I like pestermite a lot, but currently I've had some success with the following version.
Mana: 21
9 Island
4 Chrome Mox
4 City of Traitors
4 Ancient Tomb
Creatuers: 19
4 Sea Drake
4 Looter ill-Kor
4 Serendib Efreet
4 Trinket Mage
3 Juggernaut (I might think of pestermite here)
Control: 10
4 Force of Will
4 Chalice of the Void
1 Pithing Needle
1 Tormod's Crypt
Utility: 10
4 SoFI
3 Jitte
3 Thirst for Knowledge
I don't know if I want to remove juggs because if I do then I'm only running 8 threats and I think with the faster decks become the faster FS has to become and it must adapt.
Ok, since I finally found some cheap Sea Drake I'd like to start playing the archetype because it's always been one of my favourite but without Sea Drake it wasn't exactly competitive![]()
Now, would anyone be so kind to explain how to SB and at which amount Chalice is usually played in the various MU?
I get that you put it out at 1 ASAP, but is it better to put out Chalice first then a threat or a threat then Chalice?
Given the list posted above by zulander (that I like a lot, altho Juggernaut might get replaced by Weatherseed Faerie because everyone and their brother is playing UGr ***** round here) how do you usually SB and what SB card do you usually have?
I was thinking something like:
2-3 Tormod's Crypt
3 Trickbind
2 Pithing Needle
Then what?
Winter Orb? What's this for and in which MUs it helps?
Propaganda? Against Ichorid and Goblins, right?
EE? Worth it without the splash?
Chill? Is it really that needed against Gobbos or is it more against random burn?
Thanks to everyone that'll be kind enough not to flame me and help me understand how the archetype works more in depth!![]()
Once upon a time, when Counterspell and Ancestral Recall were still living in the Garden, they ate the fruit from the Tree of Making Noobs Cry.
And it tasted good.
But now all blue cards must suffer for their sin.
If you have the choice, I would always play the Chalice at 1 and then the threat. That way your guy is protected from StP and Bolt, the two most important pieces of removal. Going in blind with no clue what you're facing, Chalice at 1 is always a safe bet. For thresh, set it at 1 first to shut off removal and and cantrips, then drop one at 2 ONLY if they don't already have Goyf in play. Otherwise you shut off your own Jitte and Cloud of Faeries, which can sometimes win it for you. Too many times have I topdecked a game-breaking Jitte with a Chalice played at 2.
As far as the sideboard, here's mine for a mono-blue list:
2 Pithing Needle (along with 1 MD): These just shut off so much random crap, you're almost never unhappy to see multiples unless you already have the Chalice down at 1.
3 Winter Orb: Absolutely crucial for the Landstill matchup. If this hits early game, you should hopefully be able to apply enough pressure before they recover.
2 Engineered Explosives: Not nearly as strong without the splash, but can blow up opposing needles stopping your Jitte/SoFI and wipe out a goblin horde following EtW. In a pinch, you can even blow up your own Chalice if you really need to drop a needle or something.
1 Tormod's Crypt (I play 1 MD too): Not nearly as strong as it used to be. It CAN be backbreaking vs Ichorid, but not always. As far as shrinking Goyf, I've actually seen it make Goyf bigger. Still, it's all-purpose graveyard hate, so it's nice to have one around.
The other 7 slots in my board are still being debated. Trickbind gives you additional outs vs Breakfast and Belcher in case you can't find a needle. It also stops a resolved Deed, which is big since the Landstill matchup is certainly not in your favor. I've honestly never tried Propaganda, but I can certainly see where it would help. If you're in an aggro/aggro-control heavy meta, Control Magic/Binding Grasp might be worth a few slots. Stealing opposing Goyfs is always fun.
I might add more to this later, but for now I have to get to class.
I have a question.
What the best main deck , in a red metagame ( much goblin with pirokynesis md) , is?
Normally I play 18 creatures : 4 drake 4 efreet 4 trinket 4 cloude f. , 2 sea sprite.
In what way can I change creatures with red protection cretures ?
Second question .
Can 3 control magic against goyf be enough?
Thanks
Ok so here's a list from Italy that recently T8'd a 67 person tourney (check the Top 4 and Top 8 thread):
4 Ancient Tomb
4 City of Traitors
9 Island
4 Chrome Mox
1 Seat of Synod
4 Cloud of Faeries
4 Serendib Efreet
4 Sea Drake
4 Trinket Mage
2 Sea Sprite
4 Sword of fire/ice
4 Jitte
4 FoW
4 Chalice
3 Thirst for Knowledge
1 Pithing Needle
SB:
3 Misdirection
3 Back to Basics
2 Island (B2B tech??)
3 Powder Keg
1 Tormod's Crypt
2 Control Magic
1 Engineered Explosives
While the maindeck looks relatively normal (although I'm not a fan of Sea Sprite, maybe Weatherseed Faeries or Pestermite in that slot), the SB certainly surprised me. B2B is even more of a beating against Landstill than Winter Orb, but is it worth dedicating 2 SB slots to Islands just to lessen its impact on yourself? I really think those slots should be 2 more Needles. Also, how does everyone feel about Powder Keg? It's not fetchable with Trinket Mage like EE, but is certainly more versatile, acting as Goyf and other creature removal, as well as being a way to deal with random annoying Ensnaring Bridges and the like. It seems like post-board this version wants to shift much more towards the control side of aggro-control, so maybe Keg is the right choice? I honestly don't know.
I wonder if he brought in the islands to help cast Control Magic too? Interesting board nonetheless. The kegs are interesting, but there are better (and quicker) cards to deal with Goyf, but perhaps not as versatile.
I've never seen him so upset....or ever before.
Why is their no mass clamoring for Pestermite in this deck?
Pestermite is a godsend here. It works like a lesser Cloud of Faeries, untapping a Tomb/City. It can tap down an air blocker. It can flash down as a surprise blocker and untap a Drake or Serendib that's already swung and create a -second- surprise Blocker. It can stall a Tarmogoyf for a turn. I can't even imagine not piling 3-4 of these guys in the deck ASAP.
I instantly kicked the 3 Weatherseed Faeries I used to run and added Pestermite instead. That's a pretty obvious thing I thought.
I think that pestermite is a quality card. That being said, I think the Pestermite vs Weatherseed Faeries debate is one that is directly influenced by the amount of goblins (or potentially other red decks) that you see in your metagame. Right now, looking at the metagame of legacy as a whole, I'd say the higher likelihood is that there is not a lot of goblins being played, but a whole lot of tarmogoyf. Stalling goofy 1 turn seems like its probably enough most of the time. Also, having flash instantly makes this guy amazing because it makes threshold have to answer stuff on their turn and your turn.
Control Magic seems really good in the sideboard of this deck, especially since this is a mono-blue deck. Back to Basics seems like winter orb would have been a better choice and then you dont need to board in islands. Powder Keg is a good call though, too many people forget that its amazing and only look at engineered explosives (even for only 0), 1 EE is all this deck needs really since it doesnt get bigger than 1, but it IS tutorable. Powder Keg works the exact same at getting rid of Empty tokens. The deck needs more tormod's crypts though. Ichorid decks in legacy can be extremely fast.
So that makes Pestermite the standard card for that slot and it is only replaced in the relevant meta game. That's how I see it.
@VsTheWorld: thanks for answer , I know that list because it’s mine. I’m Enrico Basso that player who ply this list.
I can explain my choices: someone good other less.
Btb is not the same of winter orb , because with its skill , opponent can’t play other spell and can’t cast removal (for creature , artefact and enchantment) if was casted in a right time. I win many match and capsize many mu with this card.
2 island is a my stupid idea , my fear to skill of btb , but now I play without those islands and I play without problems.
Power keg : in legacy main threads have cc 1 or 2 .For 1 we have e.e…but for two? Keg is good but too slowly.
I don’t now!
@Mikekelley: I’m agree with you on weathereed fearies
Thanks all for answers
Bye
Goblins moreso than the other red decks. Most other red decks would kill it via Lightning Bolt or Chain Lightning, which get stopped by Chalice-1.
Agreed with most of this. I ran four Tormod's Crypts in my board and wouldn't run less and I think in modern Legacy I'd maindeck one.Control Magic seems really good in the sideboard of this deck, especially since this is a mono-blue deck. Back to Basics seems like winter orb would have been a better choice and then you dont need to board in islands. Powder Keg is a good call though, too many people forget that its amazing and only look at engineered explosives (even for only 0), 1 EE is all this deck needs really since it doesnt get bigger than 1, but it IS tutorable. Powder Keg works the exact same at getting rid of Empty tokens. The deck needs more tormod's crypts though. Ichorid decks in legacy can be extremely fast.
Control Magic runs into that endless problem of double blue being a pain in the ass, but it's necessary due to how insanely...insane it is against things like Tarmogoyf (Which you can just outrace, if you've got a flier and a Jitte, but still.)
Alright, here's the list I've been playing post-Lorwyn:
//NAME: Faerie Stompy
4 City of Traitors
1 Seat of the Synod
4 Ancient Tomb
5 Island
1 Volcanic Island
1 Flooded Strand
1 Polluted Delta
1 Shoreline Ranger
4 Serendib Efreet
3 Trinket Mage
4 Sea Drake
4 Cloud of Faeries
4 Force of Will
4 Umezawa's Jitte
3 Sword of Fire and Ice
4 Chrome Mox
4 Chalice of the Void
1 Engineered Explosives
1 Cursed Scroll
3 Pestermite
3 Mulldrifter
// Sideboard:
SB: 2 Pithing Needle
SB: 2 Tormod's Crypt
SB: 3 Winter Orb
SB: 3 Misdirection
SB: 2 Control Magic
SB: 3 Powder Keg
It's working like a charm. 14 blue sources seems to hit just the sweet spot; out of 20 tests, I mulliganed once due to the lack of colours. Mulldrifter is a huge step up from all the draw-spells, since it comes with a body. Not an impressive one, but a flyer anyways, so it's effectively a 3-for-1 if hardcast, or can be used to dig at 3 mana if you need more cards. Flash is the main attraction with Pestermite, along with the Tap-ability. He just does a lot. I play 4 Jittes right now for curve-reasons and to combat the fast aggro strategies. Due to control's increasing popularity, a Cursed Scroll found its way to the maindeck, and so far I've beaten Wombat and Landstill with it (well, ok, with it and the SB Winter Orbs).
Powder Keg I'm liking somewhat, although I'm not sure if 3 are warranted. I'll admit that I'm not seeing as much graveyard-use as I expect to so my Crypts are staying right where they are. I suppose 3-4 would be warranted if Breakfast and Ichorid had a heavy presence though.
All in all though, this build has been working like a well-oiled machine for me, having 22 creatures is really, really nice. Volcanic Island is so-so; it's not necessary often, but when you DO get the chance to blow up Goyfs/Survivals/whatever with it, you'll forget all the times it just got wastelanded.
I'll admit I was a bit skeptical of that list when I saw it on magic league yesterday. At first Mulldrifter seemed kinda weak to me, but after some testing I've realized it solves my major problem of the creature:non-creature spell ratio. Having 22 creatures really is REALLY REALLY nice. My lists always topped off at 19 or 20 in the past because I always needed a slot for TfK or Psionic Blast (which hasn't been of much use to me). While Mulldrifter is inefficiently costed as a creature and as a draw spell, being able to combine the 2 functionalities into one deck slot is great. My only change to that list would be to find a place for one MD Pithing Needle. Cursed Scroll hasn't been relevant in testing for me yet, but I'll do Landstill matches tonight and see how it goes. I always hate topdecking a Trinket Mage vs Still and having to tutor up a useless Chalice or Mox.
Edit: I just realized in a match vs Ichorid on MWS that evoking a Mulldrifter is bridge removal. Add that to the reasons why Mulldrifter is awesome.
Last edited by VsTheWorld; 10-22-2007 at 01:18 PM.
@Tacosnape: pestermite is a good card...at least to test.I don't underestimate weatherseed fearies , because goblin play pirokinesis (like removal) , red ******** play fire/ice , and the other red deck play some fire to cc2,...so our cotv to 1 is good , but it isn't insuperable.
About control magic: I agree to jitte is a solution agaist tarmo...we play 3x or 4x jitte ...and if don't we top deck it?
some one prefer to binding grasp or thread of dislayolty ...but we need something.
One of this control kind make 2 for 1 resolve 2 tarmo ...we think that.
Bye
I dont know if I like Thirst or Mulldrifter better. Thirst is an instant and provides one other card to choose from, but Mull can be a body or remove Bridge.
I'm running
4 Sea Drake
4 Efreet
4 Trinket Mage
4 Cloud of Faeires
as a core of creatures
My last 3-4 creature slots could be Pestermite(Kinda like CoF!), Juggernaut(more threats...too easy to kill?), or Mulldrifter alongside Thirst?
Explain?
I was trying out Mulldrifter recently and I do actually like it, primarily because this deck rarely casts anything on an opponents turn anyways (Thirst being an instant doesn't really matter much, it's the fact that it digs three and only has a single color requirement that makes it good in the deck). Mulldrifter fills almost the same requirement (only two cards is still good since you don't have to discard), but also adds the possibility of an extra flyer. The fact that you don't have to discard anything can potentially help out (when you just get three cards that you need, but no Artifact to discard to at least keep two of).
chokin: Simple - fear red? Play Weatherseed Faeries. Want awesome utility? Play Pestermite (don't underestimate the openendedness of the ability). Want raw power at the expense of consistency? Play Juggernaut (man, if it costed U3, I'd be all over the card).
I like Pestermite. So far, I've, among other things:
-Tapped manlands after activation, stealing 2 mana with one card.
-Broken Standstill EoT, forcing opponent into discard-mode just getting basically one card off the Standstill, and further making way for Winter Orb on my turn.
-Tapped Isochron Scepter with StP on it on my opponent's turn, forcing it to use it before my combat allowing me to connect with SoFI (and win the game).
-Untapped Sea Drake with equipment midcombat to win a close race.
-Untapped my land to go Pestermite-Chalice of the Void, and Pestermite-equip.
-Untapped my 2-mana land under Back to Basics.
-Tapped opponent's equipped guy in the beginning of combat, preventing him from accumulating Jitte-counters.
-Tapping a careless Breakfast-player's Ghoul (careless in that, he went off with no protection and only one Narco left in the deck) decking him.
-Removed a blocker for lethal.
-Tapped land to keep opponent off sweeper-mana for the win.
And countless of other things. Don't underestimate the power of versatility. Those are just things I've actually done in games by now when testing it.
And Mulldrifter should be played. It addresses the one fundamental problem the deck has; need to fit too many roles into too few cardslots. It's a lot worse than Thirst as draw (instantness matters unlike many people would have you believe, and looking 3 cards generally means you get effective 3 new cards instead of 2), but the fact that it can either draw 2 or be cast as a 'draw 2+equippable body' fixes the deck's low creature count which has normally been a problem as far as equippables are concerned. 22 is a good number and Mulldrifter gets you easily up there without sacrificing anything.
@Eldariel: sorry but I don't understand because you play(in post-lowin list) with only three trinket.
I don't like mulldrifter:
+ is a drawer and also a creature
+ you don't have to discard a card (but if you streamline your play , you evermore have an artifact to discard)
- Like creature is a 2/2 with cc u4
- like drawer is sorcery , and I see only 2 cards instead of 3
I think that is a card make 2 skill , but all 2 not in perfect way.
bye
There are currently 1 users browsing this thread. (0 members and 1 guests)