My list is essentially the stock list, with my "17th land" as Paradise Mantle, and 4 Pest -> 3 SFM + Skull. The only reason you can say that Pest is better than SFM against RUG game 1 (you take out Pests for Chalice post-board, no use talking about games 2/3), is that you haven't played with SFM against RUG. Signal Pest is great when you're winning. SFM is even better when you're winning, since you can go for Batterskull if you already have Plating. When you're losing, SFM is miles better than Pest as a topdeck.
"If you're resolving SFM, there's a good chance you could resolve MoE..." is blatantly false when you're talking about a deck that uses Daze and Wasteland...Quote:
The only thing sfm dodges that plating doesn't is spell pierce. And if you're resolving SFM there's a good chance you could resolve MoE in which case they are just dead unless they have an ancient grudge. If they do have grudge sure having MoE sucks, essentially they are up a mana on you, but if you had batterskull instead you spent two turns instead of one and just ended up with a squire. Ideally you just hard cast a plating in this situation. Realistically that's all I ever want to do since plating is that good. Plating for four mana over two turns is just not the same.
You're right, paying four mana for Plating over two turns (or one) isn't better than topdecking Plating or opening with it. But it's better than having access to none, which is what can happen when your opponent tries to interact with your artifacts. I mean, you said in your posts you wanted to increase your threat density, and I'm recommending you a card that does that. Signal Pest isn't a bad card, but it's the card you want to cut for SFM because Tezzeret is a such a bomb against control and you need Ravager to make use of hands that only have artifact mana and dorks in them.
And take 4? That's fine with me. You're also forgetting that Batterskull can restart itself. It's not unrealistic to spend turns bouncing Skull and replaying it if you and your Miracles are in topdeck mode.Quote:
It seems like batterskull would be good in this matchup, though they have two full turns to find an answer and they are probably spinning top. Signal pest is obviously miserable here. I think I would prefer Tezzert #4 first, and then I'm not sure what would be ideal after that. Every match I play against miracles feels super hard unless I just draw the nuts.
Miracles isn't that hard. You have to play for resiliency and less for explosiveness. Play your creatures conservatively. Don't cast all of your Thopters/Memnites because you want to save them to activate Drums right away post-Terminus. Throw everything you have into counters or removal before casting Tezzeret, or cast Tezzeret if they're tapped out.
Dude, c'mon. Master of Etherium and Stoneforge Mystic are totally different cards; Affinity and Stoneblade are different decks. The roles SFM plays in either deck couldn't be more distinct.Quote:
I think you're right and MoE is probably too slow and it does cost colored mana. SFM has the same problems though. It may have a good etb, but once it's there it's a 1/2 that's not even an artifact. SFM is so good in other decks because they have some ability to protect it and more interactive cards that allow them to do stuff other than just attack while they get their Batterskull online. Affinity just isn't built like that. 2WW for a 4/4 just seems worse than 2U for a 6/6+Anthem. If MoE is win more then SFM is win way more. Levin actually just says, if MoE isn't doing it for you then stoneforge is probably just worse, and steelshaper's gift is probably better than sfm anyway.
Like I said, I don't agree with everything Drew Levin says about Affinity, and his analysis of SFM is where I think he's completely dead wrong. He clearly has never tried the card. I used to think SFM was garbage, mind you. My opinion changed when I tried a 1-of, and then as I played with it, I wanted more copies.
Don't knock the card until you're tried it.