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Thread: [Deck] Faerie Stompy

  1. #101

    Re: [Deck] Faerie Stompy

    Hey, guys, its been a while. I havn't been following Legacy much, I was starting to get back into it but I didn't want to build Flash Hulk. Now that that's gone, and its summer so I can pay more attention to Magic, I'm going to resume experementing with Faerie Stompie. After reviewing this (newer) thread it seems we're in much the same place, which is good and bad - good because the core of this deck is so sick and bad because its still missing the proper balances to be T1. I defently still think it can be, because at a pure power level our core can hold its own against the format. We don't have to run bad cards just to make it work, but it is (as I think Tacosnape said if not someone else) never going to be all that consistant, which sucks. The last decklist I had was the U/r with Tangle Wires, Lightning Greaves, Chimeric Idols, and Earthquakes, and I defently have to reexamine and continue to test that. I noticed that Clark mentioned Greaves two pages or so back; while I didn't get enough testing in to fully vouch for it, I've defently found it to be very good with an increased creature count and would be interested in other's opinions. I can see a Misdirection or two in the maindeck, though we still have problems running out of steam and the current card drawers just arent good enough to play with in my opinion (though I will retry FoF, I'm sick of Thirst not being good enough, and we really need the turn to play threats, which is why I anticipate still wanting to up the threat count over iffy draw). The most original, potentially good thing I've seen in a while is the Wizard Replica; I remember being passed loads of those back when I used to draft and always liked the card but I forgot it existed (yeah, I know I just used god in a completly different way in the no bad cards thing, but this could be a huge synergy card). I intend to test it agaisnt Idols and Faeries and the like and see if it can hold its own. I'm thinking I'd probably rather run it than Looter; I like its strengths as a blocker and its ability is defently good, I often find that after the first couple of turns I have an extra (U) laying around and its ability can be a total hassle on the other side of the board, particualry for decks that have better mana and maximize it always. Obviously it only has 1 power and that's iffy, but I'd like to test it and see, and I'd almost defently (I'll concede, Mr. Kant, that I havn't tested it so I don't know) want to run it over the Djinn or either il-Kor. I'm still thinking I'll like my Earthquakes and Tangle Wires, but I'll have to test them again as well. Anyhow, I don't know how much tiem I can spend on the game right now, but when I can I'll be working on the deck, and I'll check here often as well as post if I have anything worthwile to say (hopefully soon).

    Have a good night.

  2. #102
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    Re: [DTW] Faerie Stompy

    So, uh, yeah. Bump this shiznit.

    Anyone got any idea how to deal with Tarmogoyf? Short of, you know, the obvious efforts to fly over its head and outrace it, which seems to be losing for me?

    Threshold seems like it's turning harder, between Spell Snare, Force, and Daze all keeping FS off Chalice for 1 and Tarmogoyf being simply gastronormous.

    Quote Originally Posted by majikal View Post
    Damn it, Taco, that exactly sums up my opinion on the matter. I need to buy you a beer for that post.

  3. #103

    Re: [DTW] Faerie Stompy

    Mind Harness comes to...mind. I have found Chalice for 1 being less than amazing these days against them. Of note: Chalice walks right into fscking Spell Snare.

    Trinisphere is marginally insane. You only expect to cast like one spell per turn anyway, and you're likely paying 3 mana for it anyway. Why not drag him down to your level.
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  4. #104

    Re: [DTW] Faerie Stompy

    The problem is that, against combo, that limits your ability to defend said 3sphere. They hull breach/shattering spree/meltdown your ass, and you have to drop on your counter magic.
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  5. #105

    Re: [DTW] Faerie Stompy

    Quote Originally Posted by lonelybaritone View Post
    The problem is that, against combo, that limits your ability to defend said 3sphere. They hull breach/shattering spree/meltdown your ass, and you have to drop on your counter magic.
    If you drop Trinisphere on the play, it's highly unlikely they'll be able to Burning Wish for an answer, let alone Burning Wish for an answer and be able to play it before you untap with 3 mana for Force of Will.

    As far as Threshold and Spell Snare, I think it's time Faerie Stompy started using Misdirection to claim control of the stack. Getting your first creature to stick is pretty necessary to winning against control.
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  6. #106
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    Re: [DTW] Faerie Stompy

    @Tacosnape: Handling Tarmogoyf with FS, or handling Exalted Angel or any fast creature too big for the equipements will be with your SB Binding Grasps, or if you added some blue mana like I did, Control Magic. Eladariel is still playing with 3 Grasps in his SB, and me 3 Control Magics. And they saved my ass many times in tournaments. Threshold is becoming a quite easy MU with the 3 Control Magic, I just run 1 SB Crypt.

    @BreathWeapon: Misdirection is already on the SB, but shouldn't be in the MD: We run already 8 pitch spells, and little real CA. Most of our blue cards are creatures any way. What's the point of pitching a Efreet with Misdi to back up a Drake?

    @MattH: Mind harness is much to narrow and not that great. The ability to cast fast and reliably Chalice=1 is still for me one of the main reason to play this deck. I've never been to found of Trinisphere or SoR in the SB. What Combo MUs do you fear? I supose those who play Trini won't have room for control Magics/Grasps, and will die to angry Tarmogoyfs...

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    Re: [DTW] Faerie Stompy

    Quote Originally Posted by Yamaelle View Post
    @Tacosnape: Handling Tarmogoyf with FS, or handling Exalted Angel or any fast creature too big for the equipements will be with your SB Binding Grasps, or if you added some blue mana like I did, Control Magic. Eladariel is still playing with 3 Grasps in his SB, and me 3 Control Magics. And they saved my ass many times in tournaments. Threshold is becoming a quite easy MU with the 3 Control Magic, I just run 1 SB Crypt.
    I guess I'll go back to Control Magic. I was running Man-O-War in its place, but with Tarmogoyf being as inexpensive as he is, sheesh.

    Binding Grasp to me absolutely sucks versus Control Magic because if you don't have the double blue you essentially shut yourself down once you play the Grasp, and if you do have the double blue you could be playing Control Magic.

    Quote Originally Posted by majikal View Post
    Damn it, Taco, that exactly sums up my opinion on the matter. I need to buy you a beer for that post.

  8. #108

    Re: [DTW] Faerie Stompy

    I don't think the number of pitch cards matters all that much, most of the time pitch cards have a way of being pitched to other pitch cards to balance things out. This is something I noticed when I was playing 4 Force of Will, 4 Misdirection, 4 Mystical Tutor, 4 Chrome Mox and 4 Gemstone Caverns in Flash, one pitch card will pitch another pitch card and you'll go about your business from there. You're really just increasing the likely hood that you'll have a pitch card in your starting hand.

    It's also entirely possible that you could go to a 4 Force of Will, 4 Misdirection and 4 Fact or Fiction set up like the old BBS decks. I know I wanted to fool around with Gifts Ungiven just for stacks like Juggernaut, Trinket Mage, Sea Drake, Serendib Efreet or Sword of Fire/Ice, Sword of Light/Darkness, Loxodon Hammer, Jitte or some other wonky stuff as a tool box.

    Maybe the deck needs to stop playing fair and bust out some more over powered cards?

    Powder Keg in the SB, IMO, is better than control magic against aggro-control if for no other reason it can really beat up on combo to. You could go straight to winning the permanent war by penalizing the opponent for playing almost all of his threats at 2cc and taking advantage of your relative hole there.
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  9. #109

    Re: [DTW] Faerie Stompy

    what is the latest/best build for fairy stompy?

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    Re: [DTW] Faerie Stompy

    Quote Originally Posted by Top Deck View Post
    what is the latest/best build for fairy stompy?
    I don't think there's a universally agreed upon one. There hasn't been since Eldariel started this thread.

    My current build is as follows:

    9 Island
    1 Seat of the Synod
    4 Ancient Tomb
    4 City of Traitors
    4 Chrome Mox

    4 Cloud of Faeries
    4 Sea Drake
    4 Serendib Efreet
    4 Trinket Mage
    3 Aquamoeba

    4 Umezawa's Jitte
    3 Sword of Fire and Ice
    4 Chalice of the Void
    1 Pithing Needle
    4 Force of Will
    3 Thirst for Knowledge

    SB:
    3 Control Magic
    3 Tormod's Crypt
    3 Pithing Needle
    3 Misdirection
    2 Man-O-War
    1 Engineered Explosives

    Quote Originally Posted by majikal View Post
    Damn it, Taco, that exactly sums up my opinion on the matter. I need to buy you a beer for that post.

  11. #111

    Re: [DTW] Faerie Stompy

    So how's propoganda in the board for help against goblins, and the ETW? id think it's pretty good o-o

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    Re: [DTW] Faerie Stompy

    Hy!
    I write on this forum first time.I play only this deck much time and after many tournament and many changes , I think to find a balanced build.
    Normally the build depended to the metagame and I play often against control , landstill especially, that is the worse MU I think.I'd like to post my build, but I want to ask some advice for the sideboard,because I've an idea to value.
    I want to premise I already play this sideboard going strong against landstill.

    9 island
    1 seat of the synod
    4 ancient tomb
    4 city of traitors
    4 chrome mox

    4 coud of faeries
    4 sea drake
    4 serendib efreet
    4 trinket mage

    4 sword of fire and ice
    3 umezawa's jitte
    1 pithing needle
    4 force of will
    4 chalice of void
    4 thirst of knowledge
    2 psionic blast

    side
    3 misdirection
    3 control magic
    1 tormod's crypt
    2 random slot (for metagame)
    3 back to basic
    3 island

    The card is back to basic instead of winter orb.
    Advantages:
    1 it's more incisive than winter orb
    2 it's possible to use against control deck , all the deck using 3 mana colour ,so whit much duals
    3 against landstill lock all manland (one finisher)
    Disadvantage:
    1 we lose 3 slot for 3 island to don't be affected by ours back to basic

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    Re: [DTW] Faerie Stompy

    Quote Originally Posted by Ninj4 View Post
    So how's propoganda in the board for help against goblins, and the ETW? id think it's pretty good o-o
    Well it's good in the Curve, if nothing else. I don't know if it actually helps against Goblins or not. Thing about it is, if they get five-six goblins on the board that can't swing, they'll just wear you down slowly with Gempalm Incinerators and Siege-Gang tossings. So you still have to get down something, equip it with something, and smack your opponent to win.

    It's nice against ETW, although Trinket Mage for EE gives us options as well. I'd rather play Echoing Truth though, which also gives you an out against random problematic artifacts and enchantments, like Solitary Confinement.

    Quote Originally Posted by majikal View Post
    Damn it, Taco, that exactly sums up my opinion on the matter. I need to buy you a beer for that post.

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    Re: [DTW] Faerie Stompy

    Tacosnape, could I ask why you have 3 Aquamoeba in the main deck? There isn't really some better creature for 1U?
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    Re: [DTW] Faerie Stompy

    Quote Originally Posted by Daeniel View Post
    Tacosnape, could I ask why you have 3 Aquamoeba in the main deck? There isn't really some better creature for 1U?
    I don't believe there is a better creature for or . One day I'm going to have to write long article as to why Aquamoeba's the single most underrated card in Legacy, but I'll shorten it for now.

    Aquamoeba fits your curve, albeit weakening Chalice for 2. There isn't a better guy for the slot. Aquamoeba blocks goblins and absolutely loves Equipment. He's a quick equalizer if you don't get a fast draw, as Faerie Stompy mulligans rather shittily. He improves your mediocre hand better than any guy not named Cloud of Faeries.

    He also gives you an out for all the excess useless cards in your hand, such as extra Chrome Moxes, extra Islands, extra Jittes, and extra Chalices. We all know from playing this deck that due to its incredible strength in redundancy it also inherits the weaknesses of said redundancy, which is often having a hand full of cards you can't do anything with. Aquamoeba turns them all into shocks. He's at his absolute best when your deck is at its absolute worst.

    He's a solid critter against combo as he can beat for as much as a Serendib Efreet for 1 mana less. He's awesome against aggro due to his toughness making him the perfect guy to carry Equipment. He can swing safely into a Nimble Mongoose or a Mishra's Factory, and for two cards he can swing into anything 2/3 or smaller, take it down, and live. He's also blue, which means he pitches to Force of Will and imprints on a Chrome Mox.

    Quote Originally Posted by majikal View Post
    Damn it, Taco, that exactly sums up my opinion on the matter. I need to buy you a beer for that post.

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    Re: [DTW] Faerie Stompy

    Quote Originally Posted by Ninj4 View Post
    So how's propoganda in the board for help against goblins, and the ETW? id think it's pretty good o-o
    I play gobbo and test many time the match-up against FS and I think the only solution is play many proR.
    propagandadon't stop the goblin destruction (of creature with pyrokinesis/gempalm, of mana base with wasteland/port/tinkerer/TSH, of equipement with tinkerer/TSH). And propaganda can be destroy with disenchant, krosan grip or REB if chalice is not in play (a proR must be countered with REB and it is hard for goblin).
    With an equiped proR in the three first turns you win.

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    Re: [DTW] Faerie Stompy

    With an equipped almost anything in the first few turns you'll win.

    Goblins versus Faerie Stompy generally comes down to the die roll, period. Faerie Stompy usually wins when it goes first and Goblins usually wins when it goes first.

    Quote Originally Posted by majikal View Post
    Damn it, Taco, that exactly sums up my opinion on the matter. I need to buy you a beer for that post.

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    Re: [DTW] Faerie Stompy

    With an other creature pyrokinesis just own you.

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    Re: [DTW] Faerie Stompy

    People play with Pyrokineses?


    I have never seen that card in 1.5.

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    Re: [DTW] Faerie Stompy

    Quote Originally Posted by mikekelley View Post
    People play with Pyrokineses?


    I have never seen that card in 1.5.
    The only deck I've seen it in is Goblins, but it is quite common out of the board of the green splash (which is quickly becoming the most popular build, and really hurts FS) so you had better be prepared to see it.

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