I don't think it's fear so much as they just only have so much space to hammer a particular plane's feeling across. If fae aren't part of it, they get the back burner. I'm fine with that, as things like the new spirits and smaller tribes can be solidified.
That being said this is going to be a heavy item to deliver on if/when they return to lorwyn. It'll offer a good chance to breathe new life into the deck with a lower curve for creatures. One of the things that makes spirits so much less clunky is that they all tempo so incredibly well.
Your 1 drop gets pumped and offers stronger disruption for playing in tribe. You have a 1 drop that can fog. You have a 2 drop that blanks removal and gives flash to the deck, you have a 2 drop that protects the team from board wipes. You have a 3 drop that can clean up the stack, you have a 3 drop that protects and pumps the team, you have a 3 drop with built in protection that can swing for huge chunks. You have collected company.
Every card here is serving 1-2 roles, and that's huge. Coupled with the fact that the clock is just much much faster for spirits. Faeries rely on spells to smooth out the interaction and tempo in their deck, (discard suite) so you lose the potential CA and instant speed of coco. Spirits don't need discard spells because they can out tempo you just by virtue of playing their stuff. Heck if you wanted to stick elder deep-fiend and cryptic in the deck you'd have, imho, a more aggressive fae style deck.
There is a ton of overlap between the two and I'd like to see them develop niche roles for each. Staple on some life loss and redirect style effects to the fae to play up the black color if spirits are going to be the UW tempo instant speed response deck.
I actually don't run discard in my fae outside collective brutality and V-Clique. I prefer to play 1 mana counters and removal instead to keep the board clear. But that's my preference on the style.
Fae could use collected company. You can splash it just as easily really... But there seriously isnt that many good fae and the few that are good... which really, they are, are around 2-3 mana, not 1-2 mana like spirits...
Perhaps even splash for collected company. Something worth experimenting with if you want to give faeries more action.
After reading through this entire post, I have to agree with just about everything stated, specifically the missing volume of early fae creatures and the card advantage that CoCo grants. But I do like the idea of splashing CoCo to perhaps bring a new variant of Fae to modern.
I currently maintain your typical u/b fae deck, which is my preference and what I enjoy. But if a CoCo Fae deck plays completely differently, then I wouldn't mind having two fae decks to choose from. I'd like to see something like this surface. So here is a very quick smashed together 30-minute brew for CoCo Fae.
Probably needs the lands re-worked since I don't think the shock+fetch is necessary with more fast lands. Loosing higher volume of manlands + Ghost Quarter hurts. The side board is mostly garbage and can be tuned per meta.
if you're going to force CoCo into fae, you can't be running 18 creatures. THat's asking for a large proportion of whiffs. For reference, elves run no less than 34 creatures. That's almost double yours. CoCo is not a card you can afford to do half measures with. For 4 mana, you absolutely want to hit 2 creatures, and those creatures need impact or synergy, if not both. The small inventory of fae are precisely what are holding back the tribe.
If you're playing CoCo, you need to cut your control elements and go all-in with creatures. A minimum of 30 coco-able targets, at the very least. This means dropping things that don't work with CoCo - Bitterblossoms, hand discard - which in turn means you can drop black and instead explore other options.
Green also adds: Tarmogoyf, for a big dumb thing that doesn't just die to everything, unlike the often fragile Fae Abrupt Decay, [c[Natural State[/c], etc. Removal for things U/B usually can't deal with once it hit the field.
Might actually be worth it.
On the other hand, you need to run... what was it, 24+ creature at least to reliably hit with CoCo? Not sure, look it up in Standard articles.
But yeah, finding enough creatures that are worthwhile might be hard when sticking to Faeries.
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That being said this is going to be a heavy item to deliver on if/when they return to lorwyn. It'll offer a good chance to breathe new life into the deck with a lower curve for creatures. One of the things that makes spirits so much less clunky is that they all tempo so incredibly well.
Your 1 drop gets pumped and offers stronger disruption for playing in tribe. You have a 1 drop that can fog. You have a 2 drop that blanks removal and gives flash to the deck, you have a 2 drop that protects the team from board wipes. You have a 3 drop that can clean up the stack, you have a 3 drop that protects and pumps the team, you have a 3 drop with built in protection that can swing for huge chunks. You have collected company.
Every card here is serving 1-2 roles, and that's huge. Coupled with the fact that the clock is just much much faster for spirits. Faeries rely on spells to smooth out the interaction and tempo in their deck, (discard suite) so you lose the potential CA and instant speed of coco. Spirits don't need discard spells because they can out tempo you just by virtue of playing their stuff. Heck if you wanted to stick elder deep-fiend and cryptic in the deck you'd have, imho, a more aggressive fae style deck.
There is a ton of overlap between the two and I'd like to see them develop niche roles for each. Staple on some life loss and redirect style effects to the fae to play up the black color if spirits are going to be the UW tempo instant speed response deck.
UR ....... WUBR ........... WB ............. RGW ........ UBR ....... WUB .... BGU
Spells / Blink & Combo / Token Grind / Dino Tribal / Draw Cards / Zombies / Reanimate
After reading through this entire post, I have to agree with just about everything stated, specifically the missing volume of early fae creatures and the card advantage that CoCo grants. But I do like the idea of splashing CoCo to perhaps bring a new variant of Fae to modern.
I currently maintain your typical u/b fae deck, which is my preference and what I enjoy. But if a CoCo Fae deck plays completely differently, then I wouldn't mind having two fae decks to choose from. I'd like to see something like this surface. So here is a very quick smashed together 30-minute brew for CoCo Fae.
Probably needs the lands re-worked since I don't think the shock+fetch is necessary with more fast lands. Loosing higher volume of manlands + Ghost Quarter hurts. The side board is mostly garbage and can be tuned per meta.
The question is, past collected company and maybe Scryb Ranger for sideboarding against blue things, what else could a green splash add? Beast Within? Scavenging ooze over Faerie Macabre? There are no other good green fae in modern, with Silkwing Scout being the next closest thing to playable (barf).
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If you're playing CoCo, you need to cut your control elements and go all-in with creatures. A minimum of 30 coco-able targets, at the very least. This means dropping things that don't work with CoCo - Bitterblossoms, hand discard - which in turn means you can drop black and instead explore other options.
4 Faerie Miscreant
4 Scion of Oona
4 Spellstutter Sprite
4 Adaptive Automaton
4 Sprite Noble
4 Noble Hierarch
2 Mirror Entity
2 Vendilion Clique
4 Phantasmal Image
4 Collected Company
4 Path to Exile
20 Lands.
That's closer to what a Coco deck should look like, if we absolutely want to do it with fae. The fae clearly aren't optimal to play with Coco at all.
BGW Elves BGW|BW Tokens BW|WBR Sword&ShieldWBR|BUG DelverBUG|UWR Kiki UWR | UR Storm UR
Tarmogoyf, for a big dumb thing that doesn't just die to everything, unlike the often fragile Fae
Abrupt Decay, [c[Natural State[/c], etc. Removal for things U/B usually can't deal with once it hit the field.
Might actually be worth it.
On the other hand, you need to run... what was it, 24+ creature at least to reliably hit with CoCo? Not sure, look it up in Standard articles.
But yeah, finding enough creatures that are worthwhile might be hard when sticking to Faeries.
Standard infinite combos giving you a headache and the opponent always has Force of Will?
No matter the issue, there is one simple trick to solve all of your Magic problems!!
~~~To get in on the secret to eternal luck, skill and victory, just follow this link!!~~~