This is copied from my own post in the Lorwyn thread. Yes, it's very creature-heavy, but all of my guys tend to be quite tricky. All 26 of them fly, 16 have Flash. Every card in the deck, save only Jace and my lands, can be tutored for. In testing so far (limited I'll grant, but testing nonetheless) the deck seems oddly mutable in its tactics, taking the aggro stance against control and the control stance against aggro.
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Some wonder why I carry 8 decks on me. The answer? I get tired of being boarded against in casual games, and 90% of the players I meet can't beat a jank deck I made to be tokens for a serious one.
I'm thinking about running a Faerie deck in block, but I'm liking white as a support color over black. Oblivion Ring and Crib Swap are spectacular removal.
I'm not going to talk about going white (I don't think you need to) but I want to add that, although you said you didn't want to add Thoughtseize to the deck in the other thread, because "It doesn't do what you're trying for with this deck", I really think you should reconsider.
If your deck has a weakness it's the early game, when your creatures are too small and you don't have enough mana to play your tricks. Thoughtseize fixes this problem nicely. Toss one out on turn one and you can strip their best card and possibly delay them from hurting you much for a turn, maybe two. This is key and I assure you very common/easy/likely.
Of course, there will be the problem of money but other then that I would say there is very little reason for you not to run it.
Thanks for the quick responses. A Quick question for you, Nim, what do you suggest dropping for them? One of the big reasons I am not using them is because I simply could not find space to do so. Right now the choice would pretty much have to be over my Stingers... but losing the 1-drop from a very tempo-based deck kinda hurts.
Anyway, I'll do some testing on MWS and proxied live.
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Some wonder why I carry 8 decks on me. The answer? I get tired of being boarded against in casual games, and 90% of the players I meet can't beat a jank deck I made to be tokens for a serious one.
If you wan't to be a fast deck I would cut the Harbinger, yure you can search about anithing in your deck but it costs 4 mana and don't really have such a big impact on the game and/or you could cut two lands when your curve is lower because you don't really need that much mana then
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My new houserules:
1. Every player saing exiled or battlefield will be kicked out.
2. Not using you mana deals 2 points of manaburn.
3. Combat damage goes over the Stack and you can freely assign it.
4. Lifelinks does stack and doesn't safe you from dying.
5. Tokens are owned bye the one who has made them.
Everyone thinking M10 will not affect a lot of cards or Limited a lot, either has no clue about magic or has never played limited or is getting paid by wizards to do propaganda.
1. Jace Beleren has no place in an aggro deck. It's basically spending a card to do nothing.
2. Faerie Harbinger, by the same token, is very slow.
3. 22 land should do the trick. I recommend Whirlpool Whelm for tempo.
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In the stark light of insanity, all things are shown in perfect clarity.
I know the lists are close, Clarity, but running the same theme from the same set will inevitably produce similar decks. My biggest thing with your deck was Ringskipper, which I am personally not that big a fan of (especially considering that the deck is supposed to be lower to the ground than most others in the format). Anyway, this archetype seems to be a solid one, so I'm thinking a thread on it will be a good thing. With that, here's V2. Taking into account the suggestions:
I will be doing some testing tonight and tomorrow, but the deck seems to be a bit smoother and lower to the ground. Due to color balance, I took the two extra land out of the swamps.
Some wonder why I carry 8 decks on me. The answer? I get tired of being boarded against in casual games, and 90% of the players I meet can't beat a jank deck I made to be tokens for a serious one.
The deck seams pretty good that way I just don't really know how good silvergil douser is and you don't really have much 3 drops maybe you could think about pestermite, or maybe also mistbind clique (at least in the Sideboard) the two can really help making slow decks even slower mistbind clique also helps against removal
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My new houserules:
1. Every player saing exiled or battlefield will be kicked out.
2. Not using you mana deals 2 points of manaburn.
3. Combat damage goes over the Stack and you can freely assign it.
4. Lifelinks does stack and doesn't safe you from dying.
5. Tokens are owned bye the one who has made them.
Everyone thinking M10 will not affect a lot of cards or Limited a lot, either has no clue about magic or has never played limited or is getting paid by wizards to do propaganda.
The hard part with the Cliques and Pestermites is finding room for them. At the moment, the only cards that could go for them are the four copies of Sower of Temptation. I'll test it out eventually, though I'm focusing a bit more on the T2 version more atm.
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Some wonder why I carry 8 decks on me. The answer? I get tired of being boarded against in casual games, and 90% of the players I meet can't beat a jank deck I made to be tokens for a serious one.
I liked your last list alot, the changes i'd do is Mistbind Clique on the place of Sower of Temptation (you'll not always be facing creatures), and clique has flash, 4 power, has just U not double U on its cost and a great ability that helps alot in aggro decks.
on a fairy deck? sure, wings turns them into 4/4s, but all of them fly, i'd rather use something else, and if this was type 2 instead of block replace the wings for unstable mutation
Why aren't you guys using cryptic command? It's a versatile powerhouse that has synergy with what the faeries want to do, and it's a hardcounter to boot.
"The accumulation of their filth will foam up around their waists, and all the [prostitutes] and politicians will look up and shout, 'SAVE US.' and I'll look down and whisper,'No.'"
Why does every one wants to run Cryptic Command in an Aggro deck?
you need 3 blue mana (in block not really that easy) ok it counter a card and bounce something, but in an aggro Deck playing not much lands you normaly don't want to have dead cards and also it doesn't do any damage
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My new houserules:
1. Every player saing exiled or battlefield will be kicked out.
2. Not using you mana deals 2 points of manaburn.
3. Combat damage goes over the Stack and you can freely assign it.
4. Lifelinks does stack and doesn't safe you from dying.
5. Tokens are owned bye the one who has made them.
Everyone thinking M10 will not affect a lot of cards or Limited a lot, either has no clue about magic or has never played limited or is getting paid by wizards to do propaganda.
Tigris: agreed, Cryptic Command has an uncastable cost, usually you won't be able to cast it before 6th turn, while just countering is enough.
Mario00001: indeed, i just can't see Wings of Velis Vel in any place, worse in a flying deck.
Kiljae8n: You have 64 cards in your deck (check again the spells amount). I strongly disagree about Wings of Velis Vel, and not so much, but certainly my pick to remove, Whirlpool Whelm. Beside that its a cool build for me.
Psybomb: are you testing this deck? I'm testing it with pretty great results, even better than the blink version, how's that working for you?
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"Now i lay you, down to rest, you'll never be more than second best" (Megadeth)
Why does every one wants to run Cryptic Command in an Aggro deck?
Its actually better in fishy-decks than control, if you have the mana base, and don't have the slot taken up by other things (like mistbind.) Counter + bounce is powerful tempo to push through a finish.
Why does every one wants to run Cryptic Command in an Aggro deck?
you need 3 blue mana (in block not really that easy) ok it counter a card and bounce something, but in an aggro Deck playing not much lands you normaly don't want to have dead cards and also it doesn't do any damage
The forgotten fourth mode (tap all creatures your opponents control) is quite strong in some aggro decks, as it prevents blocking for a turn. It's not so powerful in Faeries, however, as all of your creatures fly.
I'd say it's worth testing, but expect to cut it out again.
I think they are crucial as they are practically Time Walks?
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1. press ctrl+f
2. then type 6 or 9
3. Scroll Back here
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I know that block and Standard are 2 different formats, but has anyone looked in the standard Faeries deck list under competative? These decks lists look like they could seriously benefit from doing so. The things of note are...
- ABSOLUTELY play cryptic command, it is one of, if not THE best card that you can play in this deck. A 1-turn tap down can win the game. Bouncing the right permanent can win the game and at worse its a Dismiss. Play this card. Cryptic Command is far and away better than profane command. This deck plays most of its stuff on your opponents turn, and as stated CC is the nutz.
- Familiar's Ruse kills your tempo, that said, its still a UU counterspell and Block tends to be a tad slower than standard so it might be ok. Might also be worth playing the trickery in its place though, you'd want to test that out.
- The faerie tutor is too slow. There really isnt anything you need to tutor up, and you have no way to pluck it off the top.
- Sideboard definitely needs to include Shriekmaw x4 I think. In heavy aggro matchups its going to be better than your counters.
- I'd try testing both Thoughtseize and Peppersmoke in both the sideboard and mainboard.
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EDH Decks:
UWMerfolk (Sygg, River Guide) B Vampires (Anowon the Ruin Sage) BRU Zombies! (Lord of Tresserhorn) WUBRG Allies (Karona, False God) W Soldiers (Darien, King of Kjeldor)
I have this weird tournament coming up at a store around me. They invite the top four winners from the quarter to participate in a store sponsored tournament with a bunch of different formats. It's 4 formats, you only actually play 2 games in each format. Each game is a match, no sb-ing, obviously. Anywho, I decided to play faeries because they have a lot of disruption and stuff. Here's the list I'm running.
I'm definitely pushing it more heavy aggro with almost all the counters I can find. I toyed with Familiar's Ruse, but I'm not thrilled about the tempo loss. I don't know what all the fuss about Cryptic is, the card is simply ridiculous, especially in a tempo deck like this. It's also great against decks that are more aggressive than yours, like kithkin. I've actually probably used the tap ability more than any of the others.
MTGS stats (won/played)
As scum - 3/5
As town - 5/7
As neutral - none
(I really have been scum a lot)
I'm now writing for Eye of the Vortex, come check out MTG articles and other geek culture
I also moderate the MTG forum, so register (it's free) and voice your thoughts.
I have this weird tournament coming up at a store around me. They invite the top four winners from the quarter to participate in a store sponsored tournament with a bunch of different formats. It's 4 formats, you only actually play 2 games in each format. Each game is a match, no sb-ing, obviously. Anywho, I decided to play faeries because they have a lot of disruption and stuff. Here's the list I'm running.
I'm definitely pushing it more heavy aggro with almost all the counters I can find. I toyed with Familiar's Ruse, but I'm not thrilled about the tempo loss. I don't know what all the fuss about Cryptic is, the card is simply ridiculous, especially in a tempo deck like this. It's also great against decks that are more aggressive than yours, like kithkin. I've actually probably used the tap ability more than any of the others.
looks like a strong build, wonder if you have any thoughts of adding a SB to it. I know it was not included because of the format you used it in.
I find Cryptic command to be VERY strong in any deck, it offers just as much as profane command, but in faeries you really need counter an the ability to stay ahead of the race. Which the tapping all there creatures provide.
As well as keep final revs & cloud thrasher off you, profane command can do neither(though the drain life works as a finisher) & works at sorc speed while fearies focus on doing things durning the oppents turn.
I run Familiar's Ruse over Broken Ambitions, and have found it to be much more useful. Sure you get times when you haven't got a creature to bounce, but, bouncing spellstutters., Marsh Flitter (budget goodness :P), and Pestermite is actually pretty handy in the lategame.
On the Crpytic command side of things, 4 mana with UUU just makes it dead in a lot of situations. Agaist flyers (think about the mirror match), it would be a useful side-in (take out trickery) for its tap-all choice, but for a cantrip counterspell (which is what it ends up as, usually, in most non-aggro matchups), i'd rather pay 1U for a spellstutter and get a 1/1 flyer free.
I have also found that 24 land is not necessary most of the time, if you aren't playing the big 1UUU. I can easily make do with 22, and have tested 20, but you tend to miss your 3 or 4-drop by a turn. And I am running Ponder for fixing.
I like this build though - the numbers are solid.
believe the idea of tapping them out on creatures is so you can swing out and keep ahead of the race to life. the amount of blue in favor of swamps is strong you don't need to get it out turn 4, cryptic is best saved for the late game. With the amount of counter an other tricks in the deck you should be fine untill you are able to drop it, the land count of 24 is also to throw the mana curve in favor of blue I am guessing.
umm familiars ruse is absolutely bomby in this deck.
now that there are 8 1 drop faeries available it is like a must include.
especially with the power of spellstutter in this agro 2 drop dominated format. not to mention how strong recurring your champion can be in some matchups. or the niche qualities of bouncing your sower.
what should really be talked about here is how to deal with the ludicrous amount of strong sideboard options against this deck...many decks have an effective sweeper against us...
also whether 25 lands are necessary in a format without conclaves or pendlehavens... but the format also lacks a suitable number of u/b sources.
Is blackguads iffy discard ability worth adding yet annother 2 drop, what gets cut for it?
lastly whether sower makes the main deck... is the idea that youll be losing x cardslots that nets you -2 mana when it dies to removal enough to keep it out of the deck?
oh yea cryptic command seems absolutely necessary... its the reason this deck can race elves in standard and it shores up the counter and card count so you dont need to worry about using counterspells liberally
Hey, the tourny went well, won both games in quick fashion. I'm actually really glad with all the card choices I made, particularly not running familiar's ruse. Turns 1 and 2, you're usually tapping out, and then you just sit back on counters and bash for 4 or 5 each turn. My least favorite card in the deck is actually the champion, as he requires you to all in during your opponents upkeep. He's really only good defensively, to dodge removal, and the scion does a much better job of that. Honestly, the only thing you lose to with this deck is cloudthresher, so if you're playing against big mana, you just have to watch out and have your counters available.
I thought about running some removal MD, as Peppersmoke is nutty amazing v. faeries, but I wanted the strongest game 1 I could find, and removal is too situational. Dudes always swing and counters always work, and it did just fine.
I ended up beating kithkin aggro, mainly off a pestermite, and b/g big mana. Almost got wrecked by a turn 3 evoked cloudthresher, but managed to recover quickly.
Favorite cards in this deck have to be Prowler, Pestermite, and Cryptic. I don't think I've ever lost a game with faeries when I've resolved Cryptic. Prowler's just ridiculously effective. Pestermite only barely made the cut, but he's exactly what this deck needs when you push it aggressively. Don't think I ever actually played broken ambitions, but there was never a time when I wanted to bring a faerie back to my hand. This deck wants to win fast, losing tempo is not a plus, even if it's occasionally going to let you reuse a spellstutter, I'd rather just be hitting you with it. 90% of the time, ambitions is going to be a counterspell for only 2 mana, and that's pretty darn nice. You really only need to counter their game breaking spells, and race them in the meantime.
MTGS stats (won/played)
As scum - 3/5
As town - 5/7
As neutral - none
(I really have been scum a lot)
I'm now writing for Eye of the Vortex, come check out MTG articles and other geek culture
I also moderate the MTG forum, so register (it's free) and voice your thoughts.
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4x Nightshade Stinger
4x Spellstutter Sprite
4x Oona's Prowler
4x Scion of Oona
4x Faerie Harbinger
4x Sower of Temptation
2x Wydwen, the Biting Gale
4x Faerie Trickery
4x Nameless Inversion
2x Jace Beleren
Land (24):
4x Secluded Glen
10x Swamp
10x Island
4x Silvergill Douser
4x Broken Ambitions
4x Peppersmoke
3x Whirlpool Whelm
This is copied from my own post in the Lorwyn thread. Yes, it's very creature-heavy, but all of my guys tend to be quite tricky. All 26 of them fly, 16 have Flash. Every card in the deck, save only Jace and my lands, can be tutored for. In testing so far (limited I'll grant, but testing nonetheless) the deck seems oddly mutable in its tactics, taking the aggro stance against control and the control stance against aggro.
If your deck has a weakness it's the early game, when your creatures are too small and you don't have enough mana to play your tricks. Thoughtseize fixes this problem nicely. Toss one out on turn one and you can strip their best card and possibly delay them from hurting you much for a turn, maybe two. This is key and I assure you very common/easy/likely.
Of course, there will be the problem of money but other then that I would say there is very little reason for you not to run it.
Just my two bits.
~Nim
Anyway, I'll do some testing on MWS and proxied live.
1. Every player saing exiled or battlefield will be kicked out.
2. Not using you mana deals 2 points of manaburn.
3. Combat damage goes over the Stack and you can freely assign it.
4. Lifelinks does stack and doesn't safe you from dying.
5. Tokens are owned bye the one who has made them.
Everyone thinking M10 will not affect a lot of cards or Limited a lot, either has no clue about magic or has never played limited or is getting paid by wizards to do propaganda.
Fae Aggro
4 Secluded Glen
10 Island
8 Swamp
Creatures
4 Nightshade Stinger
4 Spellstutter Sprite
4 Scion of Oona
4 Pestermite
4 Ringskipper
4 Sower of Temptation
2 Wydwen, the Biting Gale
4 Peppersmoke
4 Nameless Inversion
4 Whirlpool Whelm
The basic differences are:
1. Jace Beleren has no place in an aggro deck. It's basically spending a card to do nothing.
2. Faerie Harbinger, by the same token, is very slow.
3. 22 land should do the trick. I recommend Whirlpool Whelm for tempo.
4x Nightshade Stinger
4x Spellstutter Sprite
4x Oona's Prowler
4x Scion of Oona
4x Sower of Temptation
2x Wydwen, the Biting Gale
4x Thoughtseize
4x Whirlpool Whelm
4x Nameless Inversion
4x Faerie Trickery
Land (22):
4x Secluded Glen
8x Swamp
10x Island
4x Silvergill Douser
4x Broken Ambitions
4x Peppersmoke
3x Ego Erasure
I will be doing some testing tonight and tomorrow, but the deck seems to be a bit smoother and lower to the ground. Due to color balance, I took the two extra land out of the swamps.
1. Every player saing exiled or battlefield will be kicked out.
2. Not using you mana deals 2 points of manaburn.
3. Combat damage goes over the Stack and you can freely assign it.
4. Lifelinks does stack and doesn't safe you from dying.
5. Tokens are owned bye the one who has made them.
Everyone thinking M10 will not affect a lot of cards or Limited a lot, either has no clue about magic or has never played limited or is getting paid by wizards to do propaganda.
I liked your last list alot, the changes i'd do is Mistbind Clique on the place of Sower of Temptation (you'll not always be facing creatures), and clique has flash, 4 power, has just U not double U on its cost and a great ability that helps alot in aggro decks.
The other change is Familiar's Ruse on the spot of Whirlpool Whelm, since you'll not rely on creatures and you can use Ruse together with Mistbind Clique or Spellstuter Sprite, for improved usage.
Beside that, i guess the list is perfect.
4 Secluded Glen
8 Swamp
10 Island
Creatures (22)
2x Wydwen, the Biting Gale
4x Nightshade Stinger
4x Spellstutter Sprite
4x Oona's Prowler
4x Scion of Oona
4x Mistbind Clique
4x Nameless Inversion
4x Whirlpool Whelm
4x Familiar's Ruse
4x Thoughtseize
2x Faerie Trickery
2x Wings of Velis Vel
2x Faerie Trickery
4x Sower of Temptation
3x Pestermite
4x Peppersmoke
2x Wings of Velis Vel
you need 3 blue mana (in block not really that easy) ok it counter a card and bounce something, but in an aggro Deck playing not much lands you normaly don't want to have dead cards and also it doesn't do any damage
1. Every player saing exiled or battlefield will be kicked out.
2. Not using you mana deals 2 points of manaburn.
3. Combat damage goes over the Stack and you can freely assign it.
4. Lifelinks does stack and doesn't safe you from dying.
5. Tokens are owned bye the one who has made them.
Everyone thinking M10 will not affect a lot of cards or Limited a lot, either has no clue about magic or has never played limited or is getting paid by wizards to do propaganda.
Mario00001: indeed, i just can't see Wings of Velis Vel in any place, worse in a flying deck.
Kiljae8n: You have 64 cards in your deck (check again the spells amount). I strongly disagree about Wings of Velis Vel, and not so much, but certainly my pick to remove, Whirlpool Whelm. Beside that its a cool build for me.
Psybomb: are you testing this deck? I'm testing it with pretty great results, even better than the blink version, how's that working for you?
Its actually better in fishy-decks than control, if you have the mana base, and don't have the slot taken up by other things (like mistbind.) Counter + bounce is powerful tempo to push through a finish.
The forgotten fourth mode (tap all creatures your opponents control) is quite strong in some aggro decks, as it prevents blocking for a turn. It's not so powerful in Faeries, however, as all of your creatures fly.
I'd say it's worth testing, but expect to cut it out again.
Its hard enough to get UUU on turn 4.
Profane Command is a mana sink that tends to bring huge tempo and CA gains.
Plus, its a finisher in itself.
Oh, and where are the Mistbind Cliques?
I think they are crucial as they are practically Time Walks?
2. then type 6 or 9
3. Scroll Back here
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- ABSOLUTELY play cryptic command, it is one of, if not THE best card that you can play in this deck. A 1-turn tap down can win the game. Bouncing the right permanent can win the game and at worse its a Dismiss. Play this card. Cryptic Command is far and away better than profane command. This deck plays most of its stuff on your opponents turn, and as stated CC is the nutz.
- Familiar's Ruse kills your tempo, that said, its still a UU counterspell and Block tends to be a tad slower than standard so it might be ok. Might also be worth playing the trickery in its place though, you'd want to test that out.
- The faerie tutor is too slow. There really isnt anything you need to tutor up, and you have no way to pluck it off the top.
- Sideboard definitely needs to include Shriekmaw x4 I think. In heavy aggro matchups its going to be better than your counters.
- I'd try testing both Thoughtseize and Peppersmoke in both the sideboard and mainboard.
UWMerfolk (Sygg, River Guide)
B Vampires (Anowon the Ruin Sage)
BRU Zombies! (Lord of Tresserhorn)
WUBRG Allies (Karona, False God)
W Soldiers (Darien, King of Kjeldor)
4x Nightshade Stinger
4x Oona's Prowler
4x Spellstutter Sprite
4x Pestermite
4x Scion of Oona
2x Mistbind Clique
2x Sower of Temptation
4x Faerie Trickery
4x Broken Ambitions
4x Cryptic Command
Land
4x Secluded Glen
12x Island
8x Swamp
I'm definitely pushing it more heavy aggro with almost all the counters I can find. I toyed with Familiar's Ruse, but I'm not thrilled about the tempo loss. I don't know what all the fuss about Cryptic is, the card is simply ridiculous, especially in a tempo deck like this. It's also great against decks that are more aggressive than yours, like kithkin. I've actually probably used the tap ability more than any of the others.
MTGS stats (won/played)
As scum - 3/5
As town - 5/7
As neutral - none
(I really have been scum a lot)
I'm now writing for Eye of the Vortex, come check out MTG articles and other geek culture
I also moderate the MTG forum, so register (it's free) and voice your thoughts.
looks like a strong build, wonder if you have any thoughts of adding a SB to it. I know it was not included because of the format you used it in.
I find Cryptic command to be VERY strong in any deck, it offers just as much as profane command, but in faeries you really need counter an the ability to stay ahead of the race. Which the tapping all there creatures provide.
As well as keep final revs & cloud thrasher off you, profane command can do neither(though the drain life works as a finisher) & works at sorc speed while fearies focus on doing things durning the oppents turn.
believe the idea of tapping them out on creatures is so you can swing out and keep ahead of the race to life. the amount of blue in favor of swamps is strong you don't need to get it out turn 4, cryptic is best saved for the late game. With the amount of counter an other tricks in the deck you should be fine untill you are able to drop it, the land count of 24 is also to throw the mana curve in favor of blue I am guessing.
now that there are 8 1 drop faeries available it is like a must include.
especially with the power of spellstutter in this agro 2 drop dominated format. not to mention how strong recurring your champion can be in some matchups. or the niche qualities of bouncing your sower.
what should really be talked about here is how to deal with the ludicrous amount of strong sideboard options against this deck...many decks have an effective sweeper against us...
also whether 25 lands are necessary in a format without conclaves or pendlehavens... but the format also lacks a suitable number of u/b sources.
Is blackguads iffy discard ability worth adding yet annother 2 drop, what gets cut for it?
lastly whether sower makes the main deck... is the idea that youll be losing x cardslots that nets you -2 mana when it dies to removal enough to keep it out of the deck?
Cube talk, design community and much much more!
Cube talk, design community and much much more!
I thought about running some removal MD, as Peppersmoke is nutty amazing v. faeries, but I wanted the strongest game 1 I could find, and removal is too situational. Dudes always swing and counters always work, and it did just fine.
I ended up beating kithkin aggro, mainly off a pestermite, and b/g big mana. Almost got wrecked by a turn 3 evoked cloudthresher, but managed to recover quickly.
Favorite cards in this deck have to be Prowler, Pestermite, and Cryptic. I don't think I've ever lost a game with faeries when I've resolved Cryptic. Prowler's just ridiculously effective. Pestermite only barely made the cut, but he's exactly what this deck needs when you push it aggressively. Don't think I ever actually played broken ambitions, but there was never a time when I wanted to bring a faerie back to my hand. This deck wants to win fast, losing tempo is not a plus, even if it's occasionally going to let you reuse a spellstutter, I'd rather just be hitting you with it. 90% of the time, ambitions is going to be a counterspell for only 2 mana, and that's pretty darn nice. You really only need to counter their game breaking spells, and race them in the meantime.
MTGS stats (won/played)
As scum - 3/5
As town - 5/7
As neutral - none
(I really have been scum a lot)
I'm now writing for Eye of the Vortex, come check out MTG articles and other geek culture
I also moderate the MTG forum, so register (it's free) and voice your thoughts.