The card is more or less a Thirst for Knowledge with a Kicker of 2: Put a 2/2 flier into play, but the most interesting aspect of the card is that it eliminates Bridge from Below as well.
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The card is more or less a Thirst for Knowledge with a Kicker of 2: Put a 2/2 flier into play, but the most interesting aspect of the card is that it eliminates Bridge from Below as well.
More like a Counsel of the Soratami that can beat down. If you want to pay 5. I don't really see this guy getting played much in Legacy, and even if, I doubt it will do much more than draw 2 cards for 3 mana most of the time (and at that point wouldn't you just play TfK or Compulsive Research?).
I prefer it to both, the +2 card advantage is guaranteed as opposed to discarding an artifact or a land, and it RFGs Bridge from Below. That alone makes it at least on par with Thirst for Knowledge and Compulsive Research, but the "Kicker" puts it over the top, IMO.
I'm not certain it's enough tho', because I've become disenchanted with draw spells in this deck on the whole, but for people running Thirst for Knowledge, it begs consideration.
Hey y'all!
What do you think about this card:
Sower of Temptation 2UU
Creature - Faerie Wizard
Flying
When Sower of Temptation comes into play, gain control of target creature as long as Sower of Temptation remains in play.
2/2
Looks pretty good to me. At least it is a better Control Magic (is it better?). I will definately test it. Furthermore the Pestermites will replace my 3 Weatherseed Faeries I am currently running in the main.
Sower of Temptation does need to be tested. It allows us to steal goyfs and/or any other creature that is stopping us from being more aggressive. Not to mention is blue for Fow/Chrome Mox, and if other faerie depended cards become more useful, Mistblind Clique for example it can support there.
I'm not convinced. Gilded Drake does the same thing, but it does it permanently, costs half as much mana, and costs less blue. It does have the disadvantage of giving your opponent a flying beater, but who cares if you've taken a Tarmogoyf? Sower is much more fragile and doesn't really deal with the problematic creature, since it'll revert back to your opponent's control as soon as he deals with the fragile Sower. And FS still doesn't run it.
But your opponent has to deal with it. And that's what Chalice @ 1 is for. Also it is one more must-kill for your opponent that lets Drakes and Efreets live a little longer.
Gilded Drake is horrible because your opponents gets a creature (which is in the cae of a Tarmogoyf weaker BUT) which has flying and so takes away our advantage of having evasion creatures. A Gilded Drake can block and kill a Sea Drake so that's obviously not even close to a Control Magic with a flying body on our side.
However, Sower of Temptation sure has very poor synergy with the champion a faerie mechanic...
With Gilded Drake, there's always the possibility of Capsize. With the acceleration of Tomb/City and Moxen, it shouldn't be too difficult to start bouncing a few things with buyback (including the Gilded Drake). The nice thing about something like Capsize is that it should rarely be a dead card (since when is bouncing a permanent a bad thing?).
Why is this deck not played anymore? it seems really good it has enough disruption to get wins against combo and it is fast enough and big enough to beat decks like treashold. this is list that i was thinking of running let me know what you think.
4 cloud of faeries
3 sea sprite
4 sea drake
4 serendib effret
2 trinket mage
2 juggernut
3 sword of fire and ice
3 umezawa's jitte
4 chalice of the void
1 pithing needle
1 tormad's crypt
4 crome mox
3 thirst for knowledge
4 force of will
9 island
2 seat of the synod
4 ancient tomb
4 city of traitors
sb
1 engineered explosives
1 tormad's crypt
3 propaganda
3 back to basics
2 trickbind
3 chill
2 threads of disloyalty
i really didn't like psionic blast in the deck and i always seemed to have to many trinket mages but not enough targets same with the equipment. so i cut 1 of each trinket mage and one sword of fire and ice for 2 juggernuts and both psionic blast for lands (this way i don't have so many mulligans). i also think that while it might just be a little flier the mana acceleration that cloud of faeries gives you is amazing. with juggernut in the deck it increases the plays. you can't get the turn 2 juggy more often which is just nuts btw. tell me what you think.
I used to run Sea Sprite in my first versions of the deck but then found Weatherseed Faeries to be strictly better because 2U is better supported than 1U. I hated going Mox, Tomb, Sprite, take 3... I never found Weatherseed Faeries to be too costly compared to the Sprites.
Serendib Efreet is the best beater in the deck (#2 being Sea Drake - or is it the other way around?) despite the lifeloss. He is immune to Lightning Bolt and there is absolutely no reason not to run a full playset.
Trinket Mage into Chalice @ 1 or 2 is the only real reason to play this deck and I'd say the only chance of winning the Thresh and Combo Matchup. If you don't have the first turn chalice at least go: play Trinket Mage, fetch Chalice, play Chalice on 2nd turn. Never ever play less than 4. Maybe 3 if you don't have the relevant decks in your meta.
I tried Juggernaut and Phyrexian War Beast but none of them was satisfying. My creature base looks like this:
// Creatures (19)
4 Cloud of Faeries
4 Sea Drake
4 Serendib Efreet
4 Trinket Mage
3 Weatherseed Faeries
Once Lorwyn is unleashed Petermites will replace the Weatherseed Faeries and will try 2 Sower of Temptation though I don't know yet what to drop for them.
Also I wouldn't drop a Sword of Fire and Ice. Maybe exchange one with the fourth Jitte but a total of 7 equipment works best - at least for me.
Everything else looks quite similar to my list. I also don't run Psyonic Blasts - never did, never will.
Good luck with the deck! It sure is my favorite Legacy deck (cause playing Mono blue aggro feels plain wroooong! Ha ha)
Who told you that it was not played ? It's still one of the best archetype in the format.
Your list has some "obviously bad" choices.
Main Deck :
2 trinket mage only ? chalice of the void is the reason to be of this deck and equipments make your mage stupidly good. It should be a 4-of. And Juggernaut is completely useless, it's not pichable to mox or fow, it can't block, it's a creature AND an artifact in the yard and tarmogoyf does not need that, etc...
Tormod MD may be a metamage call. I would not play it myself, as it resolves absolutely nothing against tarmogoyf.
2*seat of the synod is a bad idea, even more if you play B2B in SB.
SideBoard :
Why play a second tormod's crypt ?
No reason to play threads over control magic or binding grasp.
Chill ? What against ? REB ? You already play chalice.
Trickbind ???
B2B although you play only 9 basic lands and nothing to fetch them ? Moreover it's far inferior to winter orb.
the sideboard i took from some of the japanese list and i didn't have control magics so i used threads but i understand that control magic is better.
back to basics it totally nuts (it could be my meta). it crushes loam assault, land still, threashold, and other random decks with too many colors. it also doesn't hurt me all that bad cuz i have cloud of faeries and sea drake to untap my lands.
chill was in all the lists i was looking at. and it seems okay versus random burn and goblins. yes goblins has vial and lackey but if you can stop those two things they won't be able to play anything while you bash them for around 7 every turn. also red green goyf beats/burn deck are popular where i play. they are actually really fast and do very well. they are like urg treash without the cantrips and more burn.
also trickbind is better then stifle cuz against combo you usually want a chalice on 0 and 1 and if you do that stiffle can do anything anymore. it is true that they shouldn't be able to do much anymore but if they get rid of the one on 0 and go off you still have trickbind.
I don't know how you play but to be honest I play (when I know I'am playing against Storm Combo) First Chalice @ 0 and afterwards CHalice @ 2 because Chalice at 2 forbids their main tutors, Infernal and Burning Wish. Chalice @ 1 forbids also Needle, which sucks against Belchzor (optimal case: Chalice @ 0, CHalice @ 2 and Needle @ Belcher), so that they usually can't win.
Against Breakfast Chalice 1 or 2 seem to be the best choice (1 shuts down vial, Worldly Tutor, Nomads en-Kor, Duress/Thoughtseize, Portent/Visions & Brainstorm, 2 Illusionist, and...dunno actually).
do u know about a faerie stompy UW? I played against a player on mws, and he told me that uw faerie in very played in USA?
Is it true? there is a list on this deck?
Faerie Stompy, at least here in Massachusetts, is not a very popular deck. I've only seen myself and one other person play it at the large tournaments I've attended. I've messed around a little bit with a white splash, but I wasn't overly impressed. White gives you access to Swords to Plowshares (barely in consideration here, since Chalice@1 is one of this deck's strongest opening plays), Meddling Mage (who should only be played in the board, as WU is tough for this deck to support, and who only typically only serves to make an already good combo matchup better), and Exalted Angel (also tough to play, since WW is difficult to hit consistently). You already have 8 big fliers in Drake and Efreet, and so Angel can be overkill (or useless if you can't find WW) a lot of the time.
My main reason for trying any splash is to increase the effectiveness of Engineered Explosives. EE@2 can blow up those pesky Goyfs who are far out of Jitte and/or SoFI range, as well as a bunch of other random crap. Recently, after gaining access to Volcanic Islands, I decided to try out a red splash. My list is as follows:
// Deck file for Magic Workstation
//NAME: Faerie Stompy
// Lands
1 Great Furnace
2 Flooded Strand
2 Polluted Delta
2 Volcanic Island
4 City of Traitors
4 Ancient Tomb
2 Island
// Creatures
4 Trinket Mage
4 Sea Drake
4 Serendib Efreet
4 Cloud of Faeries
3 Flametongue Kavu
2 Weatherseed Faeries
// Spells
1 Pithing Needle
4 Chalice of the Void
4 Force of Will
3 Umezawa's Jitte
1 Engineered Explosives
4 Sword of Fire and Ice
4 Chrome Mox
1 Tormod's Crypt
// Sideboard
SB: 1 Flametongue Kavu
SB: 2 Pithing Needle
SB: 2 Engineered Explosives
SB: 1 Tormod's Crypt
SB: 3 Earthquake
SB: 3 Trickbind
SB: 3 Winter Orb
The main problem with any splash is that it requires an absolutely ugly mana base. One strength of playing monoblue is the relatively stable mana base. Wasteland can kill your 2-mana lands but will never cut you off from that all-important blue mana in the monoblue version, unless you happen to get incredibly unlucky and only hit the singleton Seat of the Synod played as an emergency Trinket Mage target.
If I were to play a UW list though, it would probably be something like:
MD:
-3 FtK
-2 Weatherseed (these are a metagame call)
-2 Volcanic
-1 Great Furnace
+1 Ancient Den
+2 Tundra
+2 Shoreline Ranger (finding WW is more important because of Angel)
+3 Exalted Angel
SB:
-3 Earthquake
+3 Meddling Mage
Honestly though, I strongly believe that the red splash is far superior to white. FtK can occasionally kill a Goyf or come out of nowhere and wreak havoc on a Sui player by hitting a Negator. It basically deals with any little problem creatures not named Mongoose, or can clear the way for itself to attack for 4 on the ground. Earthquake is an absolute beating against aggro, as it's usually a one-sided Wrath.
Anyway, hope this helps, and sorry for the epic post.
Well, I think the white splash has a tad more going for it than you talked about. First of all, the new expansion has given white Chalice decks the removal spell they have been looking for in Oblivion Ring. 2W, remove any non land permanent from the game is a beating in a deck that has trouble with removal, especially non creature removal.
I think Meddling Mage should be mainboarded in any white build. Shutting the opponent off from his removal is just too good against Agrro Control, and at worst he's a fantastic Mox imprint/Fow pitch.
I was always a fan of Court Hussar in the white splash build since he could still be useful if you didn't have access to white mana, but he was strongest in the Goblin matchup, so I doubt he belongs now.
I've called for the testing of Pride of the clouds in the white build. Looks good on paper in that he's another fantastic pitch/imprint, and can also give us some game against control (with a piece of equipment out, just start churning out the tokens and let them go the distance). It could be that he is much worse in practice than in theory.
Sadly both splashes have gotten worse in the last six months. Red's power came from FtK and being able to board in Clasm against Goblins. Well now no one plays Goblins (I personally think this might change) and FtK can't hit Goyf all the time (only the most prevalent creature ever). The best part about the splash is Explosives, but really the mono build can fit in a dual and some fetches to match that versatility.
The white splash could hang its hat on an incredible combo matchup with Fow/Chalice/Mage backed up with a quick clock. All these cards seem less powerful in the current combo meta.
I'm not sure if we should be looking at other splashes (black for yard hate and Shriekmaw, or green for...goyf?) or focusing on the mono colored deck that has put up all the results (and got that solid Flash Faerie in Lorwyn).
I'm quite new to Faerie Stompy, so perhaps my comments aren't that valuable, but I don't think splashing a colour is the way to go with this deck. I've been playing Eldariel's version of the deck with a single dual mainboard just to power Engineered Explosives, and I've seen many many games where I didn't have access to this second colour (and didn't need it either). The mana base has to be changed completely and you will be screwed if the right land gets Wastelanded.
I made a lorwyn FS list:
// Lands
4 [EX] City of Traitors
4 [TE] Ancient Tomb
9 [4E] Island (3)
1 [MR] Seat of the Synod
// Creatures
3 [FD] Trinket Mage
4 [LOR] Spellstutter Sprite
3 [LOR] Sower of Temptation
3 [LOR] Pestermite
4 [UL] Cloud of Faeries
4 [AN] Serendib Efreet
// Spells
3 [BOK] Umezawa's Jitte
2 [MR] Thirst for Knowledge
4 [AL] Force of Will
4 [DS] Sword of Fire and Ice
1 [TSB] Tormod's Crypt
4 [MR] Chrome Mox
4 [MR] Chalice of the Void
// Sideboard
SB: 1 [TSP] Trickbind
SB: 1 [SC] Stifle
SB: 1 [LOR] Sower of Temptation
SB: 1 [TSB] Tormod's Crypt
SB: 3 [DS] Trinisphere
SB: 4 [B] Winter Orb
SB: 1 [FD] Engineered Explosives
SB: 3 [SOK] Pithing Needle
Sower of Temptation is realy good! Spellstutter Sprite surprise your opponent! It is an unexpected beater and counter! Pestermite is also realy vesertible!
I cut down all Sea drakes because i dont have one and i dont like them! Yes you could make some powerfull tricks with your citys and he is THE beater but his drawback is often annoying! For me it is importent to cast a creature and equipp it next turn, his drawback interuppts this strategy sometimes.
Argh im not good (in/at) english grammer^^
Ok, I'll not debate your inclusion of Sower of Temptation or Pestermite. In the current environment I'm not sure if taping a permanent is better than pro-red but its ok. The counter faerie is not good in this deck though, and you need to have Sea Drake. This deck largely only exists BECAUSE of Sea Drake. I know they're expensive, but thats how the deck works. The rest of what you have looks mostly like traditional Faerie Stompy.