Edit: I'm an idiot
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Edit: I'm an idiot
Zu: I replied to you over on the UB thread as to not muck up the main FS thread with unproven splash talk.
Just in case anyone missed it.
http://forums.mtgsalvation.com/images/smilies/mana2.gifhttp://forums.mtgsalvation.com/images/smilies/manau.gifhttp://forums.mtgsalvation.com/images/smilies/manau.gifCreature - Elementalhttp://mtgsalvation.com/images/spoil...gtide-rare.gifWhen Slithermuse leaves play, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference.
Evoke http://forums.mtgsalvation.com/images/smilies/mana2.gifhttp://forums.mtgsalvation.com/images/smilies/manau.gif
Just when 142/150 MOR cards were spoiled and it seemed like FS wouldn't get anything good. This is good!
I noticed that, and it's pretty exciting and well worth testing. The question that will need to be answered, however, is whether or not it's much better than Mulldrifter.
Mulldrifter
Pros:
-You will always draw 2.
-The drawing trigger is a CIP trigger, meaning that you can get the cards and keep Mulldrifter on the table.
Cons:
-Costs 5 mana to hardcast.
Slithermuse
Pros:
-Has the potential to draw more than 2 cards--which is especially relevant because FS dumps its hand rather early on.
-Costs four mana.
Cons:
-Has UU in the regular casting cost.
-The number of cards drawn is not consistent, and will likely taper off the longer the game goes.
-You can't keep it in play to draw, which means it'll probably be Evoked more often than not.
Overall, I personally favour Mulldrifter for its consistency (in card-draws) and the fact that you can hardcast it and still draw the cards (with it in play, that is). I think these qualities make it a much stronger offensive choice than Slithermuse, which I probably wouldn't want to equip too much, lest it never leave play.
It's really the "leaves play" clause that kills this card for Faerie Stompy. Goaswerfraiejen correctly stated that Mulldrifter is much more consistent, and that's really what Faerie Stompy needs: increased consistency. It can't gamble on cards that may or may not perform.
Well damn, I would have thought this almost an auto include. Both of your points are valid. I guess I got carried away. However, I wasn't thinking of dropping Mulldrifter for this, but possibly having it take up the Pestermite slot.
Also, and maybe I'm just grasping at straws here, but taking it's hard casting into account, couldn't you almost think of this as a 3/3 "unblockable" body or a one turn chump blocker? I mean look it like Mudbutton Torchrunner. No one is really looking to send him packing anytime soon.
Still, it should warrant testing, no?
While it's true that Slithermuse is less consistent, it's also so much more explosive (and a bigger beater IIRC).
I'm thinking I'll test a 3/2 split (in Drifters favor). They both are more useful at different times and while I almost always want to see one per game, I rarely want to see two of either. At least that's what I'm thinking so far.
SoLaS making FoW better... I didn't think of that, thanks for sharing, this is absolutely true! I've played a build with four SoLaS, and it's great to bring back countered/destroyed Mages, and it's fun to see how some players act on autopilot and cast plowshares on your equipped creature (Sorry dude, this is "that other sword"). Against Pikula Homebrew, I usually cast the sword first because a creature is easier to topdeck. The first creature that sticks will bring back the rest, roflol
Against Ichorid with Bridge, simply evoke a Mulldrifter, sit back and enjoy the look on your opponents' face :laugh: This is also where SoLaS really shines, keep bringing those drifters back.
It should be noted that MTG Salvation is listing the Slithermuse evoke cost as 3U, not 2U as posted here. Personally I think it is garbage, but I run a more artifact heavy main deck and still use Thirst for Knowledge.
Alright, I'm fairly sure you absolutely should stay damn far away from Slithermuse. I personally love nothing more than casting a Mulldrifter and drawing a Mulldrifter, but whenever you resolve a Slithermuse and get rid of it, even if it was beneficial to you cardwise, you'd be hardpressed to utilize another one.
One major issue I have with it is that the body isn't flying so it'd be another Trinket Mageish card in that regard and I personally at least still love to have my evasive beaters carry the equipment through. Also, the fact that this is a graveyard-trigger is really annoying; I often want both, a body and the cards when I cast Mulldrifter, but this doesn't even offer the option; it's either the body or the cards. Sure, if one casts it as a creature, one gets the cards when it dies, but it'd be much more pleasant to be able to keep up the pressure from the moment you cast it, not from the moment the opponent kills it.
Slithermuse strikes me as a potentially-powerful-but-very-inconsistent card and frankly, I'll take the consistently powerful Mulldrifter over it any day; almost the same card, except Mulldrifter does what I want it to do whenever I cast it and in any MU. I'd even take Oath of Scholars over Muse since it's a constant effect that allows me to empty my hand every turn and keep churning out threats. Muse is a one-shot effect that can end up doing nothing, or a Hill Giant. Doesn't strike me as playable even at 2U here; that's for other, even more explosive decks, I think.
Has anyone ever tried to use Vesuvan Shapeshifter in Faerie Stompy to enhance threat count?
I see a couple of possibilities:
+ Castable for 3, 4U, or 3UU. The morph ability is not very expensive to pay for.
+ Answer to Goyf, Terravore, exalted angels and the like, especially when equipped.
+ Copy your own Drakes and Efreets
If I'm overlooking any reasons not to include it, let me know. I definately going to test it...
I hope all talk about Slithermuse has been put to rest. I see no reason to remove the most important recent improvement for this deck in favor of it.
Hy! I’m Enrico Basso , italian player who play only faerie’s stompy. I write to argue on my personal experience.On September I play my optimal build (classic) and I ‘m top 8 on finale Emilia , on December I play a new build more similar to the last build and I lose every mu , also favourable , … Sunday 20 /1 /08 on Cremona I play my old optimal build and I’m top 4 .
I ‘m a doubt: I’m not sure new faerie’s stompy build are better then old.
I don’t know in which direction the deck are going .
Thank you.
My optimal build.
Faerie Stompy:
9 isole
1 sinodo
4 mox di cromo
4 ancient tomb
4 city of t.
4 sea drake
4 efreet di s.
4 cloud of f.
4 trinket mage
2 weatherseed f.
4 sofi
4 jitte
1 needle
4 fow
4 cotv
3 tfk
Side:
3 btb
2 mis-d
4 contol magic
1 cript
2 weatherseed f.
2 island
1 e.e.
P.S.: thanks to Yamelle to his advice.
coma, I'm guessing the "new" build you speak of is the one that runs 1 MD Chalice for more creature threats? If so, there are many people who still feel 4 Chalice is the right decision, so you are not alone there.
However, you could still run Muldrifters in place of TfK and the 3/5/1 (Fetch/Island/Dual) split to support EE @ 2 and still retain the original 4 Chalice build. Unless you're concerned about being locked under your own B2B?
I would say to play the build that works best for you. It could have just been bad luck in December, but if you like the older build best, then stick with it.
Congrats on the T4 btw.
On december I play a build like the last build that make result , about.
22 mana 9 island 4 city 4 ancient 4 mox 1 sinodo
19 creature 4 drake 3 efreet 3 cloud 3 mulldrifter 3 trinket 3 weatherseed
19 spell 4 fow 4 cotv 1 needle 2 mis-d 3 control magic 3 sofi 2 jitte
I lose against 2 boros 1 angel stompy and I don't remeber.
thanks
Hi,
im just starting to ploay the deck, and im glad that someone else here noticed the advantage from SoL over SoF and the "combo" with Mulldrifter
In my build i dropped the Trinketmagetoolbox because in earlygame i always pitched it into Mox or Force and later i got Chalice1 already, so i cant use the artifacts. EE i never used and also i prefer more basicland, because i think b2b is almost autowin against some decks.
Also i dropped the Weatherseeds, because Prot Red isnt that good i think. Most removal is swords or smother and even gobbo runs that. Once SoF is equipped it hast ProRed anyway. I put Rishadan Airship in, its the better beater.
My current list:
// Lands
4 [TE] Ancient Tomb
8 [P2] Island (1)
4 [EX] City of Traitors
// Creatures
4 [R] Serendib Efreet
4 [P2] Sea Drake
4 [UL] Cloud of Faeries
4 [MM] Rishadan Airship
2 [LRW] Sower of Temptation
1 [SC] Shoreline Ranger
4 [LRW] Mulldrifter
// Spells
4 [MR] Chrome Mox
4 [MR] Chalice of the Void
4 [AL] Force of Will
3 [BOK] Umezawa's Jitte
2 [DS] Sword of Light and Shadow
2 [DS] Sword of Fire and Ice
2 [MR] Lightning Greaves
// Sideboard
SB: 4 [SOK] Pithing Needle
SB: 3 [BOK] Reduce to Dreams
SB: 4 [MM] Misdirection
SB: 4 [DK] Tormod's Crypt
That's an interesting build you're showing here. Isn't 9 equipment a bit too much?
I think I might take this build for a spin, but I would do something like this:
// Lands
4 [TE] Ancient Tomb
8 [P2] Island (1)
4 [EX] City of Traitors
// Creatures
4 [R] Serendib Efreet
4 [P2] Sea Drake
4 [UL] Cloud of Faeries
3 [MM] Rishadan Airship
2 [LRW] Sower of Temptation
1 [SC] Shoreline Ranger
3 [LRW] Mulldrifter
3 Trinket Mage
// Spells
4 [MR] Chrome Mox
4 [MR] Chalice of the Void
4 [AL] Force of Will
4 [DS] Sword of Light and Shadow
3 [DS] Sword of Fire and Ice
1 Pithing Needle
// Sideboard
SB: 3 [SOK] Pithing Needle
SB: 4 Back to Basics
SB: 3 [MM] Misdirection
SB: 2 [DK] Tormod's Crypt
SB: 3 Trinisphere
You mention B2B in your post, but couldn't find them in your build :-)
@humphrey: I can understand all the choosen cards .
The only thing I don't understand is the total absence of trinket mage.