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Thread: [Deck] Faerie Stompy

  1. #401
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    Re: [Deck] Faerie Stompy

    Edit: I'm an idiot
    I've never seen him so upset....or ever before.

  2. #402
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    Re: [Deck] Faerie Stompy

    Zu: I replied to you over on the UB thread as to not muck up the main FS thread with unproven splash talk.
    I've never seen him so upset....or ever before.

  3. #403
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    Re: [Deck] Faerie Stompy

    Quote Originally Posted by Phantom View Post
    Zu: I replied to you over on the UB thread as to not muck up the main FS thread with unproven splash talk.
    Good call, my bad.
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  4. #404
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    Re: [Deck] Faerie Stompy

    Just in case anyone missed it.

    Creature - ElementalWhen Slithermuse leaves play, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference.
    Evoke

    Just when 142/150 MOR cards were spoiled and it seemed like FS wouldn't get anything good. This is good!
    In painting, you have unlimited power. You have the ability to move mountains. You can bend rivers.

  5. #405

    Re: [Deck] Faerie Stompy

    Quote Originally Posted by Versus View Post
    Just in case anyone missed it.

    Creature - ElementalWhen Slithermuse leaves play, choose an opponent. If that player has more cards in hand than you, draw cards equal to the difference.
    Evoke

    Just when 142/150 MOR cards were spoiled and it seemed like FS wouldn't get anything good. This is good!


    I noticed that, and it's pretty exciting and well worth testing. The question that will need to be answered, however, is whether or not it's much better than Mulldrifter.

    Mulldrifter

    Pros:

    -You will always draw 2.
    -The drawing trigger is a CIP trigger, meaning that you can get the cards and keep Mulldrifter on the table.

    Cons:

    -Costs 5 mana to hardcast.



    Slithermuse

    Pros:

    -Has the potential to draw more than 2 cards--which is especially relevant because FS dumps its hand rather early on.
    -Costs four mana.

    Cons:

    -Has UU in the regular casting cost.
    -The number of cards drawn is not consistent, and will likely taper off the longer the game goes.
    -You can't keep it in play to draw, which means it'll probably be Evoked more often than not.



    Overall, I personally favour Mulldrifter for its consistency (in card-draws) and the fact that you can hardcast it and still draw the cards (with it in play, that is). I think these qualities make it a much stronger offensive choice than Slithermuse, which I probably wouldn't want to equip too much, lest it never leave play.

  6. #406
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    Re: [Deck] Faerie Stompy

    It's really the "leaves play" clause that kills this card for Faerie Stompy. Goaswerfraiejen correctly stated that Mulldrifter is much more consistent, and that's really what Faerie Stompy needs: increased consistency. It can't gamble on cards that may or may not perform.

  7. #407
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    Re: [Deck] Faerie Stompy

    Well damn, I would have thought this almost an auto include. Both of your points are valid. I guess I got carried away. However, I wasn't thinking of dropping Mulldrifter for this, but possibly having it take up the Pestermite slot.

    Also, and maybe I'm just grasping at straws here, but taking it's hard casting into account, couldn't you almost think of this as a 3/3 "unblockable" body or a one turn chump blocker? I mean look it like Mudbutton Torchrunner. No one is really looking to send him packing anytime soon.

    Still, it should warrant testing, no?
    In painting, you have unlimited power. You have the ability to move mountains. You can bend rivers.

  8. #408
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    Re: [Deck] Faerie Stompy

    Quote Originally Posted by Goaswerfraiejen View Post
    I noticed that, and it's pretty exciting and well worth testing. The question that will need to be answered, however, is whether or not it's much better than Mulldrifter.

    Mulldrifter

    Pros:

    -You will always draw 2.
    -The drawing trigger is a CIP trigger, meaning that you can get the cards and keep Mulldrifter on the table.

    Cons:

    -Costs 5 mana to hardcast.



    Slithermuse

    Pros:

    -Has the potential to draw more than 2 cards--which is especially relevant because FS dumps its hand rather early on.
    -Costs four mana.

    Cons:

    -Has UU in the regular casting cost.
    -The number of cards drawn is not consistent, and will likely taper off the longer the game goes.
    -You can't keep it in play to draw, which means it'll probably be Evoked more often than not.



    Overall, I personally favour Mulldrifter for its consistency (in card-draws) and the fact that you can hardcast it and still draw the cards (with it in play, that is). I think these qualities make it a much stronger offensive choice than Slithermuse, which I probably wouldn't want to equip too much, lest it never leave play.
    Very well stated and mulldrifter only loses to counterbalance with FOW on top in which case so would slithmuse cause of tap top draw FOW.

  9. #409
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    Re: [Deck] Faerie Stompy

    While it's true that Slithermuse is less consistent, it's also so much more explosive (and a bigger beater IIRC).

    I'm thinking I'll test a 3/2 split (in Drifters favor). They both are more useful at different times and while I almost always want to see one per game, I rarely want to see two of either. At least that's what I'm thinking so far.
    I've never seen him so upset....or ever before.

  10. #410

    Re: [Deck] Faerie Stompy

    Quote Originally Posted by Eldariel View Post
    ...I wouldn't dare to go out without a FoW, but I'll be testing SoLaS since the protection makes it a much stronger deck against the appropriate colours than either Jitte or SoFI. It'll truly be a case of just bluffing them enough to equip it and just winning; it also makes Force better as you can use it to protect the creature for just long enough to equip and win; any iterative StPs et. al don't matter.
    SoLaS making FoW better... I didn't think of that, thanks for sharing, this is absolutely true! I've played a build with four SoLaS, and it's great to bring back countered/destroyed Mages, and it's fun to see how some players act on autopilot and cast plowshares on your equipped creature (Sorry dude, this is "that other sword"). Against Pikula Homebrew, I usually cast the sword first because a creature is easier to topdeck. The first creature that sticks will bring back the rest, roflol

    Quote Originally Posted by Eldariel View Post
    Btw, EE for 0 is really good vs. Ichorid. Just sayin'.
    Against Ichorid with Bridge, simply evoke a Mulldrifter, sit back and enjoy the look on your opponents' face This is also where SoLaS really shines, keep bringing those drifters back.

  11. #411
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    Re: [Deck] Faerie Stompy

    It should be noted that MTG Salvation is listing the Slithermuse evoke cost as 3U, not 2U as posted here. Personally I think it is garbage, but I run a more artifact heavy main deck and still use Thirst for Knowledge.

  12. #412
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    Re: [Deck] Faerie Stompy

    Alright, I'm fairly sure you absolutely should stay damn far away from Slithermuse. I personally love nothing more than casting a Mulldrifter and drawing a Mulldrifter, but whenever you resolve a Slithermuse and get rid of it, even if it was beneficial to you cardwise, you'd be hardpressed to utilize another one.

    One major issue I have with it is that the body isn't flying so it'd be another Trinket Mageish card in that regard and I personally at least still love to have my evasive beaters carry the equipment through. Also, the fact that this is a graveyard-trigger is really annoying; I often want both, a body and the cards when I cast Mulldrifter, but this doesn't even offer the option; it's either the body or the cards. Sure, if one casts it as a creature, one gets the cards when it dies, but it'd be much more pleasant to be able to keep up the pressure from the moment you cast it, not from the moment the opponent kills it.

    Slithermuse strikes me as a potentially-powerful-but-very-inconsistent card and frankly, I'll take the consistently powerful Mulldrifter over it any day; almost the same card, except Mulldrifter does what I want it to do whenever I cast it and in any MU. I'd even take Oath of Scholars over Muse since it's a constant effect that allows me to empty my hand every turn and keep churning out threats. Muse is a one-shot effect that can end up doing nothing, or a Hill Giant. Doesn't strike me as playable even at 2U here; that's for other, even more explosive decks, I think.

  13. #413

    Re: [Deck] Faerie Stompy

    Has anyone ever tried to use Vesuvan Shapeshifter in Faerie Stompy to enhance threat count?

    I see a couple of possibilities:
    + Castable for 3, 4U, or 3UU. The morph ability is not very expensive to pay for.
    + Answer to Goyf, Terravore, exalted angels and the like, especially when equipped.
    + Copy your own Drakes and Efreets

    If I'm overlooking any reasons not to include it, let me know. I definately going to test it...

  14. #414
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    Re: [Deck] Faerie Stompy

    I hope all talk about Slithermuse has been put to rest. I see no reason to remove the most important recent improvement for this deck in favor of it.

  15. #415
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    Re: [Deck] Faerie Stompy

    Hy! I’m Enrico Basso , italian player who play only faerie’s stompy. I write to argue on my personal experience.On September I play my optimal build (classic) and I ‘m top 8 on finale Emilia , on December I play a new build more similar to the last build and I lose every mu , also favourable , … Sunday 20 /1 /08 on Cremona I play my old optimal build and I’m top 4 .
    I ‘m a doubt: I’m not sure new faerie’s stompy build are better then old.
    I don’t know in which direction the deck are going .
    Thank you.
    My optimal build.
    Faerie Stompy:

    9 isole
    1 sinodo
    4 mox di cromo
    4 ancient tomb
    4 city of t.

    4 sea drake
    4 efreet di s.
    4 cloud of f.
    4 trinket mage
    2 weatherseed f.

    4 sofi
    4 jitte
    1 needle

    4 fow
    4 cotv

    3 tfk

    Side:
    3 btb
    2 mis-d
    4 contol magic
    1 cript
    2 weatherseed f.
    2 island
    1 e.e.

    P.S.: thanks to Yamelle to his advice.
    Last edited by coma; 01-22-2008 at 10:15 AM.

  16. #416
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    Re: [Deck] Faerie Stompy

    coma, I'm guessing the "new" build you speak of is the one that runs 1 MD Chalice for more creature threats? If so, there are many people who still feel 4 Chalice is the right decision, so you are not alone there.

    However, you could still run Muldrifters in place of TfK and the 3/5/1 (Fetch/Island/Dual) split to support EE @ 2 and still retain the original 4 Chalice build. Unless you're concerned about being locked under your own B2B?

    I would say to play the build that works best for you. It could have just been bad luck in December, but if you like the older build best, then stick with it.

    Congrats on the T4 btw.
    In painting, you have unlimited power. You have the ability to move mountains. You can bend rivers.

  17. #417
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    Re: [Deck] Faerie Stompy

    On december I play a build like the last build that make result , about.
    22 mana 9 island 4 city 4 ancient 4 mox 1 sinodo
    19 creature 4 drake 3 efreet 3 cloud 3 mulldrifter 3 trinket 3 weatherseed
    19 spell 4 fow 4 cotv 1 needle 2 mis-d 3 control magic 3 sofi 2 jitte

    I lose against 2 boros 1 angel stompy and I don't remeber.
    thanks

  18. #418
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    Re: [Deck] Faerie Stompy

    Hi,
    im just starting to ploay the deck, and im glad that someone else here noticed the advantage from SoL over SoF and the "combo" with Mulldrifter

    In my build i dropped the Trinketmagetoolbox because in earlygame i always pitched it into Mox or Force and later i got Chalice1 already, so i cant use the artifacts. EE i never used and also i prefer more basicland, because i think b2b is almost autowin against some decks.

    Also i dropped the Weatherseeds, because Prot Red isnt that good i think. Most removal is swords or smother and even gobbo runs that. Once SoF is equipped it hast ProRed anyway. I put Rishadan Airship in, its the better beater.


    My current list:


    // Lands
    4 [TE] Ancient Tomb
    8 [P2] Island (1)
    4 [EX] City of Traitors

    // Creatures
    4 [R] Serendib Efreet
    4 [P2] Sea Drake
    4 [UL] Cloud of Faeries
    4 [MM] Rishadan Airship
    2 [LRW] Sower of Temptation
    1 [SC] Shoreline Ranger
    4 [LRW] Mulldrifter


    // Spells
    4 [MR] Chrome Mox
    4 [MR] Chalice of the Void
    4 [AL] Force of Will
    3 [BOK] Umezawa's Jitte
    2 [DS] Sword of Light and Shadow
    2 [DS] Sword of Fire and Ice
    2 [MR] Lightning Greaves

    // Sideboard
    SB: 4 [SOK] Pithing Needle
    SB: 3 [BOK] Reduce to Dreams
    SB: 4 [MM] Misdirection
    SB: 4 [DK] Tormod's Crypt
    Last edited by Humphrey; 01-24-2008 at 12:57 AM.

  19. #419

    Re: [Deck] Faerie Stompy

    That's an interesting build you're showing here. Isn't 9 equipment a bit too much?

    I think I might take this build for a spin, but I would do something like this:

    // Lands
    4 [TE] Ancient Tomb
    8 [P2] Island (1)
    4 [EX] City of Traitors

    // Creatures
    4 [R] Serendib Efreet
    4 [P2] Sea Drake
    4 [UL] Cloud of Faeries
    3 [MM] Rishadan Airship
    2 [LRW] Sower of Temptation
    1 [SC] Shoreline Ranger
    3 [LRW] Mulldrifter
    3 Trinket Mage


    // Spells
    4 [MR] Chrome Mox
    4 [MR] Chalice of the Void
    4 [AL] Force of Will
    4 [DS] Sword of Light and Shadow
    3 [DS] Sword of Fire and Ice
    1 Pithing Needle


    // Sideboard
    SB: 3 [SOK] Pithing Needle
    SB: 4 Back to Basics
    SB: 3 [MM] Misdirection
    SB: 2 [DK] Tormod's Crypt
    SB: 3 Trinisphere

    You mention B2B in your post, but couldn't find them in your build :-)

  20. #420
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    Re: [Deck] Faerie Stompy

    @humphrey: I can understand all the choosen cards .
    The only thing I don't understand is the total absence of trinket mage.

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