Thats what Im testing right now for a Shackles base... Drowned Catacombs were more of a test than anything else. Likely worth it to trade Catacombs for Darkslick, Glens, or River of Tears.
The offset of gaining two islands is having only 13 B (11 untapped). Which significantly hinders the T1 hand disruption plan. Shackles won't be online until T4 and more likely T5 or T6, so I would suggest -
This has only one less Island than yours, but retains 14 B untapped for the T1 play. A lot depends on what we want to shackle. By T4 (the earliest we could want to shackle) 13 islands gives an 80% chance of 2+ and 51% chance of 3+. 14 islands improves that to 83% and 57%. But I think it will prove more significant to have the untapped B T1. I'm not sure how the life loss will play out: I suspect that to justify 10-15% more life loss built into our deck we should want to gain an extra colour.
In this fairly reasonable scenario (and plenty of other ones too), Peer Through Time is a better Fact or Fiction on turn 5. That is not terrible to me.
Countermagic is the smell before rain, the sun on the horizon and the chocolate chips in my mint chocolate chip ice cream. It's the first time I saw a woman naked and the first time I smelled perfume. It's that feeling you get when you know you're right.
But most of all; it's the feeling of playing Magic
@clockwork_revolutionary I like the list for the most part. Personally I myself have moved away from using hand disruption in the mainboard, but that is more from testing I have done with my lists. Though I do think if you find you need to make some changes to the list, the first thing I would try is cutting some discard for maybe some more creatures, or more removal. With 19 Spells, even if you cut just the 2 Thoughtseize I feel Snapcaster would fit amazingly in your list.
I myself have been working on an Esper list that doesn't use the Gifts package in the sideboard. The reason you should be stretching to a third colour for this deck is only for the additional tools it gives the deck, not just for gimmicky (in some people's opinions) sideboard packages.
Now I've done some testing with this list, most of it being on Cockatrice against a friend of mine playing Tarmo-Twin. From the initial testing against that deck I am a little disappointed in how Azorius Charm has been playing, but maybe I am being too aggressive on when I choose to cycle it instead of holding it as pseudo removal. Besides that all the other cards in the mainboard have been as great as I have expected them to be.
Now for some notes on the sideboard choices:
Thoughtseize: As I mentioned above, I have grown out of putting hand disruption in the mainboard. The match ups I need to disruption my mainboard isn't too bad against, so I jsut need to board out some irrelevant removal for the Seizes against decks like Control and Storm.
Aven Mindcensor: Anti-Pod and Tron shenanigans anyone? Haven't played yet against anything that I can test these against but I feel like they can throw down some painful turns for Pod or Tron.
Hushwing Gryff: Gryff is in for two decks; Twin and Pod. The former has enough removal which can void the Gryff rather quickly, but it can buy us the turn we need to get removal to deal with their combo. The latter I think just concedes to this card. If I remember correctly the main way most Pod decks deal with creatures is through Shriekmaw or Redcap, but with Hushwing making their abilities irrelevant we can easily deal with this deck. Now my friend playing Tarmo-Twin was telling me that Torpor Orb would probably be better, yet I disagree. I feel cards like this are most important in the Pod match up, and if you are running Torpor Orb, all that deck needs to do is Pod into a Pridemage and suddenly your sideboard tech is gone and they are back on track. Creatures are a lot harder for Pod to deal with when their ETB effects have been nullified.
Stony Silence: This card just turns Affinity into a deck filled with Ornithopters, Memnites, and no good win condition. I don't believe their deck has any way to deal with Enchantments so once this thing lands you never have to worry about Plating or Ravager until the game is over. Against Tron it helps to shut down Map as well as the ever annoying O-Stone, both of which I have found to be cards which makes the UB matchup difficult (Map because it can come down before we can counter it, and Stone because we have no way to stop it once it has resolved).
Most of the rest of the sideboard speaks for itself, but I will point out I have both Stone Silence and Hurkyl's Recall in the board so that I have many ways to help with the Affinity match up. Being able to board in multiple cards that just stop the deck dead in it's tracks is too good.
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@clockwork_revolutionary I like the list for the most part. Personally I myself have moved away from using hand disruption in the mainboard, but that is more from testing I have done with my lists. Though I do think if you find you need to make some changes to the list, the first thing I would try is cutting some discard for maybe some more creatures, or more removal. With 19 Spells, even if you cut just the 2 Thoughtseize I feel Snapcaster would fit amazingly in your list.
I myself have been working on an Esper list that doesn't use the Gifts package in the sideboard. The reason you should be stretching to a third colour for this deck is only for the additional tools it gives the deck, not just for gimmicky (in some people's opinions) sideboard packages.
Now I've done some testing with this list, most of it being on Cockatrice against a friend of mine playing Tarmo-Twin. From the initial testing against that deck I am a little disappointed in how Azorius Charm has been playing, but maybe I am being too aggressive on when I choose to cycle it instead of holding it as pseudo removal. Besides that all the other cards in the mainboard have been as great as I have expected them to be.
Now for some notes on the sideboard choices:
Thoughtseize: As I mentioned above, I have grown out of putting hand disruption in the mainboard. The match ups I need to disruption my mainboard isn't too bad against, so I jsut need to board out some irrelevant removal for the Seizes against decks like Control and Storm.
Aven Mindcensor: Anti-Pod and Tron shenanigans anyone? Haven't played yet against anything that I can test these against but I feel like they can throw down some painful turns for Pod or Tron.
Hushwing Gryff: Gryff is in for two decks; Twin and Pod. The former has enough removal which can void the Gryff rather quickly, but it can buy us the turn we need to get removal to deal with their combo. The latter I think just concedes to this card. If I remember correctly the main way most Pod decks deal with creatures is through Shriekmaw or Redcap, but with Hushwing making their abilities irrelevant we can easily deal with this deck. Now my friend playing Tarmo-Twin was telling me that Torpor Orb would probably be better, yet I disagree. I feel cards like this are most important in the Pod match up, and if you are running Torpor Orb, all that deck needs to do is Pod into a Pridemage and suddenly your sideboard tech is gone and they are back on track. Creatures are a lot harder for Pod to deal with when their ETB effects have been nullified.
Stony Silence: This card just turns Affinity into a deck filled with Ornithopters, Memnites, and no good win condition. I don't believe their deck has any way to deal with Enchantments so once this thing lands you never have to worry about Plating or Ravager until the game is over. Against Tron it helps to shut down Map as well as the ever annoying O-Stone, both of which I have found to be cards which makes the UB matchup difficult (Map because it can come down before we can counter it, and Stone because we have no way to stop it once it has resolved).
Most of the rest of the sideboard speaks for itself, but I will point out I have both Stone Silence and Hurkyl's Recall in the board so that I have many ways to help with the Affinity match up. Being able to board in multiple cards that just stop the deck dead in it's tracks is too good.
Although I don't play faeries at the moment (currently an affinity player) there are few things I'd like to point out.
1) POD runs non-creature based removal post board. The typical build runs 2 abrupt decays main and another 2-4 removal SB (with thought-seizes as well). Additionally they typically only run 1-2 (maybe 3) artifact non-ETB hate cards (including pridemage). Their other artifact hate is ETB.
2) Stony Silence is a beating against affinity, BUT affinity does run enchantment hate in the form of wear // tear. Also: with ensoul artifact stoney silence is less problematic.
Although I don't play faeries at the moment (currently an affinity player) there are few things I'd like to point out.
1) POD runs non-creature based removal post board. The typical build runs 2 abrupt decays main and another 2-4 removal SB (with thought-seizes as well). Additionally they typically only run 1-2 (maybe 3) artifact non-ETB hate cards (including pridemage). Their other artifact hate is ETB.
2) Stony Silence is a beating against affinity, BUT affinity does run enchantment hate in the form of wear // tear. Also: with ensoul artifact stoney silence is less problematic.
1) Would they board in cards like Abrupt Decay without even knowing I have the Hushwings in the 75? I can see them bringing them in game 3, but that means I just need to focus on winning game 1 and then I have the potential to lock down game 2.
2) Wear/Tear and Ensoul are the reasons I also have Recall in the sideboard. I think I can safely say while Affinity might be able to get through either or them, having to deal with both can probably just destroy your day.
Correct me if I am mistaken by the way, and thank you for the information
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Although I don't play faeries at the moment (currently an affinity player) there are few things I'd like to point out.
1) POD runs non-creature based removal post board. The typical build runs 2 abrupt decays main and another 2-4 removal SB (with thought-seizes as well). Additionally they typically only run 1-2 (maybe 3) artifact non-ETB hate cards (including pridemage). Their other artifact hate is ETB.
2) Stony Silence is a beating against affinity, BUT affinity does run enchantment hate in the form of wear // tear. Also: with ensoul artifact stoney silence is less problematic.
1) Would they board in cards like Abrupt Decay without even knowing I have the Hushwings in the 75? I can see them bringing them in game 3, but that means I just need to focus on winning game 1 and then I have the potential to lock down game 2.
2) Wear/Tear and Ensoul are the reasons I also have Recall in the sideboard. I think I can safely say while Affinity might be able to get through either or them, having to deal with both can probably just destroy your day.
Correct me if I am mistaken by the way, and thank you for the information
1) I am not a pod player, but would they even side out abrupt decays vs fae? It seems really good vs you. (kills everything in your deck, including BB and it can't be countered).
2) Affinity VS Fae is an interesting matchup no doubt. I play a ton on MTGO (one daily a day for the most part). PS: Sower also deals with ensoul. I lost a game on MTGO last night when my 5/5 darksteel got sowed... and I never drew one of my 5 removal spells to deal with it :'(
I've had some BGx decks side out Abrupt Decay against me, so I feel Pod might. Honestly it's only because I run Scion of Oona in my builds which legitimately counters Decay.
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#PayThePros
Has anyone considered Lose Hope? The Serum Visions strategy of scrying has got me thinking about other potential cards to help with getting more consistent draws. Lose Hope still can take out mana dorks (main target of disfigures I've noticed) and other 1 toughness dudes.
I have considered it, but I came to the personal conclusion that killing goblin guides delver of secrets voice of resurgence and merfolk lords for 1 mana was worth more in a card-slot dedicated to removal (being able to kill these for 1 mana is really good to me). Discount destruction in a timely matter and all that jazz
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Decks I have in my bag of tricks- Needless to say, someone who wants to play will probably have a deck UB/x Faeries UR Storm XURWB Affinity G Elves UW control
Has anyone considered Lose Hope? The Serum Visions strategy of scrying has got me thinking about other potential cards to help with getting more consistent draws. Lose Hope still can take out mana dorks (main target of disfigures I've noticed) and other 1 toughness dudes.
well, not on turn 1 and not if you dont have a faerie on board. And I favor the concept of fixing my next drawstep over drawing a card. this deck prefers to draw/have the right card at the right time.
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Decks I have in my bag of tricks- Needless to say, someone who wants to play will probably have a deck UB/x Faeries UR Storm XURWB Affinity G Elves UW control
How about you talk us through the reasoning behind some of the card choices?
- I see a very low creature/faerie count.
- How is 'no discard' going for you? What matchups become worse/better?
- How good is Serum Visions?
- Why only 3 Mutavault?
- How good is the minaboard batterskull?
- Is 8 islands enough to consistently steal what you want (thinking about TArmogoyf here)?
Please elaborate
---
On the Dig Through Time ( or Treasure Cruise) subject: I think we want to test it as a singleton. If you want multiples, we would probably ahve to increase the amount of Darbklast / Forbidden Alchemy / ... I'm going to at least try the card. Even though I'm still testing a few other singletons.
I'm more of a control oriented player, so I run a much less tempo build with only support creatures that also delay the game in my favor.
No discard in the main is working just fine. I only miss it in the tron/pod matches, but even with them we're not winning favorably g1, so its beneficial imo to take them out. We (atleast my deck) has a perfect enough time breaking up creature combo's like twin/uwr.
Serum visions is much more experimental, but I really like running 2 less lands and adding 4 serum visions. Since adding them, i have had less issues with mana.
I only run 3 mutavault because i only run 23 land. I want 3 blue on turn 4, i think its crucial to my decks strategy. I cant afford to have multiple none blue sources early. Also: bolts huge and muta cant do much as a manland. Also: i am running shackles so i need less colorless land and more multicolored/black sources because i usually fetch for islands/ have many islands in hand.
MD batterskull is awesome. Even 2 MD is awesome. Lifegain and a great finisher after chaining cryptics.
8 + 4 fetch had been okay. This is still really shakey
1) I feel Darkslick Shores is the weak link in the mana base mid to late game. This cuts down on land coming into play tapped and more advantage.
2) I added a singleton copy of Watery Grave to fetch at those dead 'end of turns' and still grab both colors. Hoping to only shock ourselves rarely.
3) Pendelhaven: With the added fetches and ability to grab our colors more efficiently, Pendelhaven becomes a viable choice.
4)A singleton swamp to fetch for those Blood Moon matches.
You could have just read one page back for some suggestions and, if you did, at least quote someone to link to the already existing discussion. Sorry if this sounds hard, but I'm a little bit annoyed by the fact that often people pop up simply to open discussions over things we are already discussing or discussed them 2-5 pages back.
Furthermore I, and many people will agree, don't necessarily think that Delta should be a 4-of AS the lifeloss does hurt a lot. I especially don't see how your list supports Pendelhaven better than any manabase beforehand, if you are going to fetch for Islands most of the time (so all other duals would have been nearly the same). By the way was Pendelhaven played before either way.
You could elaborate why you think Delta helps more than it hurts, especially if you don't plan on playing Shackles, which would be a valid reason.
My last point is: Discard is already emitted from mainboards, granted but don't you think that Delta does hurt the Deck if you are considering how many you could run anyway? They are not exactly necessary in combo matches but they do some great work there so it could be arguable if the potential loss of Thoughtseize isn't too much for nearly no improvement in the manabase (with only 3 Islands and 4 Deltas you are agruably still a bit weak to Blood Moon, at least if you have to fetch for a Watery Grave for color fixing).
//I would be so happy if all people could read at least the last 2-5 pages for the sake of omitting those duplicate discussions :X
How about you talk us through the reasoning behind some of the card choices?
- I see a very low creature/faerie count.
- How is 'no discard' going for you? What matchups become worse/better?
- How good is Serum Visions?
- Why only 3 Mutavault?
- How good is the minaboard batterskull?
- Is 8 islands enough to consistently steal what you want (thinking about TArmogoyf here)?
Please elaborate
---
On the Dig Through Time ( or Treasure Cruise) subject: I think we want to test it as a singleton. If you want multiples, we would probably ahve to increase the amount of Darbklast / Forbidden Alchemy / ... I'm going to at least try the card. Even though I'm still testing a few other singletons.
I'm more of a control oriented player, so I run a much less tempo build with only support creatures that also delay the game in my favor.
No discard in the main is working just fine. I only miss it in the tron/pod matches, but even with them we're not winning favorably g1, so its beneficial imo to take them out. We (atleast my deck) has a perfect enough time breaking up creature combo's like twin/uwr.
Serum visions is much more experimental, but I really like running 2 less lands and adding 4 serum visions. Since adding them, i have had less issues with mana.
I only run 3 mutavault because i only run 23 land. I want 3 blue on turn 4, i think its crucial to my decks strategy. I cant afford to have multiple none blue sources early. Also: bolts huge and muta cant do much as a manland. Also: i am running shackles so i need less colorless land and more multicolored/black sources because i usually fetch for islands/ have many islands in hand.
MD batterskull is awesome. Even 2 MD is awesome. Lifegain and a great finisher after chaining cryptics.
8 + 4 fetch had been okay. This is still really shakey
The only issue with your list is that I don't think dropping all Mistbind Cliques from the board is worth it. I've found that, the more I play a tempo-game plan against Pod and Tron, the more often game 1 ends in my favour. I have tried playing the control game against Pod, but I failed miserable as we are unable to trade with them one for one. And this actually what I like about faeries, it is a control deck that can suddenly become a tempo deck when we hit four lands.
If you are interested in the more controlling faeries, you should check out Joe Bernal's decklist.
Personally, I think Joe's game plan of alternative states is genius. The disadvantage is that his plan tends to rely too much on games 2 and 3 in some matchups.
I assume all the same factors can be said about Dig through time? I was thinking that there was not enough delve fodder created by our general game progress and that normally it was too slow. But someone was saying that any blue midrange/control deck would be happy to test it, so I was thinking about it with displeasing results on the card's inclusion (Id like it if it werent 8 mana personally)
I can see this card being good. When would we want to cast this card? It's a good mid-late game way to refuel. By then, stuff will be in your grave. Discard spells, counterspells, dead creatures, cards discarded from Pack Rat and Liliana of the Veil, etc. What if it cost 2UU? Would you play it? I think so. Getting 4 cards in our grave by the time we want to cast this seems very reasonable to me. We don't have to play this early on in a game, and we don't have to have 6 cards in our grave to make it cost UU.
I'll definitely be testing it out as a 1-of and a 2-of.
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deckbox
have: sarkhan / liliana of the veil / phyrexian obliterator / avacyn, angel of hope / goblin guide / damnation / more
want: lorwyn thoughtseize / foil faeries / foil cryptic command / foil mutavault / foil restoration angel (non-promo) / more
So I think I saw someone mention Jorubai Murk Lurker once before, but is this card anywhere near considering?
I ask this because :
A -> It passes the bolt test "most of the time" in the deck
B -> 3 CMC is nice (cheap but dodges Spell Snare)
C -> A little lifelink goes a LONG ways when you're thoughtseizing and have an active BB
D -> Mana sink!
Im concerned because :
A -> Its not a faerie!
B -> We don't have many creatures that would gain enough life to make up our seize / BB for its cost (Vendilion Clique, Mistbind, anything Sworded (except for Fire & Ice for obvious reasons)
C -> Scion of Oona makes it moot
The thought would be a 1 or 2 of, maybe in the Pack Rat lists it would work better because rats would be bigger.
I think I was saying its better than splashing white pages back, but I was feeling partially sarcastic when I said it because of all the cons you've mentioned(mostly B)
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Decks I have in my bag of tricks- Needless to say, someone who wants to play will probably have a deck UB/x Faeries UR Storm XURWB Affinity G Elves UW control
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The offset of gaining two islands is having only 13 B (11 untapped). Which significantly hinders the T1 hand disruption plan. Shackles won't be online until T4 and more likely T5 or T6, so I would suggest -
--------
2 Creeping Tar Pit
4 Darkslick Shores
5 Island
4 Mutavault
4 Polluted Delta
2 Swamp
4 Watery Grave
This has only one less Island than yours, but retains 14 B untapped for the T1 play. A lot depends on what we want to shackle. By T4 (the earliest we could want to shackle) 13 islands gives an 80% chance of 2+ and 51% chance of 3+. 14 islands improves that to 83% and 57%. But I think it will prove more significant to have the untapped B T1. I'm not sure how the life loss will play out: I suspect that to justify 10-15% more life loss built into our deck we should want to gain an extra colour.
Turn 1-fetchland, discard spell
turn 2-land, Bitterblossom
turn 3-land, Spellstutter Sprite, Disfigure
turn 4-land, Cryptic Command
In this fairly reasonable scenario (and plenty of other ones too), Peer Through Time is a better Fact or Fiction on turn 5. That is not terrible to me.
Storm Crow is strictly worse than Seacoast Drake.
4 Spellstutter Sprite
4 Tarmogoyf
2 Mistbind Clique
2 Vendilion Clique
Enchantments (4)
4 Bitterblossom
Spells (19)
4 Inquisition of Kozilek
4 Remand
3 Abrupt Decay
2 Cryptic Command
2 Thoughtseize
2 Sultai Charm
2 Dismember
4 Polluted Delta
4 Mutavault
4 Watery Grave
3 Misty Rainforest
3 Island
3 Breeding Pool
2 Creeping Tar Pit
1 Overgrown Tomb
1 Tectonic Edge
1 Forest
I'll be testing this deck out in a few weeks, once I get fetches. Any thoughts on this list?
I myself have been working on an Esper list that doesn't use the Gifts package in the sideboard. The reason you should be stretching to a third colour for this deck is only for the additional tools it gives the deck, not just for gimmicky (in some people's opinions) sideboard packages.
3 Flooded Strand
3 Polluted Delta
3 Mutavault
2 Darkslick Shores
2 Seachrome Coast
2 Hallowed Fountain
2 Watery Grave
1 Godless Shrine
3 Island
1 Swamp
1 Plains
Creatures (14)
4 Spellstutter Sprite
3 Mistbind Clique
3 Scion of Oona
2 Vendilion Clique
2 Snapcaster Mage
4 Bitterblossom
4 Azorius Charm
4 Cryptic Command
3 Path to Exile
2 Disfigure
2 Esper Charm
2 Condescend
2 Remand
3 Thoughtseize
2 Aven Mindcensor
2 Hurkyl's Recall
2 Hushwing Gryff
2 Negate
2 Stony Silence
1 Doom Blade
1 Go for the Throat
Now I've done some testing with this list, most of it being on Cockatrice against a friend of mine playing Tarmo-Twin. From the initial testing against that deck I am a little disappointed in how Azorius Charm has been playing, but maybe I am being too aggressive on when I choose to cycle it instead of holding it as pseudo removal. Besides that all the other cards in the mainboard have been as great as I have expected them to be.
Now for some notes on the sideboard choices:
Thoughtseize: As I mentioned above, I have grown out of putting hand disruption in the mainboard. The match ups I need to disruption my mainboard isn't too bad against, so I jsut need to board out some irrelevant removal for the Seizes against decks like Control and Storm.
Aven Mindcensor: Anti-Pod and Tron shenanigans anyone? Haven't played yet against anything that I can test these against but I feel like they can throw down some painful turns for Pod or Tron.
Hushwing Gryff: Gryff is in for two decks; Twin and Pod. The former has enough removal which can void the Gryff rather quickly, but it can buy us the turn we need to get removal to deal with their combo. The latter I think just concedes to this card. If I remember correctly the main way most Pod decks deal with creatures is through Shriekmaw or Redcap, but with Hushwing making their abilities irrelevant we can easily deal with this deck. Now my friend playing Tarmo-Twin was telling me that Torpor Orb would probably be better, yet I disagree. I feel cards like this are most important in the Pod match up, and if you are running Torpor Orb, all that deck needs to do is Pod into a Pridemage and suddenly your sideboard tech is gone and they are back on track. Creatures are a lot harder for Pod to deal with when their ETB effects have been nullified.
Stony Silence: This card just turns Affinity into a deck filled with Ornithopters, Memnites, and no good win condition. I don't believe their deck has any way to deal with Enchantments so once this thing lands you never have to worry about Plating or Ravager until the game is over. Against Tron it helps to shut down Map as well as the ever annoying O-Stone, both of which I have found to be cards which makes the UB matchup difficult (Map because it can come down before we can counter it, and Stone because we have no way to stop it once it has resolved).
Most of the rest of the sideboard speaks for itself, but I will point out I have both Stone Silence and Hurkyl's Recall in the board so that I have many ways to help with the Affinity match up. Being able to board in multiple cards that just stop the deck dead in it's tracks is too good.
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
Although I don't play faeries at the moment (currently an affinity player) there are few things I'd like to point out.
1) POD runs non-creature based removal post board. The typical build runs 2 abrupt decays main and another 2-4 removal SB (with thought-seizes as well). Additionally they typically only run 1-2 (maybe 3) artifact non-ETB hate cards (including pridemage). Their other artifact hate is ETB.
2) Stony Silence is a beating against affinity, BUT affinity does run enchantment hate in the form of wear // tear. Also: with ensoul artifact stoney silence is less problematic.
Twitter: twitter.com/axmanonline
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Current Decks
Modern: Affinity
Standard: BW Control
Legacy: Death and Taxes :symw::symr:
Vintage: NA
1) Would they board in cards like Abrupt Decay without even knowing I have the Hushwings in the 75? I can see them bringing them in game 3, but that means I just need to focus on winning game 1 and then I have the potential to lock down game 2.
2) Wear/Tear and Ensoul are the reasons I also have Recall in the sideboard. I think I can safely say while Affinity might be able to get through either or them, having to deal with both can probably just destroy your day.
Correct me if I am mistaken by the way, and thank you for the information
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
1) I am not a pod player, but would they even side out abrupt decays vs fae? It seems really good vs you. (kills everything in your deck, including BB and it can't be countered).
2) Affinity VS Fae is an interesting matchup no doubt. I play a ton on MTGO (one daily a day for the most part). PS: Sower also deals with ensoul. I lost a game on MTGO last night when my 5/5 darksteel got sowed... and I never drew one of my 5 removal spells to deal with it :'(
Twitter: twitter.com/axmanonline
Stream: twitch.tv/axman
Current Decks
Modern: Affinity
Standard: BW Control
Legacy: Death and Taxes :symw::symr:
Vintage: NA
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
UB/x Faeries
UR Storm
XURWB Affinity
G Elves
UW control
Wouldn't Peppersmoke just be better?
UB/x Faeries
UR Storm
XURWB Affinity
G Elves
UW control
I'm more of a control oriented player, so I run a much less tempo build with only support creatures that also delay the game in my favor.
No discard in the main is working just fine. I only miss it in the tron/pod matches, but even with them we're not winning favorably g1, so its beneficial imo to take them out. We (atleast my deck) has a perfect enough time breaking up creature combo's like twin/uwr.
Serum visions is much more experimental, but I really like running 2 less lands and adding 4 serum visions. Since adding them, i have had less issues with mana.
I only run 3 mutavault because i only run 23 land. I want 3 blue on turn 4, i think its crucial to my decks strategy. I cant afford to have multiple none blue sources early. Also: bolts huge and muta cant do much as a manland. Also: i am running shackles so i need less colorless land and more multicolored/black sources because i usually fetch for islands/ have many islands in hand.
MD batterskull is awesome. Even 2 MD is awesome. Lifegain and a great finisher after chaining cryptics.
8 + 4 fetch had been okay. This is still really shakey
First of all, mana base changes with Polluted Delta now available. I believe Polluted Delta helps more than it hurts and therefore should be a 4 of in the deck's future. Which nonbasic land should be cut? I'm considering:
4x Pulluted Delta
4x Secluded Glen
4x Creeping Tar Pit
4x Mutavault
3x Island
2x River of Tears
1x Swamp
1x Watery Grave
1x Tectonic Edge
1x Pendelhaven
1) I feel Darkslick Shores is the weak link in the mana base mid to late game. This cuts down on land coming into play tapped and more advantage.
2) I added a singleton copy of Watery Grave to fetch at those dead 'end of turns' and still grab both colors. Hoping to only shock ourselves rarely.
3) Pendelhaven: With the added fetches and ability to grab our colors more efficiently, Pendelhaven becomes a viable choice.
4)A singleton swamp to fetch for those Blood Moon matches.
My second concern involves playing Thoughtseize with the added life loss due to Polluted Delta. Most players run 2-3 Thoughtseize. Does the the addition of the Polluted Delta reduce the viable number of Thoughtseize played to 0-2 instead?
http://www.mtgsalvation.com/forums/the-game/modern/established-modern/542105-ub-x-faeries?comment=2572
Furthermore I, and many people will agree, don't necessarily think that Delta should be a 4-of AS the lifeloss does hurt a lot. I especially don't see how your list supports Pendelhaven better than any manabase beforehand, if you are going to fetch for Islands most of the time (so all other duals would have been nearly the same). By the way was Pendelhaven played before either way.
You could elaborate why you think Delta helps more than it hurts, especially if you don't plan on playing Shackles, which would be a valid reason.
My last point is: Discard is already emitted from mainboards, granted but don't you think that Delta does hurt the Deck if you are considering how many you could run anyway? They are not exactly necessary in combo matches but they do some great work there so it could be arguable if the potential loss of Thoughtseize isn't too much for nearly no improvement in the manabase (with only 3 Islands and 4 Deltas you are agruably still a bit weak to Blood Moon, at least if you have to fetch for a Watery Grave for color fixing).
//I would be so happy if all people could read at least the last 2-5 pages for the sake of omitting those duplicate discussions :X
The only issue with your list is that I don't think dropping all Mistbind Cliques from the board is worth it. I've found that, the more I play a tempo-game plan against Pod and Tron, the more often game 1 ends in my favour. I have tried playing the control game against Pod, but I failed miserable as we are unable to trade with them one for one. And this actually what I like about faeries, it is a control deck that can suddenly become a tempo deck when we hit four lands.
If you are interested in the more controlling faeries, you should check out Joe Bernal's decklist.
Personally, I think Joe's game plan of alternative states is genius. The disadvantage is that his plan tends to rely too much on games 2 and 3 in some matchups.
DECKS:
UB Faeries [Midrange/Tempo]
RWUGB Affinity[Aggro]
FAERIES TOO STRONK!!!1111
- Fae Prophecy, 201
5678I can see this card being good. When would we want to cast this card? It's a good mid-late game way to refuel. By then, stuff will be in your grave. Discard spells, counterspells, dead creatures, cards discarded from Pack Rat and Liliana of the Veil, etc. What if it cost 2UU? Would you play it? I think so. Getting 4 cards in our grave by the time we want to cast this seems very reasonable to me. We don't have to play this early on in a game, and we don't have to have 6 cards in our grave to make it cost UU.
I'll definitely be testing it out as a 1-of and a 2-of.
have: sarkhan / liliana of the veil / phyrexian obliterator / avacyn, angel of hope / goblin guide / damnation / more
want: lorwyn thoughtseize / foil faeries / foil cryptic command / foil mutavault / foil restoration angel (non-promo) / more
I ask this because :
A -> It passes the bolt test "most of the time" in the deck
B -> 3 CMC is nice (cheap but dodges Spell Snare)
C -> A little lifelink goes a LONG ways when you're thoughtseizing and have an active BB
D -> Mana sink!
Im concerned because :
A -> Its not a faerie!
B -> We don't have many creatures that would gain enough life to make up our seize / BB for its cost (Vendilion Clique, Mistbind, anything Sworded (except for Fire & Ice for obvious reasons)
C -> Scion of Oona makes it moot
The thought would be a 1 or 2 of, maybe in the Pack Rat lists it would work better because rats would be bigger.
Thirst for Knowledge % to hit artifact
UB/x Faeries
UR Storm
XURWB Affinity
G Elves
UW control