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Thread: [Deck] Faerie Stompy

  1. #141
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    Re: [Deck] Faerie Stompy

    Quote Originally Posted by martyr View Post
    Chimeric Mass is kind of getting me all hot and bothered.
    Seems a good replacement for Sigil of Distinction anyway.

  2. #142

    Re: [Deck] Faerie Stompy

    Why replace a good card with a good card? Why not just run both?

    Chimeric Mass just gives you a large creature to wear equipment, dodge some removal, and fetch with Trinket Mage. Sigil fulfills a different function.

  3. #143

    Re: [Deck] Faerie Stompy

    Quote Originally Posted by mercs View Post
    brittle effigy is ok. nice diggable removal.

    Am i the only one who's been using jace in this deck? It's treated me fairly well so far. deals with the emrakul tombstalker and a late iona. i think it's a fine slot although I know it's kinda hard to decide to just throw an extra $300 into this deck :P
    I've been giving him some thought, haven't got the time to test lately.

    Jace seems solid, allthough he is absolutely not an aggressive play + we don't really have the means to keep him alive, so it'll possibly be 2(u)(u): Brainstorm, bounce or look @ top card.

    But if he sticks he could be good, now I just need to find room for him. I don't like cutting Sowers or cut into my draws.


    @ Chimeric Mass

    I don't understand what the fuss is about.
    It'll practicly allways smaller than a late-game knight, terravore, even goyf. It doesn't have any evasion AND you have to pay (1) to activate him. If they sword or destroy it you just lost 1 mana (detail I know)
    Other problem I have with him is that he's a 0cmc, if they blow up a chalice with explosives or deed, your 5+ mana invest is gone.
    Currently playing and testing:
    Faerie Stompy
    Bant Survival
    UW Tempo
    Zoo

  4. #144

    Re: [Deck] Faerie Stompy

    Quote Originally Posted by Black Mass View Post
    @ Chimeric Mass

    I don't understand what the fuss is about.
    It'll practicly allways smaller than a late-game knight, terravore, even goyf. It doesn't have any evasion AND you have to pay (1) to activate him. If they sword or destroy it you just lost 1 mana (detail I know)
    Other problem I have with him is that he's a 0cmc, if they blow up a chalice with explosives or deed, your 5+ mana invest is gone.
    Isn't it the equipment that makes this deck dangerous? You can fetch a threat to equip AND an equipment for your threat, most builds run 4 trinket mage... Isn't it a matter of skill to play around EE and Deed? Doesn't Chalice counter your opponents' 1 and 2 manacost removal? There's an answer for every card and it's up to yourself to deal with that.

    In short, I think that this cards matches the strategy of the deck and that you'll have to test if it suits your playing style. Some years ago people tried to include that other X artifact but the X activation cost was a backbreaker.
    Threads of Disloyalty: Take control of target Tarmogoyf. Smother: Destroy target Tarmogoyf. Spellsnare: Counter target Tarmogoyf. Spell Pierce: Counter target non-Tarmogoyf spell.

  5. #145

    Re: [Deck] Faerie Stompy

    Off course there is allways an answer to every threat, I get that.
    But in the early stages of a game I mostly fetch a chalice with my trinket mages and late game I allmost allways have a beater or play trinket mage and fetch Sigil. Which I can equip the next turn and attack with a 2/2 with +x/+x. In this case the mage has become a serious threat that can attack.
    If I would want to fetch this artifact I'd have to wait another turn, otherwise I would miss out on a potential 3 extra power plus having to wait another turn for it to become effective doesn't sound very sexy to me.

    I like to play this deck aggressive, so I guess it is a matter of taste to play this card.
    Currently playing and testing:
    Faerie Stompy
    Bant Survival
    UW Tempo
    Zoo

  6. #146
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    Re: [Deck] Faerie Stompy

    what do you think of this list?

    MB:
    11x Island
    4x City of Traitors
    4x Ancient Tomb

    4x Trinket Mage
    3x Mulldrifer
    4x Sea Drake
    4x Serendib Efreet
    3x Weatherseed Faeries
    1x Sower Of Temptation
    1x Jace, The Mind Sculptor
    1x Rushing River
    4x Force Of Will

    4x Chrome Mox
    4x Chalice Of The Void
    1x Pithing Needle
    1x Tormod's Crypt
    2x Umezawa's Jitte
    1x Sword Of Body And Mind
    3x Sword Of Fire And Ice

    SB:
    1x Weatherseed Faeries
    2x Sower Of Temptation
    1x Brittle Effigy
    2x Tormod's Crypt
    1x Pithing Needle
    1x Rushing River
    2x Llawan, Cephalid Empress
    3x Hibernation
    2x Misdirection

    improvements are welcome.

  7. #147

    Re: [Deck] Faerie Stompy

    Quote Originally Posted by Black Mass View Post
    Off course there is allways an answer to every threat, I get that.
    But in the early stages of a game I mostly fetch a chalice with my trinket mages and late game I allmost allways have a beater or play trinket mage and fetch Sigil. Which I can equip the next turn and attack with a 2/2 with +x/+x. In this case the mage has become a serious threat that can attack.
    If I would want to fetch this artifact I'd have to wait another turn, otherwise I would miss out on a potential 3 extra power plus having to wait another turn for it to become effective doesn't sound very sexy to me.

    I like to play this deck aggressive, so I guess it is a matter of taste to play this card.
    You're right, I had not thought of that. Good point.
    Threads of Disloyalty: Take control of target Tarmogoyf. Smother: Destroy target Tarmogoyf. Spellsnare: Counter target Tarmogoyf. Spell Pierce: Counter target non-Tarmogoyf spell.

  8. #148
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    Re: [Deck] Faerie Stompy

    @ Alexeezay: I kind of like your list because you use 3 weatherseed faeries as I do too.

    I was actually thinking of taking FS back to my turnaments cause in Italy the metagame is incerdible so aggro. As far as merfolk are every day stronger just as vengevine, bant decks a fewer than before and bant is the deck I don't like to play against with faerie stompy.
    I think the main strenght of faerie stompy is that it can beat every aggro deck. (even actually I'm not sure about the vengevine madness match up). So I like playing the aggro build, as faster as possible. and 8 equipments!

    9 island
    1 sede del sinodo
    8 ancient traitors
    4 chrome mox

    4 serendib efreet
    4 sea drake
    4 cloud of faeries
    3 trinket mage
    3 weatherseed faeries

    3 thirst for knowledge

    4 force of will
    4 chalice of the void

    4 sword of fire and ice
    4 uwezawa's jitte
    1 pithing needle

    I actually don't understand yet why most players don't play cloud of faeries anymore.
    turn2: cloud + equip is GG most of times vs aggro decks.
    (or turn 2: cloud of faeries + chalice @2 )

    as far as I like 8 equipments (because our creatures are too small if we don't equip them) I prefere thirst for knowledge rather then mulldrifter because it is virtual ancestral most of times.
    weatherseed faeries is autowin vs some decks. that's why I run them.
    I don't like having cc4 spell maindeck (I use sower in the side) because wasteland is so popular that I want to be able to play every spell I like in the first 2 turns.

    as for some cards I've read about:
    - jace is too slow. remember tomb
    - new sword: it is a defensive sword. I like offensive swords: jitte is better, fire/ice is better. it doesn't even protect our creature from any remouvals. it gives madness more vengevine...

    My advice is: in this metagame let's go back to fast build. leave slow cards at home or in the sideboard. I don't think the "modern" build can win matches anymore. Let concentrate on the strongest aspect of faerie stompy. be fast.

    my sidebord would be at the moment:
    2/3 sower
    4/3 propaganda
    2/1 pithing needle
    1 tormod
    3 hibernation
    3 misdirection >>>> glen elendra. faster. GG vs black based decks & zoo.

  9. #149
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    Re: [Deck] Faerie Stompy

    thanks, gonna fit in cloud again.

  10. #150

    Re: [Deck] Faerie Stompy

    Long time ago, i played this deck before i switched to Merfolk, but the folks are like counter goblins and no complete fun... you have to race each game^^

    So I'm thinking how to get my cute stompy back to buiseness.

    Let's start with it:

    Mox Opal, Chrome Mox or Mox Diamond?

    I've always played the Chrome Mox list but today we've to think about it.
    We've to consider the differences between the three possible lists.

    Mox Opal:

    Pro:
    - no "imprint"
    - any colored mana -> enables Engineered Explosives

    Contra:
    - needs a high Artifact count
    - legendary

    Mox Diamond:

    Pro:
    - any color -> enables Engineered Explosives
    - takes a land, not a utility spell or creature

    Contra:
    - needs a high landcount (~24)
    - imprint

    Chrome Mox:

    Pro:
    - needs neither lands nor metalcraft

    Contra:
    - takes utility spells to imprint
    (- only mono)


    Which cards are new in the format and might be abused with our high efficient manabase?

    - Porno-Jace -> must be played!
    - Ratchet Bomb -> will be a great sideboardcard
    - Steady Progress => very interesting card but probably not playable at the moment (imagine the possibilities =D)


    Let's try to construct the three possible manabases :)

    The classic Chrome Mox list will be like:

    4 Chrome Mox
    4 Ancient Tomb
    4 City of Traitors
    8-9 Island
    1 Seat of the Synod

    so there is nothing new.

    The Mox Diamond list:

    4 Mox Diamond
    4 Ancient Tomb
    4 City of Traitors
    1 Seat of Synod
    8-9 Island
    so we miss 6-8 lands, possibilites are:
    Maze of Ith
    Wasteland
    ?Mishra's Factory?


    The Mox Opal list:
    3-4 Mox Opal -> Multiple Moxes were always kinda dead cards, this one is it really ;D
    4 Seat of the Synod - for the artifact count
    5 Island
    4 City of Traitors
    4 Ancient Tomb

    so till here is nothing new =)


    What should be different to other lists?
    Mox Diamond enables land control (even to abuse Crucible in the early game - turn 2 Wasteland lock)
    Chrome Mox keeps the main aggro list
    Mox Opal enables more speed and a new deck concept!

    Let's start with a "new" Chrome Mox list:

    Mana [22]

    4 Chrome Mox
    4 Ancient Tomb
    4 City of Traitors
    8 Island
    1 Seat of the Synod
    1 Shoreline Ranger

    Artifacts [12]

    4 Chalice of the Void
    3 Sword of Fire and Ice
    3 Umezawa's Jitte
    1 Tormod's Crypt
    1 Sigil of Distinction

    Instants [4]

    4 Force of Will

    Creatures [20]

    4 Sea Drake
    4 Serendib Efreet
    4 Trinket Mage
    4 Pestermite
    4 Mulldrifter

    Planeswalker [2]

    Jace, the Mind Sculptor


    The Mox Diamond list:

    Mana [27]

    4 Mox Diamond
    4 Ancient Tomb
    4 City of Traitors
    1 Seat of Synod
    9 Island
    3 Maze of Ith
    2 Wasteland

    Instant [4]
    4 Force of Will

    Artifact [13]

    4 Chalice of the Void
    3 Sword of Fire and Ice
    2 Trinisphere
    2 Crucible of Worlds
    1 Engineered Explosives
    1 Sigil of Distinction

    Planeswalker [2]
    2 Jace, the Mind Sculptor

    Creatures [14]
    4 Sea Drake
    4 Serendib Efreet
    4 Trinket Mage
    2 Lu Xun, Scholar General or Meloku or Ertai

    Never tested it but it seems to work out;)


    And here comes the new Mox Opal list - more aggro:

    Mana[22]

    4 Mox Opal
    4 Seat of the Synod
    6 Island
    4 City of Traitors
    4 Ancient Tomb

    Instant [7]
    4 Force of Will
    3 Thirst for Knowledge

    Artifact [11]
    4 Chalice of the Void
    4 Sword of Fire and Ice
    3 Sword of Light and Shadow


    Creatures [20]

    4 Sea Drake
    4 Serendib Efreet
    4 Master of Etherium
    4 Ornithopter
    4 Memnite



    To understand how to play the decks, we should analyze the new card choices, that were made here.

    Lu Xun, Meloku or Ertai are the best blue 2 off control creatues for a deck like this.

    Jace, the Mind Sculptor:
    - The best blue Planeswalker ever (maybe for 2 years ;D) and we can afford his costs in round 2. With a chalice @ 1 and some bord control, he can win the game alone or support our gameplay strongly - creature bounce, brainstorming oder fatesteal. Just great for a possible second turn save-play.

    Mox Opal:
    see above^^

    Master of Etherium:
    If you can afford the whole artifacts, he will be easily 4/4 or greater and he boosts our 0 mana creatures.

    Memnite, Ornithopter:
    There aren't many games where we play our chalice @ 0 so these are just great equipment-carrier. Why to pay for a creature if we can get them for free and play our equipment in that turn to attack in the next one?:)
    Last edited by dlg; 10-20-2010 at 04:33 PM. Reason: Part III :D

  11. #151
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    Re: [Deck] Faerie Stompy

    I think you have to try too hard to make Mox Opal work. While Chrome Mox may cost you a card you aren't forced to play useless creatures like Ornithopter and Memnite. You're pitching all your bombs to FoW and stuck beating with 0/1s and 1/1s.

    While I personally don't think Mox Opal is worth running, you might as well run Esperzoa if you are going to do it.
    -Andrew

    Quote Originally Posted by Tacosnape View Post
    ...Pestermite is Jesus with wings.

  12. #152
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    Re: [Deck] Faerie Stompy

    This is a list I've been running with moderate success:

    Sources: 23
    10 Island
    4 City of Traitors
    4 Ancient Tomb
    4 Chrome Mox
    1 Shoreline Ranger

    Bodies: 19
    4 Serendib Efreet
    4 Trinket Mage
    4 Sea Drake
    4 Mulldrifter
    3 Pestermite

    Artifacts: 12
    4 Chalice of the Void
    3 Sword of Fire and Ice
    3 Umezawa's Jitte
    1 Pithing Needle
    1 Sigil of Distinction

    Spells: 6
    4 Force of Will
    2 Jace, the Mind Sculptor

    Sideboard: 15
    4 Misdirection
    3 Sower of Temptation
    3 Tormod's Crypt
    2 Glen Elendra Archmage
    2 Hibernation
    1 Pithing Needle

    I've only tested it against a few of my friends' decks, notably Affinity and Merfolk. I'm getting mixed results from 'Folk, but I generally do well against Affiniy. Also, Jace wins games. The bounce ability is so good here.

  13. #153
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    Re: [Deck] Faerie Stompy

    it sucks to get a creature Path to Exiled while you got a City of Traitors in play. ...just happened to me the last time I played this deck on a tournament. not that funny for the faerie stompy player actually :D

  14. #154
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    Re: [Deck] Faerie Stompy

    Quote Originally Posted by Alexeezay View Post
    it sucks to get a creature Path to Exiled while you got a City of Traitors in play. ...just happened to me the last time I played this deck on a tournament. not that funny for the faerie stompy player actually :D
    You dont have to put a land into play, it has a 'may' clause.

  15. #155
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    Re: [Deck] Faerie Stompy

    oh lol, I should read cards that came out when I didn't play magic :/

  16. #156
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    Re: [Deck] Faerie Stompy

    Even better:

    10/4/2004: City of Traitors does not trigger on lands that are put onto the battlefield without playing them.
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  17. #157
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    Re: [Deck] Faerie Stompy

    now that is the biggest fail in history

  18. #158
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    Re: [Deck] Faerie Stompy

    I did some test against some decks such as Goblin,GW aggro and Aggro Loam,I found the result was good
    I want to know if the Countertop Bant is a favorable match up for us
    and as for the SB, is propaganda better than Silent Arbiter?

    Besides I found that pestermite is not as good as I imagined before,so I want to kick it off and add more sower of temptation in the main board

    Please give me some advice thanks!
    Team Blood, Beijing.
    Currently play: Sneaky Show/ Lands

  19. #159
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    Re: [Deck] Faerie Stompy

    Personally,I donnot think Jace can fit this deck well...
    Team Blood, Beijing.
    Currently play: Sneaky Show/ Lands

  20. #160
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    Re: [Deck] Faerie Stompy

    I don't think jace fit the deck me either.

    Yes, goblin , GW and loam are positive match up to my games too.

    the problem of vial deck like goblin and merfolk is that they are solid deck while we are a little bit more instable, and that make the match up more casual (even our race is faster)

    I personally run:

    9 island
    1 sede del sinodo
    4 ancient tomb
    4 city of traitors
    4 chrome mox

    4 cloud of faeries [THE card of the deck to my view, so many games won thanks to them]
    4 trinket mage
    4 serendib efreet
    4 sea drake
    3 weatherseed faeries / sower of temptation (depends if I espect tempo faeries ugr decks quite popular in italy, gobs and supreme blue running firespouts )

    2 thirst for knowledge
    4 force of will

    4 chalice of the void
    4 umezawa's jitte
    4 sword of light and shadow
    1 pithing needle

    side:
    2 GRINDSTONE °°
    4 PAINTER'S SERVANT °°°°
    1 tormod's crypt
    3 sower of temptation / weatherseed faeries
    2 misdirection
    2 hibernation
    1 rushing river / misdirection number 3

    and I like painter-grindstone in the side which I use vs vial decks to increase my speed and aggressivity (I don't see chalice very usefull in g2 especially if we are on the draw, pithing needle is what you need to stop vial). I used to run propaganda for a lot but as for my recent test the combo option is better especially vs merfolk. I it also very good vs enchantress which is a bad mu without them...

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