I'm currently running:
1-0 Seat of the Synod
8 Island
4 Chrome Mox
4 City of Traitors
4 Ancient Tomb
4 Sea Drake
4 Cloud of Faeries
4 Serendib Efreet
4 Trinket Mage
3-4 Weatherseed Faeries/Perstermite
4 Force of Will
4 Chalice of the Void
1 Pithing Needle
1 Engineered Explosives
Utility: 10
4 SoFI
3 Jitte
3 Thirst for Knowledge/Mulldrifter
Not sure if I'm sold on Drifter. 2 Cards for 2U, but Thirst digs a little deeper, gets rid of extra artifacts. Card advantage is fine and dandy, but I like having a choice of getting rid of dead cards too.
And Pestermite is very good, but my meta needs Weatherseed.
Well, I took Faerie Stompy into Finnish Legacy Champs and finished 4-2, placing 12th. You can read the report here.
Here's the list I played:
Lands
4 [EX] City of Traitors
1 [MR] Seat of the Synod
4 [TE] Ancient Tomb
5 [UNH] Island
1 [u] Tundra
1 [ON] Flooded Strand
1 [ON] Polluted Delta
Creatures
1 [SC] Shoreline Ranger
4 [AN] Serendib Efreet
3 [FD] Trinket Mage
4 [P2] Sea Drake
4 [UL] Cloud of Faeries
2 [LRW] Pestermite
3 [LRW] Mulldrifter
Spells
4 [AL] Force of Will
3 [BOK] Umezawa's Jitte
4 [DS] Sword of Fire and Ice
4 [MR] Chrome Mox
4 [MR] Chalice of the Void
1 [FD] Engineered Explosives
2 [u] Psionic Blast
Sideboard
3 [4E] Control Magic
2 [SOK] Pithing Needle
3 [DK] Tormod's Crypt
3 [A] Winter Orb
3 [MM] Misdirection
1 [BOK] Umezawa's Jitte
As you can probably figure out from the report, I was kicking myself in multiple sensitive parts of my body for not MDing Needle. So from now on I'm MDing Needle. Always. Also, the only reason I'm SBing the extra Jitte and Crypt is because I didn't happen to have any extra EEs or Kegs handy. Soo, there.
So your current maindeck is MD: -1 EE, +1 Needle, SB: -1 Jitte, -1 Crypt, +2 EE?
You mentioned in your report that people have been considering cutting Cloud of Faeries for Looter il-Kor. Have you tried that yet? Also, as for Force being clunky, have you tried Trinisphere in its place? From the limited testing I've done with Trini, it seems strong.
Also, I really like the maindeck dual. That's a great idea.
Haven't tried either of those, although I'm sceptical about Trinisphere since the harder match-ups tend to have a much higher curve already to start with so Trini just doesn't feel like it'd help an awful lot. Chalice at least takes out cards for good unlike Trini, which just delays them. Plus, Trini makes many chains the deck is capable of much harder to pull off as they'd cost so much more mana.
On the other hand, Looter feels very potent as it does the cycling-thing if I'm stuck at 2, it has shadow and it allows card selection in addition to the raw draw. Also, a rather radical idea I've been playing around with is dropping MD Chalices down to 1 copy and playing few more trinkets to fetch in those slots along with the 4th Mage. Maybe even a Dreadnought along with Stifles/Trickbinds, either way it feels like there could be a lot to look for there. Don't get me wrong, Chalices are great, but the metagame seems to be moving into a direction where they aren't optimal in the MD anymore, at least if the Finnish Champs are any indicator of what's going on.
The tournament reminded me that the deck is fully capable of winning games just through fat beats. It might be worth exploring.
Congratulation to Eldariel to placing , because you play , unless last two match , only in unfavourable mu. You are unluky.
bye
Here's the List I've been playing: (24 Blue spells)
Spells (16)
4 x Force of Will
4 x Chalice of the Void
1 x Pithing Needle
4 x Sword of Fire and Ice
3 x Umezawa's Jitte
Guys (22/23)
4 x Trinket Mage
4 x Serendib Efreet
4 x Cloud of Faeries
3 x Looter il-Kor
3 x Phyrexian Warbeast
4 x Sea Drake
(1 x Shoreline Ranger)
Lands (21/22)
(1 x Shoreline Ranger)
4 x Chrome Mox
4 x City of Traitors
4 x Ancient Tomb
2 x Crystal Vein
6 x Island
1 x Seat of the Synod
SB
3x Propaganda
3x Arcane Lab
3x Powder Keg
1x EE
1x Crypt
4x Leyline
~From my tournaments and playtesting, Warbeast was a godsend... until they printed goyf. The 3/4 body didnt die to bolts, and he killed most anything in his path, dying only later game to bring with him an uneeded tomb. (usually) I felt safe equipping him and I was often happier to see him than to see efreet, as warbeast would often serve the same role and damaged me less or not at all. I did suffer from having only 24 blue spells however, and after goyf came to town and my beast started sitting on the sidelines, I decided that it was time to rework the deck with a few more blue sources and some evasion. (sidenote: warbeast >>>> Juggernaught if you insist on playing a ground pounding art creature. Turn two equips on your fatt-butt guy are much better than PLAYING your 3 toughness suicidal maniac on turn two only to have him run head first into something with three power turn three) I really have fallen in love with looter in this deck, as he does more than brainstorm and often gets in there for 4-6 damage. Excellent Jitte/SoFI wearer and card filterer. My only qualm is games where I locked an opponent's hand with chalice at 1 and 2, but simultaniously shut down my own jittes, faeries, and looters. (having 10 cards shut down really hurt. and I would auto-include looter if he cycled like faeries) Crystal Quarry really helped in ensuring an aggresive start with 3/4 power flyers, and often made my first turn 'island, go' into a second turn sea drake without losing too much tempo. Also helpful for playing around daze with equips and landing them on my guys without taking a million from tomb.
And the list I want to start testing: (27 Blue spells)
Spells (16)
4 x Chalice of the Void
4 x Force of Will
1 x Phyrexian Furnace
1 x Pithing Needle
3 x Sword of Fire and Ice
3 x Umezawa's Jitte
Guys (22/23)
4 x Sea Drake
4 x Serendib Efreet
4 x Trinket Mage
4 x Cloud of Faeries
2 x Mulldrifter
4 x Pestermite
(1 x Shoreline Ranger)
Lands (21/22)
4 x Chrome Mox
4 x Ancient Tomb
4 x City of Traitors
(1 x Shoreline Ranger)
1 x Seat of the Synod
8 x Island
SB
2 x Pithing Needle
3 x Misdirection
3 x Powder Keg
3 x Sword of Light and Shadow
4 x Weatherseed Faeries
As much as I loved playing turn one looter of a mox and having my choice of cards for the duration of the game (as well as having an evasive equip wearer), I decided to cut looter for my new list as too often I chaliced dead looters into my grip. My experiences goldfishing with mulldrifter make me yearn to put looter back in the deck, but others have played him with moderate sucess, and seeing him late game (which you dont experience goldfishing) may just be what the deck needs to recover from a stalled board. Hardcasting him instead of shorline ranger seems much better, and believe it or not, in my previous versions of FS (one which ran two rangers) I have resolved and won with rangers, so 4U for a evasion card-advantage machine may be fine in real life while looking terrible on paper. (like a reverse diamond mox) Drifter also seems ideal as he will most likely never be deeded off the board. (without a landstill player tapping out two turns in a row to kill a 2/2 flyer) I love the crap out of pestermite, as the ability to untap and block with a tapped Drake/Efreet weraing Jitte/SoFI is the nuts' nuts. Tapping goyfs to gain tempo is a fine too. I dream of a game where I go turn one tomb mox drake, turn two swing, during your attack phase, pestermite untap tomb, pestermite untap drake, block, next turn (three) seing in for eight. (while taking six myself... but this IS FS) I really have liked furnace in the main, and I see a fetch-able cantrip via mage great even if it doesn't help against decks like thresh, tog, and iggy.
Powder Keg and Needle have been golden in the SB, allowing me to kill (goys/survivals/mongeese/ect) without splashing for a second color. Needle shuts down deed, top, survival, and many other random annoyances like maze of ith. I've really wanted to try out SoLS in the board against pikula and other deck that run swords/smother. The recursion of cloud or ranger (or just dead drakes) also seems like it could help, and the 3 lifegain helps alot vs burn decks or other random aggro decks taht FS has a hard time racing. As much as propaganda stalled goblins, they still would usually win in the long game with SGC, incinerator, and fanatic (if aplicable) killing my dides in response to equips, and thus faeries should help me kill them and land jitte on a guy instead of just being a reactive card. weatherseed should also help immensly in the red thresh matchup.
Thoughts? (I realize both my builds are slightly unconventional, but classic FS just had too many mulligans, and I believe an increased land, creature count, and possibly the addition of a looter can help with that)
If you are looking for an aggro-control deck that wins 'with fat beats', you want to play UG (whatever splash or not) Thresh. Doesnt get much fatter than goyf, and they pack more control than a FS deck with 1 chalice MB. There are three reasons FS was built:
1. Sea Drake/Efreet (+chrome mox + AT/CoT)
2. Force of Will
3. Chalice + a deck with a curve that starts around 2-3 (and that often plays 2/3 drops turn one)
Many games FS wins involves turn one or two chalice for 1/2 possibly with daze protection or just a FoW/blue spell in hand. This utterly cripples many decks, both aggro, aggro-control, and combo. Going turn one chalice for zero, chalice for one against a (combo) deck you see lay a city of brass or a Xantid swarm and having them scoop em up is why FS is soo good. Aggro decks (save for possibly goblins) dont beat combo pre (and possibly have difficulties post)-board. FS is superior as it works as an aggro-control deck, yet abuses huge amounts of mana, a high curve, and chalice to win against other aggro-control deck, while still maintaining the positive aggro and combo matchups.
FS, on the downside, is a very mulligan-dependant deck (or inconsistant, as nay-sayers would nay-say), and it takes a lot of experience/playskill to know what hand/cards to pitch/keep against what decks to properly pilot FS. (you cn also just have no luck with the deck and mull to five every game)
You really don't need to explain me why Faerie Stompy was built. Actually, those are not the reasons it was built (I might get down to them one day, but not right now), those are the main reasons to play it. What I'm saying is that if there're so many midrange decks around like in the Finnish Champs, Chalice isn't as amazing as normally. Against combo, having 4 Trinkets and 1 Chalice along with Force is often enough to win the game preboard, and postboard, you'd still get to bring in the remaining Chalices. Against Threshish lowcurve decks, you'd still have that one Chalice to present as a game ending threat. Against midrange decks, you really would rather play a Pithing Needle on Pernicious Deed and not get wrecked (in multiples in case they have Engineered Explosives, Vindicate et al to free their Deeds), and Sensei's Divining Top to dig for more business, and maybe Cursed Scroll for the finish.
Of course you want Chalices on the play against just about everything, but there're just some MUs where other cards might get the job done better and those seem to be getting more and more common as lowcurve decks are on the top, making their natural predator, the midrange decks the Next Big Thing™. You forgot one important thing from the list of 'reasons to play FS', btw. All your guys fly save for Trinket and being able to fly through with an equipped guy is game most of the time. Even when it isn't, it's a way to get damage through when fighting against decks with creatures.
True. One of the reasons for cutting on the artifacts would be adding more creatures to make the deck more resilient to mulligans.
How does a reactive card that ~would~ counter more copies of threats already on the board (read: goyf) provide a 'game ending threat?' Seems like the goyf that is chillin' on the board would be the 'game ending threat' that chlice wasnt around to counter. Perhaps the bolt they resolved on your 'game ending threat' sea drake in response to an equip would have been prevented, along with all of their cantips that allowed them to find/grow goyf, had you dropped chalice for 1 earlier. (Having it it in hand as opposed to ~hoping~ to see and resolve a trinket mage to resolve a chalice as a 'game-ending threat.')
I just don't see a non-creature artifact that lands turn 4+ and watches the turn two goyf stroll by as a threat. Chalice is a reactive card, but only if played early, that's why most every deck able to run out a chalice for 1 on turn one does so (and not lose to its own chalice for one that is)
lololol
I said this exact same thing about a month ago and got scoffed at. It opens up a few slots for whatever utility/draw/beats you may want to throw in, and will improve the consistency a good deal. Plus, you can STILL fetch Chalice if you need it, and you can drop Needle and not have to worry about already having a chalice at 1 blind on the play, which is just shooting yourself in the foot against a lot of decks in the meta, e.g. survival, lands, etc.What I'm saying is that if there're so many midrange decks around like in the Finnish Champs, Chalice isn't as amazing as normally. Against combo, having 4 Trinkets and 1 Chalice along with Force is often enough to win the game preboard, and postboard, you'd still get to bring in the remaining Chalices. Against Threshish lowcurve decks, you'd still have that one Chalice to present as a game ending threat. Against midrange decks, you really would rather play a Pithing Needle on Pernicious Deed and not get wrecked (in multiples in case they have Engineered Explosives, Vindicate et al to free their Deeds), and Sensei's Divining Top to dig for more business, and maybe Cursed Scroll for the finish.
so how you are defining 'threat' is a card that ensures that when you are winning, you keep winning (and if you have an aweful board position and are facing down three large dudes, it is the goggles)... hmmm. So goyf ~wouldnt~ be a threat, but your chalice for 1 WOULD be?
I'm not sure where the confusion is here. I thought El said it perfectly when he said "They play card filtering and removal even after resolving their first Goyf, so it's still a powerful threat provided that you aren't totally outgunned" and then you bring up a situation where you are facing three fatties. Isn't that being totally outgunned? Anyway, i think you're saying basically the same thing, and if you aren't let me chime in with my thoughts since I think I've tested this matchup as much or more as anyone else:
Chalice @1 is huge anytime. Sure, the earlier the better, but I've won a ton of games behind a Chalice off of a Trinket (even when my current board position was poor). Also, you brought up a "non-creature artifact that lands turn 4+". This deck isn't going island, island, island + Trinket, turn 4 Chalice. We are capable of landing a Trinket fetched Chalice as early as turn two while completely playing around Daze (on the play).
That being said, I really like your revised build Media. Furnace is a good idea mainboard over Crypt (I think at least, but blind Chalices could screw you).
@ The Godfather: The idea of dropping down to one Chalice is interesting but scary. I think maybe you just got some bad matchups. Looking at that T8 you posted, I know I would have wanted all 4 Chalices in there. I'd almost go so far as to say if you're in a meta where you want only one Chalice main, go with another deck, but I haven't really done enough testing to say that for sure. I just know the decks that I board Chalice out against, I usually do poorly.
I've never seen him so upset....or ever before.
If you have board parity, you aren't winning. In board parity, you play Chalice. Threshold just lost. Sure, Chalice doesn't kill those Goyfs rampaging at you, but if you've got Goyfs rampaging at you, maybe you should be fetching Engineered Explosives instead?
Anyway, we agree on most points, but I think the deck hull packs enough power that it's worth exploring if the deck could maintain positive match-ups without the 4 Chalices in G1. That would make the deck far less reliant on the die roll as you'd avoid those sitiuations where you're on the draw and can't keep hands because your Chalices might crap on you and the hand has little else. My idea here is to minimize the amount of mulliganing necessary, and to do that, I'm trying to increase the creature count, the amount of draw-effects in the deck, the landcount and attempting to decrease the impact of going second.
I'd never go with less than 22 mana sources, and the deck hummed beautifully manawise in the Finnish champs. I didn't have to mulligan due to mana practically at all which allowed me to mulligan for business instead. Shoreline Ranger won me 2 games out of the 13 I played, which is pretty awesome for a 1-of that isn't really meant to be cast.
I'm not really sure I like MD Furnace because it tramples on the toes of the plan of casting a blind Chalice at 1 on the play and just winning against most of the format. That's one of the big reasons I'm considering cutting on the Chalices; that way you won't be casting blind Chalices and thus have the ability to be playing more 1-mana artifacts instead.
Phantom: Maybe, but I don't really see Faerie Stompy as a metagame deck of any kind; it has the tools it needs to beat basically anything as long as one has the right cards for the job. For example, if I had had that MD Pithing Needle, I would've been in a superb position against those Deed-decks and if I had SB Back to Basics, I would've won both of my losses simply because both of those decks woulda scooped it up to B2B, especially protected ones.
I think Faerie Stompy has so much more going on for it than just the turn 1 Chalices, that it could be worth exploring if it could be calibrated for a more consistent plan against a metagame with wider curve with the Chalices resting safely on the SB, ready for G2 and 3 trashing against decks where you want it.
I have a doubt.
Md , against treshgoyf , do you think deck need a solution like splash for e.e. or control magic ?
If ***** cast goyf in second turn , and slow down us with counter by third turn , we are in difficult on race.
thanks for answer
I just played this deck in a Magic-League Trial. Now, I normally wouldn't write about any games I play online, but I played a different build that indeed shows some promise. I'm a man of my word and I played with only a single Chalice maindeck. It didn't slow me down at all, really. For reference, here's the list I used:
// Lands
4 [EX] City of Traitors
4 [TE] Ancient Tomb
5 [UNH] Island
1 [U] Tundra
2 [ON] Flooded Strand
1 [ON] Polluted Delta
// Creatures
1 [SC] Shoreline Ranger
4 [AN] Serendib Efreet
4 [FD] Trinket Mage
4 [P2] Sea Drake
2 [LRW] Pestermite
4 [LRW] Mulldrifter
4 [TSP] Looter il-Kor
// Spells
4 [AL] Force of Will
3 [BOK] Umezawa's Jitte
3 [DS] Sword of Fire and Ice
4 [MR] Chrome Mox
1 [MR] Chalice of the Void
1 [SOK] Pithing Needle
1 [FD] Engineered Explosives
2 [U] Psionic Blast
1 [CHK] Sensei's Divining Top
// Sideboard
SB: 3 [MR] Chalice of the Void
SB: 1 [SOK] Pithing Needle
SB: 1 [FD] Engineered Explosives
SB: 2 [4E] Control Magic
SB: 2 [DK] Tormod's Crypt
SB: 3 [US] Back to Basics
SB: 3 [MM] Misdirection
The jury is still out on Looter vs. Cloud of Faeries, but Shadow did win me a game. I'm also thinking I'd want more Sensei's Divining Tops here since they salvage 1-landers better than just about anything and can be cast with colourless mana. Might also want a second Needle, the card is very powerful here. Anyway, here's how I did:
Round 1, Grb Survival Advantage
-G1 he's got nothing relevant, casts Thoughtseize 3 times ripping my hand mostly to shreds, but he can't respond to my topdecked Serendib + the Looter and Sea Drake that slipped under his discard, so I bring it home fast.
-G2 I open real fast and just win; he doesn't have anything besides Chainer's Edict to get with Burning Wish and when he tries to take out my SoFI on Serendib with Indrik, I Force sealing the deal.
Didn't wish for a Chalice at any point.
Round 2, Grb Survival Advantage
-G1 I get turn 2 Mulldrifter>turn 3 Mulldrifter and notice that it is indeed ridiculous. I have too much gas and while I didn't find any Trinkets, I find my lone Needle which takes out his turn 2 Survival, eventually finding a Trinket>EE for his Goyf, killing Survival in the process, then I resolve some equipment and a Pestermite and win.
-G2 is almost exactly the same as the G2 of the last match, he Burning Wishes for Edict, but it's too slow and my flyers and shadow cruise over an assortment of landbound critters for the win.
Neither here, I was perfectly happy not drawing my Chalices
Round 3, BW Pox
-G1 I have a Mox, 2-land hand (Island and City) and play a turn 1 Looter. Turns out it was a good choice as he Sinkholes and since I have a City of Traitors in hand, I don't need to waste my Force on it. I drop another (Serendib, I think), force a Smallpox, play another guy, get Sea Drake Vindicated, he has Ghostly Prison at 14 and Wastes my City and plays Crucible, I get a second Mox out along with a Needle on Waste, an eventual City of Traitors and start beating, he gets a Tombstalker at 2 life and my Looter cruises in FTW.
-G2 he Thoughtseizes me, I Misdirect and he discards a Vindicate out of a hand of only black mana (including 2 Wastes, Urborg and Tabernacle), Pox and Smallpox. I Needle his Waste (my only blue source is a Tundra) and play a guy, he plays Smallpox and Sensei's Divining Top, I drop Back to Basics and draw into Islands soon enough, eventually finding a Sea Drake, Serendib and Trinket, Needling his Top. He's working off 1 swamp (his deck contains 3 and his opening hand none) and the top of his deck while my Sea Drake resets my Tomb and Tundra. He drops a Tombstalker at 8 and reaches 8 to discard Nether Spirit, I find a SoFI and cruise through his Stalker with Efreet and Drake (he can kill Drake, but SoFI would trigger killing his Stalker and he'd be at 3 against a Serendib with no mana left). I win.
Again, I didn't wish for Chalice and sided it out since while it's ok at 2, there're too many threats outside it for it to be worth it, and my Needles and Tops are just better.
Round 4, 4c Landstill
-G1 starts with me Forcing through a Mulldrifter on turn 3 followed by Sea Drake and Top. He Intuitions for Loam/Waste/Academy Ruins and Nevinyrral's Disks, I can't find Trinket or Drake so Disk clears it up, but he's at 9 and drops a Standstill. I drop Efreet into his Standstill (he's tapped out from Life, blowing up Disk and playing Standstill) and it resolves, he recovers Disk but doesn't have mana to cast it yet. I also find a Chalice to drop at 2, forcing his Counterspell and swing him to 6 and find a Psi Blast with the Top and fetches, along with Sea Drake. He plays Disk, I swing him to 3 and Psi Blast off the top FTW.
-G2 I open with Mox-City-guy into Force. He drops Standstill, and I find Back to Basic and 3 Force of Wills total (evoking a Mulldrifter in the process), resolve a Sea Drake, let him Intuition for Life/Waste/Ruins again, but Force his Life (since I can't let him blow up my City), Force his Force and Back to Basics FTW on the next turn. I needed to make him tap low so he can't come back.
The Chalice served a purpose G1 but ultimately it wasn't necessary.
Round 5, Dragon Stompy
-G1 I have a 1-lander, mull into 1-lander, mull into 1-lander and finally mull into 1-lander (or 1-mana really; of course I count Moxes and Shorelines as mana). I keep 4 hoping to topdeck lands way down the line. I'm on the play, he drops a turn 1 Trini. I lose.
-G2 is a copy of G1, I mull into 4 still having 1-lander (this time it's a City of Traitors though so I could have mana), he drops Trini, then Magus of the Moon and Rakdos Pit Dragon and I lose.
We played 2 more games after that, this time we both had mana and I won easily; he has 8 dead cards against me and Force is a huge bomb, while I only run 1 dead card and my creatures are bigger on average, and have evasion. Control Magic didn't hurt either. He had a bit weaker hands though, but I'm confident I would've won against his stronger hands as well since he has so much dead stuff and he already spends 26 cards on mana.
So yea, that's what it's like playing on MWS, but one thing's for sure, I wouldn't have wanted Chalices in any of those MUs and won them all perfectly fine without it. Sensei's Divining Top is very potent in this deck and I like the freedom of being able to play Needle if I want to while still having all 4 Chalices in my backpocket for MUs where they rock. I never once was sorry to have 23 creatures, nor 4 Mulldrifters - if you read those reports, I was never hurting for creatures and chaining Mulldrifters just plain won a game. I also evoked them FTW in one MU where I was digging for B2B (which is a new 'must' SB-card for me - it would've won me a match in the Finnish champs where Winter Orb failed me AND it's blue. Also, it has synergy with Sea Drake, Pestermite and Cloud (which I'm not currently running, didn't reach conclusions on that yet though as Looter was a big tough to cast most of the time) and it actually KILLS decks instead of just slowing them down like WOrb). Note that I beat two Survivals, Pox and 4c Landstill, all of which could be considered somewhat difficult MUs, so these changes definitely don't hurt.
http://www.magic-league.com/deck/384...&%20Taxes58249 has meta breakdown as well as lists from the winning lists (Death and Taxes took it with Dragon Stompy taking second and Ichorid being the other semifinalist).
I like the idea of cutting Chalices. Have you thought about Daze at all? This is asked becasue the combo MU seems to go down a lot.
I cannot see the card being more powerful than anything else presently in the deck. It's crossed my mind every now and then. But I don't think the combo MU is anything to worry about. With 5 Chalices, you'll still have a decent chance of finding one and you still have Force and one of the fastest non-combo clocks in the format. Further, you still sideboard in 3 more Chalices for a full set and the traditional combo-MU has been ridiculously good so you can easily win two straight even if you fail G1. As an added bonus, you have both, EE and Needle in the MD so you can handle a multitude of win conditions better than ever.
All in all, I wouldn't worry about combo. You're still heavy favourite and you'll have a ton of card advantage to find what you need if you get even little time. And in all other MUs, you added card advantage and threat density more than makes up for the lack of extra Chalices. And you'll still have post-SB tools again.
With the cutting of 3 main deck Chalice, maybee we could start looking at playing 1cc spells (ex:Brainstorm) or even better with the white splash for EE maybee play STP...if we bring in the Chalices we just side out the STP. Just playing with a little more fetches (total of 4 or 5), one more tundra and the white land artifact we should be alright to make a single white fairly consistently...plus I heard fetches are good with top!!!
Eldariel I really like your new list, I've always felt that the COF were underwhelming, I'm not sold on the looter either but they have better synergy with the top...would playing more tops be better??? If we splash for white (more) playing more EE would be better right?? I'm thinking that we could replace the looter and the blasts with 4-Stp, one more top and one more EE main or just more land (shoreline ranger). It would not slow the deck significantly and give you a much better game in tricky matchups...plus we couls potentially remove Binding grasp (control magic) from the side to replace with more business...say disenchant...just an example. I was never in favor of the splash with the previous lists but I feel this one could really utilize EE and Stp and more fetches with the top are no doubt good! Lets face it we don't see wasteland as often as before and if they blow up our tundra they leave our Tomb...it forces them to play better and make critical decisions while we beat faces like there is no tommorow!
Just my 2 cents!
Member of team punishment.
Grounding "N" Pounding Canadian legacy players since 2004.
War GSP!
I love your recent build. It looks focussed and just good.
But what is the reason for B2B over Winter Orb? You will probably untap more under an Orb than under B2B and for your opponent it won't make a big difference. Landtsitll will be annyoyed by both cards (depending on the version one will be worse for them than the other) and there are few decks in the meta that cn be completely shut down by it.
Also, against Wombat or Rifter B2B can't be boarded when you want a good card in that slot.
There are currently 1 users browsing this thread. (0 members and 1 guests)