[updated June 6th]
Background:
About a year ago I sold 80% of my collection including most of my complete decks.
All I kept was my UW stuff (basically Landstill & StoneBlade). After several months of straight control I started to get the urge to shed more blood the old-school way. So recently I picked up 95% of the cards needed to build D&T. However, I didn't want to invest in a playset of Karakas - I thought I'd be able get away with replacing the Mangara tech with more aggro dudes. Needless to say, that budget pile performed poorly.
So I returned to toying around with different approaches to StoneBlade.dec while gradually increasing the creature amount of my prototypes. Last week I won a local Ghent trial with one of those UW homebrews.
A couple of hours ago, while pondering on ways to further improve the list, it struck me that it was actually a smooth blend between Stoneblade and D&T, featuring plenty of core cards from both worlds.
After a bit more tweaking, here's what I'm testing atm:
4 Aether Vial
4 Swords to Plowshares
4 Daze
4 BS
1 Sword of Fire and Ice
1 Umezawa's Jitte
[18]
4 Mother of Runes
3 Stoneforge Mystic
3 Serra Avenger
2 Flickerwisp
2 Vendilion Clique
2 Jotun Grunt
2 Phyrexian Revoker
3 Thalia ----------------------all non-creature spells are CMC1 and we can easily spend that extra mana while using Vial to pop out our guys. Wasteland, Daze and Pierce maximize the taxing effect.
[21]
4 Flooded Strand
1 Polluted Delta
1 Scalding Tarn
1 Misty rainforest
1 Marsh Flats
1 Windswept Heath--------extra W fetchland for that singleton Plains
4 Tundra
1 Island
2 Plains
1 Karakas -------------Clique & Thalia
4 Wasteland
[21] -------------------- 21 would be feasible, but I prefer being able to use my Wastelands more freely
Sideboard:
3 Spell Pierce -----------------would love to include Force of Will in the MD/SB but the blue count is too low
3 Meddling Mage
3 Leonin Relic Warder
3 Surgical Extraction
2 Path to Exile
1 Umezawa's Jitte
Cards that would be okay MD material:
Spell Pierce, Spellstutter Sprite (+ Mutavault), Geist of the Saint Traft, Meddling Mage, Snapcaster Mage, some equipment.
PROS / CONS (StoneBlade comparison)
Better Combo MU (including Sneak & Show): twice as many clocks, just as much disruption. Also: Thalia & Meddling Mage from the board
Slightly better RUG MU: lower curve, less susceptible to Spell Pierce and Geese, Vial negates their FOWs and Dazes, plus MoR shines here.
Slightly worse swarm Aggro MU, due to lack of Terminus, BUT swarm Aggro is likely to recede due to that miraculous spell anyway.
Probably even Control MU: more threads, more vulnerable to Deed / Terminus. MD Thalia rocks in this MU, while Vial is sweet VS. counter magic.
Also, other than Stoneblade, Texas Blues is not as affected by the limitation of 50 minutes per round.
PROS / CONS (D&T comparison)
Better Combo MU: Clique, Daze, Pierce, Meddling Mage
Slightly worse swarm Aggro MU partly due to the lack of Grunt's MD ass.
Even to slightly worse RUG MU: less guys.
Slightly better or even Control MU: Pierce and Clique can handle their bombs about as good as Mangara + Karakas, but don't need a setup. It's also noteworthy that Clique can snatch away miracle spells with "miracle" on the stack.
--------------------------------------
Thanks for your feedback!
Last edited by klaus; 06-05-2012 at 07:50 PM.
There is a thread in the Established forum that already discusses this same style of deck. Might want to post your list there.
http://www.mtgthesource.com/forums/s...-Deck-UW-Tempo
Try Daze instead of Spell Pierce. It has much better synergy with T1 Vial/Mom and it is easier to cast through Thalia. Also, it doesn't force you to leave a mana open to counter something, which is kind of a big deal in a Vial aggro deck.
Do you know what assuming does? It makes an ass out of you and me.
Get it...? Ass, u, me?
... ffs I was trying to be funny...
I'm going to do the usual N&D thing and give you advice without trying your deck out at all, to fit in, but I have tried many versions of this archetype before so you should stop me if I'm wrong.
I think Spellstutters are too clunky in a deck like this, and basically in any deck that doesn't run bitterblossoms. I've tried to fit them in many places, UW tempo, Zur, tens of types of UW/b fish, and I'm always underwhelmed with a 1/1 that doesn't have a solid beating plan. Sure, you can equip something to it and make it actually do damage, but in general you'll have other creatures to do that with and would be better off using something that doesn't have as many weaknesses (its ability just isn't that great when they can bolt it in response and you actually need to get a horde of fairies, like the "merfolk effect," for it to pull its own weight). Mutavaults have never seemed worth running with them unless you go the bitterblossom route, in my experience.
For as awesome as the card can be and how many games it can shut out, I've lost more to it just being a clunky, underpowered beater that can only counter things that are behind the curve. Perhaps there is a better creature out there? Jotun Grunt is very good right now.
Last edited by Phoenix Ignition; 06-05-2012 at 01:19 PM.
Phoenix.. you actually got me there! I really want Sprites to do more than they actually achieve.
I'd love to find a proper replacement, but still haven't come across a creature that's a better maindeckable combo hoser: Meddling Mage is too sideboardy, Revoker might be an option..
Grunts have been rather underwhelming in initial testing for some reason, but could find their way back in the MD if the meta shifts.
I'll think about it some more.
Thanks for the advice!
Edit:
On 2nd thought the replacement would have to be blue to support the SB FOWs.. though task..
Edit2:
I think I'll replace Sprites with some combination of Revokers, Grunts and Meddling Magi for the time being and see how it flows.
Last edited by klaus; 06-05-2012 at 04:49 AM.
Looks really interesting to me.
I agree that sprite needed to be removed, but i don't really like the singletons you added (probably because you're still undecided about).
I think Snap doesn't fit the deck, just because of Thalia. And meddling mage seems more like a sb stuff...
Grunt and revokers are much more relevant.
Revokers could improve you MU against stoneblade, since SDT and Jace are really painfull and helps them to set their Teminus.
(I played D&T last week-end and have been wrecked against stoneblade because i didn't see any revokers...).
Revokers would also help in the show&tell MU.
Playing your own Jaces could also helps against control MU's (maybe in the side ?)
I'd also love to bring the jitte back in the main. Thalia handles it so perfectly
From your list, i would do the following changes :
- 1 snap
- 1 meddling mage
- 1 grunt
+ 2 revokers
+ 1 jitte
Keep us posted with your further testings![]()
Thanks for your feedback Oxmo!
Jitte already found its way back in the MD shortly before your post - so I kind of ninja'd you there
Grunt and Revoker got added as you suggested. I had the same feeling about Snapcaster and Meddling Mage.
I'll keep you updated about my testing learnings!
Edit:
Even though the blue count seems to be decreasing, I still think BS, Daze & Pierce justify the splash.
Last edited by klaus; 06-05-2012 at 12:16 PM.
What niche does this deck fill which Merfolks can't?
Bahahahaha, because one more deck "clogs the forums" or something? This is not how technology works, and N&D isn't exactly a pristine place full of amazing decks, but thank you for making me run to get a towel to clean the coffee off of my keyboard!
As for the most current iteration of the deck I'd first take out 1-2 lands, at this point you're not keeping mana up for counterspells/spellstutters and hitting 1 per turn with brainstorm and 19-20 lands would be just fine for a deck that runs vial and curves out at ~3. Adding a 4th Daze at this point is also worth it, as you still want some counterspells and it's just amazing backing up tempo decks. Having 4 basics could really hurt you (the 2 islands especially).
I also don't like Geist in decks that don't have great ways of protecting him/ getting him through bigger creatures. He's a blowout against removal decks, but any creature at all can trade with him if you don't have Mom (even a 4/4 holding a sword isn't that strong for him). He also has huge troubles with defending, obviously, which can be pretty bad in a deck full of 2/1 and 2/2s. Is Angel of Jubilation or possibly Restoration Angel too danger-of-cool-things? Jubilation shuts off Grisel, all phyrexian mana spells, and Natural Order, so has some use, and the buff can help your flock of small dudes. Maybe just more Flickerwisp? I too have had troubles finding good creatures in UW.
Last edited by Phoenix Ignition; 06-05-2012 at 04:01 PM.
The two decks are completely different, with much different strengths/weaknesses. Merfolk need to get a lot of creatures out and have terrible times attacking by themselves. They don't play equipment, and generally are more like a burn deck in terms of how they need to win (fast and before the opponent really gets going). This deck isn't blown out by losing 4/5ths of its creatures to burn, and equipment add sustainability throughout the game. It has a different method of shutting down opposing decks (mother of runes, phyrexian revoker, jotun grunt can all do a huge part in stopping them), and has better card advantage/selection routes.
How are they similar?
Hah, thanks for the backup.
Your suggestions are much appreciated too! Going down to 21 land is absolutely feasible, but I'm scared of all the games that I start w/o Vial.
You might be right about Geist: in a way he feels like a dumb beater..
I'll have to do some testing now![]()
Last edited by klaus; 06-05-2012 at 07:14 PM.
I've loved the Aether Vial + Spellstutter Sprite + SFM decks ever since the days of Excalibur.
Question - without Mangara and a bunch of creatures that have enter the battlefield abilities, is Flickerwisp really needed?
Spellstutter worked better in that deck because it could run 4 mutavaults. It was able to get that manabase in because it didn't run 4x wasteland. I think Spellstutter could possibly work in here, but you would need to make that change (or else completely trash your manabase). The main reason I wouldn't do that is because the decks behave quite differently. This one has a bunch of small guys and wants to keep the opponent from getting bigger ones (interrupting their manabase is a great way to do it). Shutting them off from bigger threats, or at the very least, a large number of bigger threats does this very nicely. Excalibur didn't have that worry, and actually had strong aspects of lategame control. Jace, Goyf, and a larger selection of cantrips really helped it in that respect.
This deck is giving those up for a more hatebear strategy that wins by incremental advantages, similar to what UW tempo did, and I think that the result of this is that mutavault does less for it than wasteland.
Flickerwisp may not be the greatest card here, but he does stall combat and flashback stoneforges. Also a 3/1 flyer for 3 is pretty decent in the realms of white weenie.
Hah I missed that the list has been updated to cut Spellstutters.
Man, all those X/1 guys - it really feels like the deck might get blown out by a Forked Bolt though?
Surely, there's something better than Flickerwisp? Why not just play 2 more Serra Avengers?
2 Jittes main is probably correct as well, given how the deck looks like it folds to an opposing Jitte (you really want to win the Jitte war).
This actually all sounds right. You can't really get around forked bolt well, but I wouldn't worry about that as much.
But as for Flickerwisp, it might not have a good place now that Spellstutter is gone (alternatively, you could try to focus a deck more on Spellstutter and use them, but you would need mutavaults). Jitte also is a complete blow out and isn't bad to have yourself.
I read the deck as an Ux Fish deck. I just couldn't figure out how the deck hit the metagame in a unique way.
Can you stop spamming the thread? Seriously, do you think every deck in the N&D needs to be significantly different at "hitting the metagame"? That explains all of the crap "Mono B Discard" decks, I guess, but adds absolutely nothing. If you want an actually good deck that is completely different from things we've seen before then wait for WotC to print another stupidly good card, but in general the best deck you can create in the meantime is going to be based on another deck that has traditionally been strong (Ux fish decks in general) and change it up to adapt to the current metagame. Yes, this is a UW deck, and there have been UW decks before, but I fail to see how it's so similar to UW tempo. I sometimes wish pi4meterftw wasn't permabanned just so I could see his reaction to you thinking this is the same as UW tempo.
Flickerwisp, Vendilion Clique, Phyrexian Revoker, Thalia... not only are they completely different than the creatures played in something like UW tempo, they demand a drastically different playstyle to actually get them to work together. Try actually playing different variants of UW fish decks, maybe just UW tempo and then UW stoneblade and tell me how similar they are.
There are currently 1 users browsing this thread. (0 members and 1 guests)