I just reread my post and want to say that I'm sorry for the tone. They seemed a little hostile and that wasn't my intent. I do like how the mox diamonds do give you a more explosive start but it adds inconsistancies to the deck. Mulldrifter and the like have helped make the deck more consistant and I don't think sarcrificing this for a little more speed is a good idea. If you really want to add colors just through in a dual and some fetches. It hardly changes the way the deck plays unless there is a large amount of nonbasic hate in your area. I have been trying this and I really have not had a problem getting the EE up to 2 when needed.
Don't worry bout it...![]()
As far as mox diamond goes it can give you a more explosive start with the proper hand, but this will be inconsistent as you would be running both chrome and diamond (there have been times where I wished I had the other and had to mulligan because of it, and never run more than 2 diamonds, and I'd say no more than 4 moxes altogether). It does add some inconstancies, but was done to maximize the use of Back to Basics and Engineered explosives. In some mild testing I have found the extra utility to outweigh the added inconsistencies. And yes you should at least run EE in the board even if you can only play it for 0 or 1.
I have not tested with lotus petal as of yet, but it seems like your trying to add explosiveness to a deck that is already very explosive while at the same time adding more card disadvantage to a deck rife with card disadvantage. Heck we run a creature (mulldrifter) that I've never seen run in any other tier 1/2 build just to try and make up for the heavy disadvantage faerie stompy puts on itself (note: I love mulldrifter in this build, I've just never seen it any where else except casual decks).
Even those born to battle could only lay their blades at Akroma's feet.
"No rest. No mercy. No matter what."
You guys think Snakeform could be halfway decent in the deck?
First of all, it cantrips, fits the curve perfectly and pitches to FoW and Chrome Mox. That in itself is solid.
Secondly, it gets your opponents biggest baddest dude small enough to be taken out with Trinket Mage, Cloud of Faries or just one Jitte counter, or 2 damage from SoFI. He's actually extremely solid with equipment all around.
Thirdly, he's a fantastic combat trick. Killing a Goyf or a Dreadnought with a Trinket Mage, trading a Cloud of Faries with a Tombstalker or Exalted Angel are all gamebreaking plays.
Yes, the card is only good in aggro metas, but I think in those metas, he's superior to Psionic Blast and not just because he cantrips!
Psi Blast not only inflicts damage to you, but is now almost never good enough to kill any of the popular creatures in the format. It can't take out Tarmogoyf, Tombstalker, or Dreadnought. Snakeform does so, and does it all while cantripping too.
Snakeform is also solid against Sutured ghoul based combo decks, regenerators and such.
Snake Form does nothing to stop regeneration. Whether you cast it in response to regeneration or they regenerate in response to you casting it, it still does the same thing: regenerate. It's an effect laid upon the creature, not an ability. Not like regeneration matters in any format, anyway.
Keep moon-walking.
Even those born to battle could only lay their blades at Akroma's feet.
"No rest. No mercy. No matter what."
I bet this is a question that hardcore faerie-players is asked frequently:
What can I substitute the sea drakes for, if I can't get hold of any?
I've been searching the net and where I live (sweden) noone wants to sell them, and the ones on ebay tend to attract a lot o buyers.
The rest of the deck is no problem, I've got it all.
You can play the deck without Sea Drake - no, it won't be as good, but it's doable. I covered as much in the first post. At 3-drop slot, the options my latest list isn't using are:
4th Pestermite
Weatherseed Faeries
Phyrexian Warbeast
Silkbind Faerie
Cloud Elemental
They all serve different purposes and none of them is Sea Drake, but they'll get you by. The deck will be better with Drakes, and why wouldn't it (the deck is built for Drake, after all), but you can compete without them.
One of the local Faerie Stompy players runs Wormfang Drake instead of Sea Drake. It's a big body for the cost, and it doubles as Deed insurance, but I see him lose games that should've been wins with a Jitte/SoFI on the board and a Wormfang Drake in hand.
If the deck ran 2-3 more creatures, Drake would be an option. The problem is, it doesn't count as a creature for that purpose itself, so you'd need to cut non-creature spells for it. Manlands could help there.
I've been testing myself now, starting out by proxys as sea drakes. It is a fact that I guess most of you agree on, that the explosive sea drake play r1 only happens so often, and either way, I prefer to drop no creature with a body before I have a chalice in play. Also, I win a lot of games without even seeing a sea drake. So, I personally think that the drakes are in fact replaceable.
My suggestions for substitutes are
more pestermites
man-o'-war
rishadan airship (strong budget contender imho)
shadow-creatures, looter il-kor or thalakos scout.
Man-o'war as a 2-of is strong in any deck running equipment and ways to prevent the opponent from recasting what it bounces. I play it in a Ur Stompy variant and I hear a lot of "who ever thought that card was any good?"
Is it really a big issue to find Sea Drakes now that FS is less and less popular? Is it still expensive?
Hey guys,
I'm presently testing for the next France Legacy Championship, so I'd like to see with you some points resulting from my tests:
-The Rb Goblins MU is awesomely BAD. They're as quick as they were before except that now they have control elements that totally fucks FS up. The Warren Weirding + Wort lock is extremely hard to fight, knowing that even if you try to play around it they will keep attacking, and there's almost nothing you can do against their Pilledrivers now that jitte is gone (the only thing being attacking with SoFI... not really transcendant). And SolS is REALLY useless.
Post-side they can get more contol elements and play around pro-R faeries so easily it's not even funny. I've been in games where I had like: arbiter equipped with SoFI, Sea Drake and Weatherseed Faerie in play and still lost because of Pyrokinesis+ double Warren Weirdings.
Pre side it's 60/40 for FS but post side it becomes 70/30 for goblins with this list.
These apocalyptical results made me change my mind about Silent Arbiter: he IS bad. Recurring it with SoLS is so conditional it never happens. The fact that he is a creature AND an artifact makes it too much vulnerable. Plus the terrible casting cost at. Propaganda is a bomb. It perfectly fits the curve, protecting it is really easy (CotV @ one and it's game over). Plus it's actually stronger than Arbiter against Ichorid. There's no way I want to see him back in my side.
-Landstill is not a really bad MU, thanks to SoLS and (recurring) Mulldrifter. I really don't miss Jitte because of this. Glen Elendra Archmage really is sexy on paper. In the facts, it's really another thing. You can't equip it. You can't count on it to race (she's really weak). Best thing about her is that she pitches to FoW and Chrome Mox...
-Same for GBWRock.dec (both are really overplayed around here) SoLS and recurring Drifters are awesome. Tell me if I'm no doing it right, but I actually keep my 4 Chalices against Rock. @ 1 it cuts cabal therapy, thoughtseize and swords. @ 2 it cuts Tarmogoyf and Bob. Sure, they'll crack a deed/EE/ Vindicate it. But they lose so much time to do it that you almost already won. Sometimes I miss Psy Blast, because leaving my opponent at 2-4 life after the deed is actually pretty frequent, and he has no way to counter it.
-Through my testings I came to think about Intuition. Why aren't we playing this card? Doubles the number of the cards we want to see in every MU (more particulary, Propaganda against gobs). Has it been tested? Rejected? Why?
- I didn't like Sower at all. I played TfK instead, and I'm satisfied with it. What is it supposed to be strong against?
Edit: Woops, forgot the list :p
// Lands
1 [MR] Seat of the Synod
4 [TE] Ancient Tomb
4 [EX] City of Traitors
9 [UNH] Island
// Creatures
3 [LRW] Mulldrifter
3 [LRW] Sower of Temptation
3 [FD] Trinket Mage
4 [UL] Cloud of Faeries
4 [P2] Sea Drake
4 [R] Serendib Efreet
// Spells
1 [SOK] Pithing Needle
4 [MR] Chalice of the Void
4 [MR] Chrome Mox
4 [DS] Sword of Fire and Ice
4 [DS] Sword of Light and Shadow
4 [AL] Force of Will
// Sideboard
SB: 1 [LRW] Sower of Temptation
SB: 1 [FD] Trinket Mage
SB: 2 [SOK] Pithing Needle
SB: 1 [FD] Engineered Explosives
SB: 1 [DK] Tormod's Crypt
SB: 3 [US] Back to Basics
SB: 3 [US] WeatherSeed Faeries
SB: 3 [FD] Silent Arbiter
Changes: MD: -3 Sower/+3 TfK
SB: -3 Arbiter/+3 Propaganda
Gonna try: -3 TfK/+3 Intuition, Psy Blast somewhere (again), Heap Doll.
To gain advantages in other match-ups, you must give them up in others. As Goblins became less of a metagame presence, it was the correct move to give up percentages vs. Goblins to gain percentages vs. the rest of the field (Sower is incredible against, among others, Threshold, Aggro Loam, Survival, Rock, etc. - basically, anything playing Tarmogoyf or biggers). Also, thanks to the present structure many Goblins-decks use for removal, Sower is actually very relevant against them; Weirdings falls flat on its face vs. Sower ("Yes, I'd like to sacrifice your Goblin and get few extras please") and modern builds tend to play only ~2 copies of Incinerator.
I cannot really see how Goblins could be so abysmally bad - you still win whenever you resolve a Chalice at 1 on the play, especially since most Goblins-players still insist on not playing enough lands to function without cheaters. Yes, the lack of Jitte is a big drawback there and the MU isn't quite as good as it was, but between Pestermite and the big beaters, you should be able to hold the fort and feed relatively small ones to Weirdings while beating the face in. Weirdings/Wort would indeed be a problem (unless you manage a Chalice at 2 - a prudent precaution all things considered), but it's relatively slow and Wort is still perfectly counterable, so it's not something you couldn't deal with - just an extra reason to win fast instead of letting them get into the midgame (which is why I dislike Propaganda as a solution - you're playing right into their pockets by letting them start taking control).
My present anti-Goblins sideboard is simple 3 Jittes + 3 Blue Elemental Blasts (for the games where I'm on the draw - it felt prudent to add additional means of dealing with Lackey and cards to counter Warchiefs, Piledrivers and company while also removing Worts and other problems). On the draw, I usually side all, or all but one Chalice out (that one Chalice is to be played at 2 in the event of reaching midgame) depending on whether I need to deal with 4 Weirdings or not; with Needles, Hydroblasts and Engineered Explosives performing the defensive tasks in the early game. This sideboard felt the best, since Blue Elemental Blast has wide applications against Aggro Loam, Burn and even some combo-decks, while Umezawa's Jitte further gives tools against the red decks, and other swarm decks like Elves, making the deck stronger than ever against them with SoFI, Jitte and Sower as removal.
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