9 Island
1 Seat of the Synod
Sideboard
2 Sower of Temptation
2 Trinket Mage
2 Tormod's Crypt
1 Engineered Explosives
3 Submerge
3 Flusterstorm
2 Back to Basics
Few things:
-Pestermite vs. Revoker: I like that Pestermite is blue, flies, and has what seems like a useful ability (tempo, combat trick), and I am leaning towards her. Also if I decide to fit Spellstutter in my 75 it makes her better. Is this incorrect?
-Dismember vs. Daze: Is this more of a meta choice, or is there a definite answer?
-Does Sword of Fire and Ice no longer fit with this deck anymore?
-Can't think of any worthy Trinket Mage targets off the top of my head, are there any others worth playing?
-Aside from dealing with your own consistency, what does this deck have a hard time against?
I really like how this deck can play Chalice and FoW. I've been eyeing this deck since the early 2000s and now I have most of the cards to just put it together. Looks really fun to play, and seems well placed in my meta.
Pestermite vs Revoker vs Spellstutter: I like Pestermite & Revoker more than Spellstutter here although with Cloud of Faeries, Spellstutter might not be too horrible. Pestermite and Revoker are both more solid choices though. I'm personally a bigger fan of Revoker since it's another T1 opener you can play off of a T1 Sol Land.
Dismember vs Daze: Since you're only looking at a slot of 2 in your maindeck, I'd go with Dismember. Daze is only good if you draw it early which you're much less likely to do just as a 2-of.
SoFI: I personally like SoFI and SoLS more than SoWP. SoFI is more aggressive and gives you card draw (which Stompy decks traditionally lack) while SoLS is still the best defensive sword.
Trinket Mage: Tormod's Crypt (since you're likely to be casting Chalice @ 1), Sigil of Distinction (if you're wanting an Equipment you can fetch), Chimeric Mass (if you're looking to tutor up a creature), and you already have your Seat of the Synod in there.
Matchups: I haven't tested this deck after Abrupt Decay was printed, but that feels like it's a really nasty card against Faerie Stompy in particular since the cards we tend to play are in the 3 drop range. I'm not a fan of Sea Drake because Lightning Bolt still wrecks his shit. Show & Tell is pretty rough since they can just Show & Tell / Sneak Attack and we'll likely just die.
Your logic makes sense on all of the card choices. Based off your description our bad match ups just sound like Jund and Show and Tell, haha.
I wonder if SoWaP was the pick due to its ability to provide massive life swings. An optimal situation could be t1 creature t2 SoWaP (with 5 mana??) swing for 7-10 damage. It also protects from both Bolt and StP.
SoLaS protects from both StP and Abrupt Decay, but unless your creature is x/2 or bigger it still dies to Bolt.
SoFaF seems tempting, as untapping lands can be beneficial with Pestermite, Jace, or even Back to Basics.
Not sure SoBaM does anything :rolleyes:
SoFaI is by far the best in a vacuum, but Abrupt Decay still craps on us.
Would it hurt to run singletons of multiple swords, or keep a focused game plan?
Really the deck's biggest enemy is itself (like all Stompy decks).
Yeah since all the Swords give +2/+2, all your X/2 guys are safe from Lightning Bolt (and the rest of your guys get saved from PFires). SoLS on an X/2 guy pretty much makes the guy immune to most removal out there.
I actually like running like 3 Jittes and 2 Swords or something since Jitte is just so overwhelming against a lot of decks anyways and much of the time our guys are evasive so you don't really have to worry too much about winning fights in combat.
In decks like this that don't have much deck manipulation or tutoring, I prefer to stick with a focused plan since you won't be able to reliably see any of your 1-ofs.
So I'm trying to adapt this deck to Vintage. In T1, this has the potential to be a legit powerhouse because Trinket Mage is ungodly good in Vintage and the format is less swamped by aggro so you can do things like cut equipment from the main deck and instead main deck stuff like Glen Elandra Archmage. Also, Illusory Angel can become the centerpiece of the deck in T1 because of all the cheap artifact mana taking the place of land drops.
Has anyone in here ever tried this in vintage? It is perfectly suited for that format even as it underwhelms in Legacy right now.
Yeah there were some attempts a long time ago , here are some list