I made some changes tonight.
The list before:
Land:
4 City of Traitors
4 Ancient Tomb
9 Island
1 Seat of the Synod
Creatures:
4 Sea Drake
4 Serendib Efreet
4 Cloud of Faeries
4 Looter il-Kor
3 Trinket Mage
2 Weatherseed Faeries
Spells:
4 Force of Will
Artifacts:
4 Chrome Mox
4 Chalice of the Void
4 Umezawa's Jitte
4 Sword of Fire and Ice
1 Pithing Needle
I had extra creatures, so I added in the 4th Jitte. The problem that I was having was that I just couldn't get creatures to stick long enough, if at all. I couldn't do any damage. Enter the new list:
Land:
4 City of Traitors
4 Ancient Tomb
9 Island
1 Seat of the Synod
Creatures:
4 Sea Drake
4 Serendib Efreet
4 Cloud of Faeries
3 Trinket Mage
Spells:
4 Force of Will
4 Thirst for Knowledge
3 Psionic Blast
Artifacts:
4 Chrome Mox
4 Chalice of the Void
3 Umezawa's Jitte
4 Sword of Fire and Ice
1 Pithing Needle
Sideboard:
1 Engineered Explosives
1 Umezawa's Jitte
1 Pithing Needle
2 Binding Grasp
2 Weatherseed Faeries
2 Tormod's Crypt
3 Winter Orb
3 Misdirection
Now you are probably saying wtf, he has less creatures. True. But a psionic blast does the same thing that a looter does in 4 turns in one turn. I used to hate tfk but I think it was because i was probably playing it wrong. Who knows, I wrote it off almost a year ago. I am a better player now. We'll see. Anyway, hopefully I can count on the TfK replenishing my hand EoT or having blasts to deal with threats. Anyway looter sucks.
I can't imagine this deck without blast. Fun as all hell card. Plus it is just so satisfying to blast an opponent to his death.
I moved the pro-red critters to the board and dropped the sea sprites entirely because they suck too. 1/1 doesn't really do much against gobs, sure it can sit back and block all day but 1 power doesn't kill the big threats such as piledriver (fuck that card anyway i dont think we'll ever be able to kill it), warchief, siege gang, and so on. And we still have an edge against them preboard as far as i am concerned with maindeck jitte and SofI, one of them equipped and swinging can end a game pretty quick unless they have already gone batshit with a warchief. Might still end up dropping the blast or jitte in the board to add another weatherseed.
Things that I thought about:
Fact or Fiction: sick card as always but I think it's above the curve for the deck. I haven't tested though. It's casting cost just seems wacky to me, we never got along.
Standstill: I think this could be awesome in here. Turn 1 beats, of the serendib or sea drake variety, followed by a turn 2 standstill is pretty tech. This also goes along with the Faerie Conclaves that we ran months ago. Yeah they suck in your opening hand but go with standstill nicely.
I might just put it in anyway because people are fucking stupid and break them without thinking all the time.
I want to see this deck succeed and evolve, but I keep going back to the earlier builds from last summer/fall. That may have been one of the most solid designs. We know the splashes don't really work that well. We'll see.
This is an angry post.
Thank you for the input. I am certain that you would disagree with your own assessment of the cards if you tried them. Infiltrator is a lot better than you give it credit for, it's every bit as fast a clock as Efreet, and Djinn is an incredible finisher.
Since you wanted to see the whole build, here it is...
// Lands
2 [MR] Seat of the Synod
8 [TS] Island
4 [TE] Ancient Tomb
4 [EX] City of Traitors
// Creatures
4 [FS] Infiltrator il-Kor
4 [FD] Trinket Mage
4 [RV] Serendib Efreet
4 [P2] Sea Drake
4 [FS] Maelstrom Djinn
1 [MM] Misdirection
1 [RV] Phyrexian Marauder
1 [SK] Pithing Needle
// Spells
4 [AL] Force of Will
4 [MR] Chrome Mox
4 [MR] Chalice of the Void
4 [DS] Sword of Fire and Ice
3 [BK] Umezawa's Jitte
// Sideboard
SB: 1 [FD] Engineered Explosives
SB: 1 [DS] Sensei's Divining Top
SB: 1 [SK] Pithing Needle
SB: 2 [DK] Tormod's Crypt
SB: 2 [4E] Winter Orb
SB: 2 [MM] Misdirection
SB: 3 [DS] Trinisphere
SB: 3 [UN] Weatherseed Faeries
It fixes the consistency problems somewhat by going up to 10 Blue Lands. It runs Misdirection as a nice surprise. The first time you Misdirect someone's Hymn or Swords back to them, they fear the card for the rest of the game. Plus, sometimes, 4 FoW just doesn't feel like enough protection for your threats.
I disagree with your assessment that combo is always an easy matchup. Before Trinisphere, I've repeatedly found it to be actually around or slightly under 50/50 or so, which actually makes it one of this deck's worser matchups. Misdirection sometimes doesn't do enough.
Infiltrator is a hell of a lot better than Cloud of Fairies. It's every bit the clock that Efreet is, plus gets around stuff like Enforcers and what not.
And you can almost always count of Djinn for 10 points of damage, easily enough to finish off your opponent.
Five Force type effects to protect your threats when you can't play a Chalice at 1 really feels like the right number, especially with the high saturation of blue.
As far as I am concerned, Sensei's Top, and arguably Marauder and maindecking Misdirection are the only iffy cards in the deck. I could see myself cutting them for Psionic Blast, Juggernaut or perhaps Foresee or Rushing River or Weatherseed Fairies or TfK, but everything else has been rock solid.
And I am convinced that except for those two slots which might probably work better going to Psionic Blast, this is infact the best build of Fairie Stompy due to it's large number of threats all of which are exceptionally fast clocks.
And I am confident that once more people get around to trying this configuration, they too will come to the same conclusion.
Last edited by Clark Kant; 05-26-2007 at 12:01 AM.
It's always nice to see new builds kicked around. Here are my thoughts:
@ Infiltrator il-Kor: I'm not a fan. I think I'd rather play Looter, and I don't even run that. Most of our games, we are going to get to beat with it on what? Turn 4? Seven more turns and we might kill them on turn 11. That's AWFUL. Even if you have a piece of equipment out, they have turns to see what is coming a prepare for it. Oh, and it dies to every piece of removal ever, including the oft seen Mogg Fanatic (Grim Lavamancer, Lava Darts, Fire/Ice, Engineered Plague for the love of god). And thanks to shadow it can't even help us if we're in bad board position. So it's terrible in the Goblin matchup. Terrible in the combo matchup. And terrible against decks running removal. I can see it being useful against an Enforcer with threshold assuming we have some equipment around. Seems a tad narrow.
@ Maelstrom Djinn: It is at least an interesting card. I just wish it's actual casting cost wasn't so ludicrous. I'm not nuts about how vulnerable it is, and the fact that it doesn't actually pose a 20 point clock after flippage. Also, it's 6 mana over 2 turns for five damage. I'm not sure I like that either. It's also another card that's going to kill your Goblin matchup as I can't imagine them ever letting him get flipped, and they can actually race him pretty easily. He also has to stay face down while you clear out chump blockers and get equipment down and ready. I don't think he's worth a slot, but if you're going to run him I think P. Blasts are in order to clear the way and finish off an opponent after your Vanishing beast, well, vanishes.
That's good in theory. But if you try the deck, you quickly come to realize...
Turn 1 Infiltrator, Turn 2 Drake (or Efreet if your opponent plays fetchlands) lets you do massive amounts of damage very early on, and lets you win on by the fourth turn with Psionic Blast or equipment. And this can be accomplished WITHOUT a 2 mana land in your opening hand!!
Turn 1 Looter/Fairies, Turn 2 Drake or Efreet is a Turn 6 win at best.
This is what makes Infiltrator so awesome, it lets you race goblins even when you don't have a 2 mana land in your opening hnd.
You have a turn one chrome mox along with an island in your opening hand far more frequently than you do a turn one chrome mox along with a 2 mana land.
And many of those times, that 2 mana land is a city of traitors and it's sometimes a bad call to play it turn one to lay down an Efreet because it will shut you out from playing any 4 casting cost cards, would make it untenable to play another land until you have atleast two land in hand and would suck beyond belief if your chrome mox is blown up and your creature Sworded.
So except in that rare situation where you have a chrome mox along with an ancient tomb, your usually better off not doing much of anything first turn.
There are plenty of other wise steller hands that have island island city of traitors, and double chalice (or trinket mage+chalice).
In all these situations, Infiltrator has proven to be a life saver and has accelerted my win by a full two turns while still allowing me to chalice or double chalice.
And lastly, the deck DESPERATELY needed more evasive undercosted beatsticks in a format full of removal.
Before, the deck had to cope with both an inconsistent mana base + a lack of threats. You could mulligan into proper mana, but the deck was precisely so inconsistent because you had to mulligan to account for both the right amount of mana and the right number of threats. And even if you successfully do, an early piece of removal completely wrecked your gameplan because the density of threats in the deck was such that it could take you several turns to draw another one
People tried to make up for this by playing TfK, except that TfK doesn't always get you a decent threat, and eats up a full turn in that process slowing you down by a turn if that TfK had infact been a threat itself.
That's why, in the past, I ran Juggernaut and/or Chimeric Idol/Weatherseed Fairies despite the former two lacking evasion and not being blue, and the latter being a 10 turn clock.
And that is why, I am now running Djinn and Infiltrator, because they do infact make the deck vastly more consistent.
As for shadow, thank god Infiltrator has shadow instead of flying. I am sick of losing games to Mystic Enforcer or a little bit of countermagic followed by a morphling or an exalted angel or something.
Disclaimer to Adress Some of the Replies Below: If your meta hasn't changed much in the last several months and goblins is still the predominant deck inspite of Iggy Pop, TES, SI and recently Flash all putting up very positive matchups against it, and most of the other decks in the format, then by all means you should continue to maindeck Weatherseed Fairies.
Goblins hasn't been the best deck in the format for several months now. Iggy Pop, TES, SI and now very recently Flash, all win twice as quickly, have plenty of disruption, and lots of ways to bounce back, blow up, or generally ignore Chalice. And they all have very strong matchups versus goblins.
My local meta has undergone a shift in just a bit over a month precisely because the very best players here insisted on bringing the best decks and owning everyone esp the goblins players, with them. Nowadays, I am a hell of a lot more concerned about Swords and Force and Daze stopping my threats than I am about Mogg Fanatic. So my assertion that the above is the best build only applies if your meta is one where the very best players play the best decks in the format.
Last edited by Clark Kant; 05-27-2007 at 12:53 AM.
You run 10 islands (basically) and 8 2 mana lands so I wouldn't say FAR more frequently. Also, you start with a 2 mana land in like, 80% of your hands, so planning on having one is a much better strategy than not.
Your odds of starting with a Chrome Mox are somewhere in the 40% range, so planning for a 2 mana land and no Mox is a good idea. Planning for a Mox and no 2 mana land. Bad idea.
No Goblins build in history will ever let this guy live. EVER. You have given them till turn three or four to get a Fanatic, Incinerator, Kenisis, plow, (or even a Tin Street to kill your equipment and race you). Goblins is one of the biggest reasons NOT to run shadow.
Cloud of Faeries on the other hand is fantastic against Goblins. As a creature, it's about as good as Infiltrator (1 power but can block Lackey) but acceleration is so key to the Goblins matchup.
I disagree with this, but it might be a playstyle thing. If I'm holding City + Mox + Land, I'm always dropping the City and a Mox (unless I have prior knowledge as a good reason why not.). FS is a fast deck, not a particularly consistent one. Trying to turn it into a slower one is not a good idea IMO. Also, I'm not sure what you mean by 4cc cards (Jitte + equip?). Even your build isn't running any Juggs or anything...
I'm not sure I understand this example. Wouldn't you go Island -> Island + Chalice@1 -> Tomb + Chalice@2(or Mage) or Infiltrator. So your Infiltrator is hitting the board turn 5 or 6. Once again, that seems poor. I'd rather have a Cloud that allows me to drop a creature and piece of equipment turn 3, or a creature and Chalice (or Mage) turn 3.
I fail to see the beauty of this as well. Everyone who's played this deck knows that creatures with flying is one of its biggest strengths. It allows us to play defense when we need to and unblocked offense when we want to. Shadow takes away that option and makes us a racing deck, which is not a good idea since the shadow creature is at best a 9 turn clock (Weatherseed Faeries is a 10 turn clock) and a terrible topdeck unless we can hard cast it. There are some flyers that give us trouble, such as Enforcer, but I fail to see how Infiltrator is even decent against an Enforcer. They come out at the same time, and your ass gets destroyed in a race. This is especially frustrating when you draw another blocker and could have gang blocked it to death. Now there are times when shadow will come in handy vs. big flyers thanks to equipment, but equipment + a flying weenie will usually be enough to convince an Enforcer to stay back (depends on the situation, but a CoF w/ a Sword attatched is much more dangerous than a Mystic Enforcer).
If you think shadow is worth it, that's your experience and I can't change your mind, but I do think there's a reason you see a ton of Flying creatures vs. one shadow creature in the entire meta, and that one is difficult to kill.
@ No draw spells: This is actually debatable, since one of the lists that did T8 I believe ran no draw spells, but I do think it hurts the deck, especially against Control and Aggro-Control. We'll have to see what the post-Flash meta looks like, but unless it's packed with Combo and Goblins, I'm keeping mine.
I'm going to have to agree with phantom, this deck lives in topdeck mode lots of the time. Granted most of the time it can just rip savage cards off the top without breaking much of a sweat, but you don't want to be drawing into things that have to be suspended when you need a threat or a blocker. And if you need a threat or a blocker more importantly, infiltrator won't really be of a help.
I really wonder how you can write that. I tried to explain you in my last post, and I believe Phantom detailed it very precisely, infiltrator is very bad, comes too late, doesn't fit the curve, etc. And dies to every piece of removal.
The Djinns are nice, but are "dead" in some common MUs, such as Gob.
I believe Cloud of Faerie to be very important card : It allows some crazy starts (chalice=2 on turn 2, SoFI equiped T2/3, ...), cycles, gets pitched or attacks when needed. I clearly wouldn't drop them. Especially for what you added instead.
I really wonder if you tested your deck versus Gob. You have 10 nonbasics, and only 3 proRed SB, 0 MD. You do play more threats, but no draw. And you have a 9th pitch card...
No offense, but have you tested your deck in tournaments, and to you test out from MWS? When you call it optimal build, I really wonder.
I finished 2nd/30 with my build at a Legcy tournament this afternoon, winning an Underground Sea,. Only 30 people, because people were feared of Flash. As a result, weird meta with less people, and only 1 Flash. I had 4 Tricksbinds in SB, useless all day. I got a bye, than won 2/0 vs Countersliver, 2/0 vs MonoB Agro, 2/0 vs Gob monoR, and lost 2/1 to UGr Threshold. No Top 8, and I got my only 2 losses of the day by Trygoons Predators...
My MD list is still the same. It has worked well for me in several tournaments:
22 Mana
4 Ancient Tomb
4 City of Traitors
9 Island
4 Chrome Mox
1 Seat of the Synod
19 Creatures
4 Cloud of Faeries
4 Serendib Efreet
4 Sea Drake
4 Trinket Mage
3 Weatherseed Faeries
19 Other Spells
4 Sword of Fire and Ice
4 Umezawa's Jitte
4 Force of Will
4 Chalice of the Void
2 Thirst for Knowledge
1 Pithing Needle
(SB should have been:)
2 Tormod's Crypt
1 Pithing Needle
1 Engineered Explosives
1 Sea sprite
1 Weatherseed Faerie
3 Misdirection
3 Control Magic
3 Winter Orbs
This would be my optimal build.
This deck is for Faeries. LAWL.
How did you arrive at that percent? Are you taking into account that a 2 mana land by itself is unkeepable, as is a 2x 2 mana land hand without a blue source to accompany it? I can confirm that the deck has bad mana hands a hell of a lot more than 20% of the time.you start with a 2 mana land in like, 80% of your hands, so planning on having one is a much better strategy than not.
It's precisely because of my experiences playing the deck locally that I come down in favor of running 4 high power clocks as opposed to just two.
In your build, the only real beatsticks are Efreet and Drake. In real life, what this translates to is that there are many games where you are utterly dependent on your equipment to have what could pass for as even a smidgeon of a clock. And guess what, when your opponent counters or needles or blows up that piece of equipment, you are up shit's creek because it's going to take 20 attacks for that Cloud of Fairies to kill off your opponent. Even a Cloud + a Weatherseed gives your opponent 7 full turns to shut you out of the game.
By replacing these low power creatures with high power creatures, suddenly, every creature you cast is one that your opponent has to take care of right away.
Like I said, the problem with the deck always was, not only is the manabase inconsistent, but with the threat base is also inconsistent. No matter how well you mulligan, there are many times that you end up with either too few lands, or no actual beatstick in your opening hand. A hand built around a first turn Cloud of Fairies with a Jitte equipped is a hand worth keeping only if your Jitte actually resolves, doesn't get destroyed or Needled. Fairie Stompy is the best deck in the format when it has a good hand, and a horrible one when it doesn't. That's why I say that that the old build was so inconsistent. With any inconsistent but explosive deck, any string of some good opening hands in a row can be enough to get you a top spot at one small tournament with any build of the deck. And it's easy to forget about or ignore the many tournaments that you lost due to a couple of crappy hands and instead focus on the few ones that you won because of a string of good hands.
A hand build around a first turn Infiltrator, second turn Jitte, puts your opponent on a reasonable clock whether on not that Jitte gets stopped. Compare that to the previous identical scenario with Cloud of Fairies.
Infiltrator is so good precisely because not only does it address the lack of beatsticks problem, but because it also addresses the mana inconsistencies. Virtually every hand with a two mana land and another colored mana source is a keepable one. Infiltrator makes it so that even those lands that don't have a two mana land are keepable ones. Finally, a hand with 2 island and a chrome mox is not a ridiculously slow one. After mulliganing once or twice and being forced to stick with what you have, a hand that went, chrome mox, island, cloud of fairies, second turn island sea drake, return back two islands, is one that you usually lost with. But a hand that goes chrome mox, island, infiltrator, second turn island sea drake, return back two island is one that you still have a good shot of winning with.
Test it if you want or don't, it doesn't matter to me. I'll just continue playing and winning with a creature that makes the deck a lot more consistent.
Last edited by Clark Kant; 05-27-2007 at 10:44 AM.
@Clark Kant: No flames, but the fact that you are the only one with these choices, and no one to back you up, and the fact that almost every other one bothering to reply has an opposite opinion, including some of the earliest players who picked FS, should make you revaluate your statements. At least, a little.
You criticize the constitency of FS, you are right, and you call an optimal build, a deck with 16 lands, no CoF (they do accelerate, or cycle to smooth draws), and no Draw an optimal build. The way I see it, is you understand the inherent problems of the deck, but provide the wrong solutions. Your build has 22 creatures, mine 19. Granted, you do play a little more, but to what cost? I disagree that the threat base is inconsistent, though sometimes I did wished I could draw a few extra creatures. There is a reason I run 8 equipments: CoF or any of FS creature with a SoFI equiped is a 4 turn clock. You have no idea how many opponents I killed in tournaments with equiped Weatherseed Faeries or Trinket Mages.
Well, test your build in tournaments. If you had tested it before, you would never ever write something like that. At least I hope for your sanity.
I offered up my reasons for saying that Infiltrator absolutely does belong in the deck and outlined how it greatly improves slow land hands all while decreasing the instances where you are dependent on your equipment resolving and sticking around to have a shot at winning. And they are based on actual play and testing both with and without the card, rather than just theory. This is why I am confident that as more and more people slowly come to try the card, it will become accepted and a mainstream part of the deck.
You are entirely entitled to your opinion that it doesn't belong. I just wish it were based on actual play time with the card, but whether you feel the card is even worth testing is once again your call as well. So that's the last I will say on this topic (unless flamed obviously). For now, I am very content having the only build that plays these cards. In my opinion, it just means more of an advantage.
P.S. The build I posted has 18 lands, not 16. I have recently gone back to one Seat of Synod and nine island over the two synod and eight island (depending on how often I anticipate my Tombs and Cities will get Wasted/Sinkholed to try and mana screw me), but it never fell below 18 either time.
Thank you for summarizing a fundamental point that anyone picking up -any- Chalice-Tomb aggro deck needs to be aware of. They are not consistent. They never will be consistent. What they are is fucking amazing when they work the way they're supposed to.
For real. What the hell is wrong with Cloud of Faeries? Mana Curving allows you to be much more explosive. Which i'll take at the price of some consistency. I like to actually win my favored games.
As far as creatures go, Wizard Replica seems promising when it's compared to Weatherseed Faeries and/or Chimeric Idol.
1) It's a creature.
2) It's an artifact, so it can be cast with colorless mana or discarded to Thirst for Knowledge.
3) It's 3cc, so it can be cast off of a Mox and 2 Mana Land or an Island and a 2 Mana Land or two 2 Mana Lands.
4) It's 1/3, so it can block/blocked a Goblin and survive.
5) It's Flying, so it can carry any piece of equipment and connect with it.
6) Its ability can stall your opponent if they play around it, or it can counter a critical spell.
It just seems like one of the all around most solid creatures that can be added to the deck, it's good against Goblins, it flies, it's 3cc and colorless and it can control/disrupt the stack.
Interesting idea...Originally Posted by BreathWeapon
Imo it depends on the Meta. Replica is surely superior in a combo heavy meta.
Weatherseed ist superior in Goblin meta. Idol is the best choice in controll meta.
Since we our chances vs. combo are already not bad with Chalice & FoW, in a mixed meta including a normal number of Goblins I'd prefer the Weatherseed Fearies.
Falling from heaven is not as painful as surviving the impact.
Holy crap. I never realized Wizard Replica flies.
It does fit thecurve. It's weak as a threat without equipment, though, and it doesn't pitch to Force. I don't run Juggernaut for the latter reason (And that it costs 4), and I'm now going through in my head trying to figure out how I would justify running Wizard Replica and not Juggernaut.
Very interesting idea though.
Neither did I, I was just going thru' Gatherer for 3cc creatures with Flying and he showed up. I'm impressed with him so far as an Equipment carrier, blocker and pseudo-disruption. He's like a Weatherseed Faeries that gives combo and control's mana curves a complete fit.
I'm not certain its' Juggernaut vs Wizard Replica, it's more like Wizard Replica vs one of the Faeries.
I finally found the "Fifth Creature" I like to go with Cloud of Faeries, Sea Drake, Serendib Efreet, and Trinket Mage. Ready for this?
Aquamoeba.
Rather than go into a long wordy endless paragraph like I usually do of why Aquamoeba is awesome, I've decided to break it down into catchy, fun-to-read categories:
It's Blue (Da ba dee)
It pitches to Force of Will. It imprints on a Chrome Mox. Therefore there's not a whole lot to complain about as far as it messing the deck up.
It costs
This means you can play it off Island-Mox or Island-Island. It also greatly increases its chances of coming down in front of a fast Lackey. The downside of this is that you burn for one off Mox-Tomb or Island-Tomb, and it decreases your flexibility with playing Chalice for 2 (Except compared to like, Looter Il-Asshat.)
It curves with Cloud of Faeries.
If you have Island-City or Island-Tomb, it allows you to go Cloud, 'Moeba, 2 colorless floating. This 2 colorless can be used for a Chalice, a Jitte, or to equip the Jitte you played with your Tomb on turn one. It can also be used to cycle a second Cloud of Faeries.
It turns all your dead cards into pumps/shocks/sneaky ninja shit.
That's right. Those dead Chrome Moxes and excess lands and Chalices you draw? Now you've got something to do with them. Pump up the Moeba as you crush face, or do the 3/1 damage on stack 1/3 trick to take down your share of 2/2's. Aquamoeba Smash!
It has advantages over every other card in the slot. It can swing for 3, making it hit harder than Il-Kor, Weatherseed, Wizard Replica, and so forth. It costs far less than Juggernaut or any of thegang. It's blue, which is an advantage over Juggernaut, Chimeric Idol, and Wizard Replica.
It's a Beast!
Yep. This means you can...um...sacrifice it to a Ravenous Baloth. That you Binding Grasped. That your opponent forgot to sacrifice in response for some reason. ...Alright, this isn't terribly relevant. However it means you'll only lose 4 creatures to Plague for Faeries instead of 6 if you run Weatherseed.
...Flame away.
EDIT: In one of the most retarded Pac-Man references ever, I have now christened my Aquamoebas, via Sharpie, as Inky, Pinky, Blinky, and Clyde.
Although I think Tacosnape is on the right track with Aquamoeba, I think that a better consideration over Wizard Replica is Sarcomite Myr. It fits the same 2curve as Replica, and also has 2 relevant abilities that can be activated off a single Tomb or City. The fact that one of those abilites is to gain flying also helps you carry over equipment. Also worth noting is that it's an artifact for Thirst for Knowledge, and it also pitches to Force. How sexy is that?
And the art is badass, too.
I probably don't know as much about this deck as most of the people here, but it seems to me that Sarcomite Myr is the more obvious choice here.
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Originally Posted by Slay
There's about 18 things sexy with Sarcomite Myr. The problem is that they all just cover up that he's a 2/1 Grounder for three mana, which is pretty bad. He also makes you commit your mana repeatedly to maximize his usage, which is what really kills him from contention for me. If Ancient Tomb is yourproducer, you don't get very many taps before you're dead.
EDIT: The art is badass, though.
EDIT A DAY LATER TO AVOID DOUBLE POSTING:
So, um, anyone tried Man-O-War out in the sideboard? Seems sexy. I kind of forgot he existed. I forget a lot of blue creatures exist because, well, they're blue creatures.
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