You didn't look that well cause it has really been discussed thoroughly. Now we only need playtest results to confirm whether we need em or not.
I playtested with deltas for about a week before switching over to Esper.
I went from 4 to 3 to 2. With 4 watery graves, then 2, then 1.
As listed above having 2 deltas and 1 watery grave can have consequential results with the 1-4 life loss. If you're testing dig through time, I believe it is more effective to run the fetches. It's also good to shuffle up serum visions scrys that you had to bottom, but may need given a change of board state.
Though a weeks worth of testing is hardly concrete evidence, I do believe 2 deltas is the proper number.
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There is no reason being friendly and being competitive can't be synonymous.
For esper lists running fetches, I've been testing a list that uses the new Sorin. First at 2, currently testing with just 1. I can say that I'm usually quite happy to play him. He's usually a turn 5 play so you can have spell pierce up for anti manaleak and so you can net 5/4 life off of a M/V clique. I cannot stress how crucial his +1/0 lifelink ability has been in winning matches against affinity, big zoo, little zoo, and jund and ESPECIALLY burn.
I have not tested him against rock.
This same deck list runs path, which I find using on a blossom token to be useful in certain matchups as well. Getting an extra land for your turn 5 means you'll be able to have mana leak as well as sorin mana, or drop lily, thoughtseize them, and have mana leak up.
As a whole I really enjoy the white splash. And while I really do wish I could give these goyfs and abrupt decays a home, I don't feel as if that home is in a fae list.
Baby Jace is definitely an excellent option is you want a 3 mana spell that can draw you cards over multiple turns. It also helps to soak up some of the damage you can take from your opponent as well, which is a bonus.
The list I am running is currently running a full playset of Serum Visions to help with card draw and I am also trying out Dig Through Time as well. Currently I am only running 1 dig as I am also seeing how good Murderous Cut is in the list, but if cut isn't great for me Ill switch it out for another Dig. Maybe 1 of each is all the list needs, who knows.
My esper list is currently testing out 1 dig, 1 cut, and a set of visions. I love cracking a fetch turn 1, visions and that's 2 cards in the yard already. It makes an eto dig through time on turn 4 very likely, if needed. Often times though, I find myself using it in the late game to look for either some gas, or answers.
That's why I love this card so much. It has such high potential for such a cheap mana cost.
I don't know if running cut + dig + 2 snaps is realistic though.
Sorin actually seems pretty neat. My only issue with it is Sorin + Mistbind + Cryptic can really clutter our 4 drop slot, not to mention each card in a way needing the deck to be built a specific way in order for it to work effectively.
As for Dig I got a little bit of testing in yesterday, and I feel like my list at least can run 2 Dig + 1 Cut and still work very well. Gonna try that out and see how well it works.
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Modern Decks: UBG Lantern Control GBU BRG Bridge-Vine GRB
Commander Decks UBG Muldrotha, Value Elemental GBU BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
Sorin actually seems pretty neat. My only issue with it is Sorin + Mistbind + Cryptic can really clutter our 4 drop slot, not to mention each card in a way needing the deck to be built a specific way in order for it to work effectively.
As for Dig I got a little bit of testing in yesterday, and I feel like my list at least can run 2 Dig + 1 Cut and still work very well. Gonna try that out and see how well it works.
I 'm currently running 2 Mistbinds, 4 cryptics and the one sorin. I may or may not go back to two. If I do then you're absolutely right. I may need to de-clutter the 4 drop slot.
I feel as if Cryptic is soon to be the best 4 drop in modern with all the addition of blue fetches. That's a bold statement, but I'm sticking by it.
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There is no reason being friendly and being competitive can't be synonymous.
Cryptic is a great card, now doubt. However whether or not you want 3 Cryptics or 4 Cryptics in my opinion depends on how controlling your deck is.
For example I currently run 3 as my main plan is to just 1 for 1 my opponent with removal spells and discard (which goes great with those Delve spells by the way) and Cryptic is more a way to out tempo my opponents in that late turns, than it is a counter spell.
However if instead I was opting to play Remand, Leak, etc, I would definitely want the fourth Cryptic to compliment my control game.
I think you can easily turn a Cryptic into a 2nd Sorin in your list if it isn't super control style.
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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 CMC: 4 black mana symbols
2 CMC: 7 blue mana symbols, 8 black mana symbols, 6 green mana symbols
3 CMC: 4 blue mana symbols, 2 black mana symbols, 2 green mana symbols
4 CMC: 9 blue mana symbols, 2 black mana symbols
Total number of mana symbols:
20 blue mana symbols total
16 blue mana symbols total
8 green mana symbols total
Out of 44 total mana symbols
Percent of mana symbols in deck:
45% blue
36% black
18% green
Meaning for every 3 blue mana producing lands, we should have 2 black mana producing lands, and 1 green mana producing land.
However, we need black and green mana significantly earlier than blue mana, so we need to keep that in mind when making the mana base.
Out of 25 lands, approximately 11 should produce blue mana, 9 should produce black mana, and 5 should produce green mana.
i started with a similar mana base for BUG but I found that the deck cant support pendlehaven. It just cant support having that much only green land (in addition to the basic). I also found that 4 mutavaults is pretty greedy. Ive cut down to 3 cause I play cryptic like you. I also run an overgrown tomb instead of your third watery grave just to be able to have all 3 combinations of colors
Overgrown Tomb -> Watery Grave is a change I'll actually make right now, Pendelhaven I've had no issues with and has helped me out more often than not, same with the four Mutavaults, although going to three is something I'd have no issue with if I was looking to fit in another land of some sort.
Just played against the new Jeskai Storm deck. I think the matchup is not even that unfavourable. If this deck can push some of our problematic matchups out of the format, we might have a shot .
The Jeskai deck won an Invitational tournament in my area yesterday (don't know if it will be online, it isn't a big thing like SCG s we're in Canada). If that deck really kicks off, I feel like us running some Vapor Snags would be just hilarious as sideboard potential if we think we need it.
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Modern Decks: UBG Lantern Control GBU BRG Bridge-Vine GRB
Commander Decks UBG Muldrotha, Value Elemental GBU BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
I've played a handful of games against the Dork Storm deck with esper control and it wasn't a big deal at all with 4 main deck disenchant effects. I imagine replacing the 4 esper charms with 4 SSS would be just as good, if not leagues better, at preventing them from going off by attacking their enablers while providing pressure at the same time. The main thing to keep in mind against them is that they can combo off at instant speed so killing the ascendancy is NOT assured safety. You really need to kill every dork on site and save cryptics for the enchantments, snare for the wishes, etc. After you play a handful of games and understand how the deck ticks it's a silly easy match for faeries.
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And on that day, Garfield said unto the world "Go ye forth and durdle!"
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
hello guys, im actually playing a deck with 1-2 SoFaF MD, what would you think about replacing it vs a batterskull?, i have problems sometimes casting sword on turn 3 because i leave open a window that can make me lose the game so i usually have to wait till turn 5+ to cast it anyway. Thanks.
hello guys, im actually playing a deck with 1-2 SoFaF MD, what would you think about replacing it vs a batterskull?, i have problems sometimes casting sword on turn 3 because i leave open a window that can make me lose the game so i usually have to wait till turn 5+ to cast it anyway. Thanks.
I used to play 2 SoFaF in main aswell. I never wanted to play them on turn 3 though and I actually counted them as 5-drop for myself. Ideal situation is that you plan ahead that when you're going to strike with it, because when it hits, it a big difference on the game.
Later on I gave up on the swords and started using one Batterskull on main. Batterskull just seems to win games sometimes. Atleast more than SoFaF did.
I've really changed my Faeries build a lot over time, and I wanted to share my current build to maybe bring some inspiration to a better deck builder than myself.
Notes:
No maindeck discard. Replaced by Serum Visions. I like the change so far... but it's hard to quantify these changes into results..
- 2 MD batterskull.. I really feel like faeries needs to reliably close games quickly after chaining cryptics. these do that well.
- 2 MD vedalken shackles. Not sure if its worth running this card... sometimes useless until i can activate the same turn, so 5+. Some matchups its useless entirely, and I don't think its worth ruining the manabase to use. I'd rather be able to cast liliana more reliably.
I really wish it was easier to quantify these changes without hundreds of hours of testing. I hate deckbuilding. Can a professional please come bring us to tier 1 please?
After playing this deck for a few months now, I'm slowly starting to resent it. I really regret buying this deck in paper instead of Junk. My faeries list can stabilize fairly well with Cryptics after remands and kill spells keep them playing threats, but then has just NOTHING to do when the cryptic train leaves. They play a tarmogoyf, and without card draw to refill my hand, I have no answers and they end up winning. I despise the fact that a T2 Bitterblossom pulls us ahead on most matchups, but before that we're unfavored most of the time (save twin). Most decks are running Maindeck spells that just wreck our gameplans (Abrupt Decay, Electrolyze, Birthing Pod decks in general) and it really hurts. There are a lot of cards in my current list I don't want to be playing, but at that point it's not Faeries and I should just be running a better version that's a different deck entirely.
Over time I've moved from playing Scion of Oona/Mistbind Clique faeries to my current control oriented Faeries, and I'm not entirely convinced it's better against the current meta. Here's where I just hate deckbuilding because I always second guess any my changes, and it leads to me never accomplishing any changes in a decklist even though I think about it non-stop. There has to be a perfect version of this deck somewhere, and maybe it doesn't include mutavaults or many faeries at all.
Straight faeries tempo is what I'm willing to try next. But for now I need a break with the deck. I'm going to proxy up a junk deck and brood on these thoughts for awhile and come back to the deck in about a week with (hopefully) a new perspective. Can a more tempo player please post their updated decklist? I haven't seen one in awhile besides ManuGodineau's and Brianbgrp's.
I would recommend to look for lists placed by Joe Bernal, it yields a massive maindeck removal suit, no mistbinds and two batterskull. His sidedeck contains 4 thoughtseize and 2 negates.
I would also recommend to look for lists played by brian (from the forum), as took a more The Rock type build. But flashy. And cool, because of faeries.
I advice against the low landcount. You cannot just replace lands with visions in my opinion.
Turn two Bitterblossom is not everything, every game and you should try playing around that. My decklist is running two Lilly's, a snapcaster and a batterskull now.
For more tempo-orientated lists, you should check the list from Dan Paulsen who finished first in Vermont state championships. I think it is really well-balanced.
I playtested with deltas for about a week before switching over to Esper.
I went from 4 to 3 to 2. With 4 watery graves, then 2, then 1.
As listed above having 2 deltas and 1 watery grave can have consequential results with the 1-4 life loss. If you're testing dig through time, I believe it is more effective to run the fetches. It's also good to shuffle up serum visions scrys that you had to bottom, but may need given a change of board state.
Though a weeks worth of testing is hardly concrete evidence, I do believe 2 deltas is the proper number.
Sorin actually seems pretty neat. My only issue with it is Sorin + Mistbind + Cryptic can really clutter our 4 drop slot, not to mention each card in a way needing the deck to be built a specific way in order for it to work effectively.
As for Dig I got a little bit of testing in yesterday, and I feel like my list at least can run 2 Dig + 1 Cut and still work very well. Gonna try that out and see how well it works.
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
I feel as if Cryptic is soon to be the best 4 drop in modern with all the addition of blue fetches. That's a bold statement, but I'm sticking by it.
For example I currently run 3 as my main plan is to just 1 for 1 my opponent with removal spells and discard (which goes great with those Delve spells by the way) and Cryptic is more a way to out tempo my opponents in that late turns, than it is a counter spell.
However if instead I was opting to play Remand, Leak, etc, I would definitely want the fourth Cryptic to compliment my control game.
I think you can easily turn a Cryptic into a 2nd Sorin in your list if it isn't super control style.
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
3 Mistbind Clique
3 Tarmogoyf
2 Vendilion Clique
4 Bitterblossom
3 Abrupt Decay
3 Thoughtseize
3 Mana Leak
2 Cryptic Command
2 Go for the Throat
2 Sultai Charm
1 Sword of Feast and Famine
1 Sword of Light and Shadow
1 Inquistion of Kozilek
1 Whip of Erebos
Converted mana cost breakdown of the deck:
1 CMC: 4 black mana symbols
2 CMC: 7 blue mana symbols, 8 black mana symbols, 6 green mana symbols
3 CMC: 4 blue mana symbols, 2 black mana symbols, 2 green mana symbols
4 CMC: 9 blue mana symbols, 2 black mana symbols
Total number of mana symbols:
20 blue mana symbols total
16 blue mana symbols total
8 green mana symbols total
Out of 44 total mana symbols
Percent of mana symbols in deck:
45% blue
36% black
18% green
Meaning for every 3 blue mana producing lands, we should have 2 black mana producing lands, and 1 green mana producing land.
However, we need black and green mana significantly earlier than blue mana, so we need to keep that in mind when making the mana base.
Out of 25 lands, approximately 11 should produce blue mana, 9 should produce black mana, and 5 should produce green mana.
Which brings us (roughly) this:
4 Mutavault
3 Misty Rainforest
3 Watery Grave
2 Creeping Tar Pit
2 Breeding Pool
1 Flooded Grove
1 Pendelhaven
2 Island
2 Swamp
1 Forest
The numbers don't exactly line up, but they come pretty close, and take into consideration our need for green and black earlier.
All together:
3 Mistbind Clique
3 Tarmogoyf
2 Vendilion Clique
4 Bitterblossom
3 Abrupt Decay
3 Thoughtseize
3 Mana Leak
2 Cryptic Command
2 Go for the Throat
2 Sultai Charm
1 Sword of Feast and Famine
1 Sword of Light and Shadow
1 Inquistion of Kozilek
1 Whip of Erebos
4 Mutavault
3 Misty Rainforest
3 Watery Grave
2 Creeping Tar Pit
2 Breeding Pool
1 Flooded Grove
1 Pendelhaven
2 Island
2 Swamp
1 Forest
Hoping to get a good amount of grinding to see what (if anything) needs adjusting.
Mafia Stats 2016-2017:
Town: 1-0 | Scum: 2-0 | Neutral: 1-1
Mafia Stats 2016-2017:
Town: 1-0 | Scum: 2-0 | Neutral: 1-1
Mafia Stats 2016-2017:
Town: 1-0 | Scum: 2-0 | Neutral: 1-1
DECKS:
UB Faeries [Midrange/Tempo]
RWUGB Affinity[Aggro]
FAERIES TOO STRONK!!!1111
- Fae Prophecy, 201
5678Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
DECKS:
UB Faeries [Midrange/Tempo]
RWUGB Affinity[Aggro]
FAERIES TOO STRONK!!!1111
- Fae Prophecy, 201
5678DECKS:
UB Faeries [Midrange/Tempo]
RWUGB Affinity[Aggro]
FAERIES TOO STRONK!!!1111
- Fae Prophecy, 201
56787 Island
4 Polluted Delta
4 Darkslick Shores
4 Mutavault
2 Creeping Tar Pit
1 Swamp
1 Watery Grave
1 Tectonic Edge
Im trying to reduce the amount of damage taken from our lands, while maximizing possibly playing Vedalken Shackles.
EDIT: I would scrap some leaks and murderous cut for more vendilions.
DECKS:
UB Faeries [Midrange/Tempo]
RWUGB Affinity[Aggro]
FAERIES TOO STRONK!!!1111
- Fae Prophecy, 201
5678I used to play 2 SoFaF in main aswell. I never wanted to play them on turn 3 though and I actually counted them as 5-drop for myself. Ideal situation is that you plan ahead that when you're going to strike with it, because when it hits, it a big difference on the game.
Later on I gave up on the swords and started using one Batterskull on main. Batterskull just seems to win games sometimes. Atleast more than SoFaF did.
DECKS:
UB Faeries [Midrange/Tempo]
RWUGB Affinity[Aggro]
FAERIES TOO STRONK!!!1111
- Fae Prophecy, 201
5678Notes:
No maindeck discard. Replaced by Serum Visions. I like the change so far... but it's hard to quantify these changes into results..
- 2 MD batterskull.. I really feel like faeries needs to reliably close games quickly after chaining cryptics. these do that well.
- 2 MD vedalken shackles. Not sure if its worth running this card... sometimes useless until i can activate the same turn, so 5+. Some matchups its useless entirely, and I don't think its worth ruining the manabase to use. I'd rather be able to cast liliana more reliably.
2 Vendilion Clique
2 Snapcaster Mage
4 Bitterblossom
4 Cryptic Command
2 Vedalken Shackles
2 Batterskull
4 Serum Visions (dropping 2 lands adding serum visions has been really sweet)
2 Spell Snare
1 Smother (eh... underperforming. Doesn't kill angels.. which sucks.)
3 Remand (love the card draw over the hard counter honestly...)
2 Liliana of the Veil (seems better than a removal spell. casting it is difficult sometimes with my manabase, may want to rethink..)
1 Damnation (eh. dont like it so far).
2 Go for the Throat
1 Dig Through Time (Never tried it yet, but seems reasonable.)
4 Polluted Delta
2 Watery Grave
3 Mutavault
2 Creeping Tar Pit
1 Swamp
3 Drowned Catacomb
7 Island
1 Sunken Ruins
2 Deathmark
3 Sower of Temptation
2 Negate
4 Thoughtseize
1 Damnation
1 Dispel
I really wish it was easier to quantify these changes without hundreds of hours of testing. I hate deckbuilding. Can a professional please come bring us to tier 1 please?
After playing this deck for a few months now, I'm slowly starting to resent it. I really regret buying this deck in paper instead of Junk. My faeries list can stabilize fairly well with Cryptics after remands and kill spells keep them playing threats, but then has just NOTHING to do when the cryptic train leaves. They play a tarmogoyf, and without card draw to refill my hand, I have no answers and they end up winning. I despise the fact that a T2 Bitterblossom pulls us ahead on most matchups, but before that we're unfavored most of the time (save twin). Most decks are running Maindeck spells that just wreck our gameplans (Abrupt Decay, Electrolyze, Birthing Pod decks in general) and it really hurts. There are a lot of cards in my current list I don't want to be playing, but at that point it's not Faeries and I should just be running a better version that's a different deck entirely.
Over time I've moved from playing Scion of Oona/Mistbind Clique faeries to my current control oriented Faeries, and I'm not entirely convinced it's better against the current meta. Here's where I just hate deckbuilding because I always second guess any my changes, and it leads to me never accomplishing any changes in a decklist even though I think about it non-stop. There has to be a perfect version of this deck somewhere, and maybe it doesn't include mutavaults or many faeries at all.
Straight faeries tempo is what I'm willing to try next. But for now I need a break with the deck. I'm going to proxy up a junk deck and brood on these thoughts for awhile and come back to the deck in about a week with (hopefully) a new perspective. Can a more tempo player please post their updated decklist? I haven't seen one in awhile besides ManuGodineau's and Brianbgrp's.
I would also recommend to look for lists played by brian (from the forum), as took a more The Rock type build. But flashy. And cool, because of faeries.
I advice against the low landcount. You cannot just replace lands with visions in my opinion.
Turn two Bitterblossom is not everything, every game and you should try playing around that. My decklist is running two Lilly's, a snapcaster and a batterskull now.
For more tempo-orientated lists, you should check the list from Dan Paulsen who finished first in Vermont state championships. I think it is really well-balanced.
And a reference to what I am up to now.
3 Mistbinc Clique
4 Spellstutter Sprite
3 Vendilion Clique
1 Snapcaster mage
4 Bitterblossom
2 Liliana of the Veil
4 Cryptic Command
3 Thoughtseize
2 Mana Leak
2 Spell Snare
1 Inquisition of Kozilek
1 Batterskull
2 Doom Blade
2 Dismember
1 Disfigure
4 Secluded Glen
4 River of Tears
4 Darkslick Shores
4 Mutavault
3 Island
3 Creeping Tar Pit
1 Swamp
1 Sunken Ruins
1 Tectonic Edge
sb:
2 Negate
2 Ratchet Bomb
2 Hurkyl's Recall
2 Sower of Temptation
1 Disfigure
1 Engineered Explosives
1 Extirpate
1 Shadow of Doubt
1 Hibernation
1 Darkblast
1 Deathmark
Only thing is whether to not drop that 4th cryptic for a leak...but ah well.
DECKS:
UB Faeries [Midrange/Tempo]
RWUGB Affinity[Aggro]
FAERIES TOO STRONK!!!1111
- Fae Prophecy, 201
5678