Originally Posted by
Jona
This brings us to the next point, the reason I don't play Spellstutter Sprite anymore right now: this deck lacks really strong turn one plays in its current (or should I say former?) incarnation. I was always looking for some way to interact on turn one with this deck, I used to play Curfew for quite some time and even considered Force Spike, just to do something against plays like Wild Nacatl. Now we have Mental Misstep. It perfectly fits the deck, you can fetch for Island on turn one on the play, don't need to tap out on your turn, and you will most likely have a strong play. The amount of reasonable one-drops we have now just doubled.this is really good news for us.