For dredge match, what do you think about Grafdigger's Cage? It also stops CoCo and Nahiri.
It seems amazing at first but remember that they side in ancient grudge which is strong vs counter spells. They don't know if we side enchantment hate or artifact hate so they bring in nature's claim and ancient grudge to deal with both.
For dredge match, what do you think about Grafdigger's Cage? It also stops CoCo and Nahiri.
It seems amazing at first but remember that they side in ancient grudge which is strong vs counter spells. They don't know if we side enchantment hate or artifact hate so they bring in nature's claim and ancient grudge to deal with both.
Grafdigger's Cage reduces Ancient Grudge to Shatter, the Flashback is completely dead unless you're boarding in a bunch of other artifacts as well for whatever reason.
For dredge match, what do you think about Grafdigger's Cage? It also stops CoCo and Nahiri.
It seems amazing at first but remember that they side in ancient grudge which is strong vs counter spells. They don't know if we side enchantment hate or artifact hate so they bring in nature's claim and ancient grudge to deal with both.
Grafdigger's Cage reduces Ancient Grudge to Shatter, the Flashback is completely dead unless you're boarding in a bunch of other artifacts as well for whatever reason.
Indeed. I sort of understand why exiling graveyard is sort of more efficient, since you don't have to protect it. I just like the card and I do play 2 of it in my sb as graveyard hate.
For dredge match, what do you think about Grafdigger's Cage? It also stops CoCo and Nahiri.
It seems amazing at first but remember that they side in ancient grudge which is strong vs counter spells. They don't know if we side enchantment hate or artifact hate so they bring in nature's claim and ancient grudge to deal with both.
Grafdigger's Cage reduces Ancient Grudge to Shatter, the Flashback is completely dead unless you're boarding in a bunch of other artifacts as well for whatever reason.
Indeed. I sort of understand why exiling graveyard is sort of more efficient, since you don't have to protect it. I just like the card and I do play 2 of it in my sb as graveyard hate.
You're not wrong, G-Cage does have the liability of giving the Dredge pilot their entire graveyard back if they blow it up, and a critical mass of Amalgams and 'ghasts can 180 the game real fast. But still, it does a number on them until they get out of lock.
I'm looking at what I run in the SB and I'm not sure if on top of 3 Cages I want to run my 3 Flaying Tendrils (whiffs on Amalgam and any value-play Grave-Trolls, but absolutely annihilates everything else; shame I'm not greedy enough to splash for Anger of the Gods) or 2 Collective Brutality (additional hand disruption to prevent them from getting out of G-Cage). I think Tendrils gains value if I can get some Liliana, the Last Hope since she extends Tendrils' reach to include up to one Amalgam.
I'm going to play some Modern next saturday and I´m planning on playing something like this. Something that I´m still thinking about:
2 Tectonic Edges: These should most likely be Ghost Quarters as the Edge misses a lot of cases to function as good land destruction. What I´ve been using these is just plain manland removal.
1 Repeal: This is an open slot basically, but saw Repeal in some list and wanted to give it a shot.
2 Ashiok, Nightmare Weaver: I like this card against midrange for some reason. It always brings its best as it's a bit hard to kill right away from 5 loyality. Maybe this is a bad card and I just play it because I like it?
So I just went to my first magic tournament in 5+ years and I promised myself I would give a report here no matter how bad it went (since I enjoy when someone else post and report, and learn from it!), so here it goes...
2 disfigure
2 go for the throat
1 murderous cut
1 slaugther pact
2 thoughtseize
3 inquisition of kozilek
26 lands:
4 mutavault
4 creeping tar pit
3 ghost quarter
1 swamp
3 island
1 river of tears
4 darkslick shores
4 polluted delta
2 watery grave
Sideboard:
2 negate
1 dispel
1 thoughtseize
3 extirpate
1 disfigure
1 go for the throat
2 engineered explosives
2 damnation
2 hurkyl's recall
Tournament:
6 Rounds --> Standings, around 25 people playing
Round 1 - Suicide Zoo - 0-2
I only slept 3 hours and for unknown and completely crazy reasons I only took 1 energy drink with me. I felt like the two first matches were pretty much a blur, and then it got better during the day.. Anyways: He kills me swiftly in game 1 and in game 2 i remember him having 1 swiftspear in play and 4 cards in hand. I play inquisition and see temur battle rage x 2 and mutagenic growth x 2. I take a growth and he goes on to topdeck a 4/5 tarmogoyf that kills me with his 2nd temur a few turns later.. probably should have taken temur battle rage?
Round 2 - Bant Eldrazi - 0-2
First game is sooo long I grind with kalitas through FOUR drowners of hope but he gets me in the end. In game 2 I vendillion clique him and he has 2 smashers and 1 drowner. I take the drowner because I thought my kalitas in hand would be better of vs the smashers than vs all that tapping. probably a mistake cuz the reality smashers owns me a few turns later. Also I thought reality smasher countered the first removal spell so you needed 2 removal spells, didn't realize I could discard any card to kill it (and I had removal spell in hand...) woops!!
Round 3 - Planeswalkers and Tokens - 2-1
Game 1 2x Bitterblossom (first bitterblossoms drawn so far, none in the first two matches), overpower him and win swiftly. Game 2 I try to keep his planeswalkers down with flying attacks but i am eventually overpowered by flying tokens and 4-5 walkers.. Game 3 deck comes together and win quickly (can't remember any details).
Round 4 - Jund 2-1
Game 1, after I killed a few of his creatures, Kalitas comes down quickly vs his hand of 1 lightning bolt and 3 abrupt decay 8-). Game 2 3 goys are a bit too many. Game 3 I have 2 bitterblossoms, he kills 1 with decay. We fight back and forth, i chump his goyf, but eventually BAM kalitas + slaughter pact. damn kalitas is good!
Round 5 - U/R Delver 1-2
Game 1, again Kalitas does work. Killed some early delvers but the the BEDLAM REVELER pff + 3 cards. But I kill it and start getting zombie tokens with kalitas and somehow grind him through it. Game 2 I have boarded in 2 negate etc., and I feel that he has blood moon in hand. He tries to have me cast removal on his pyromancer turn 3 so he could cast it after combat, but I hold it and play around it as long as I can. but in turn 6 or so I can't stop it with my counterspells and it comes down. I only have 1 island and 1 swamp and 1 play each turn (since i only have blue spells) is just not enough to keep up with him. Also I draw cryptic command... I then proceed to board out all (/the remaining 1?) cryptics.. In game 3 he eventually kills me in turn 4 of extra turns, after we have both been in topdecking mode and i draw several blanks..
I am really frustrated with how to sideboard vs U/R and Grixis delver.. anyone have some tips? it seems necessary to have negate versus the blood moon, but really apart from vs blood moon negate is not so good versus the deck? also after the match I find out that while I boarded in +1 disfigure, he has boarded out 4 delvers and boarded in thing in the ice (which he kills me with game 3 - in the final turn my top deck is... disfigure! :-( :p)
Round 6 - Affinity - 2-1
Since I started checking this forum I always wondered how affinity supposedly should be a good or at least decent matchup. Now I can see why. Game 1 my answers line up with his threats (luckily), IoK and spell snare.. later kalitas comes to save the day. Game 2 he destroys me with very fast hand (the usual..) and game 3 bitterblossom simply eats him up. wow does that deck have a lot of x/1 that gets blocked by flying creatures! I kill his bigger things, keep the team back to block his small critters and peck at him with mutavalt untill mistbind clique comes to speed things up. I didn't draw any sideboard cards but didn't need to..
Final record 3-3
Going forward I will try - 1 river of tears, + 1 drowned catacomb, and - 1 mistbind clique, + 1 tasigur --- I am very curious about Anthony Hunyh's list, if anyone has it? Without Mistbind Clique? Sounds interesting, cuz that card can be awkward..
Other notes:
- Kalitas is crazy awesome!
- Remember to sleep before tournaments and remember to kill the reality smashers
- Before the tournament I was in doubt if I wanted to play 7. removal spell: dismember or 2nd cryptic command main. Went with the 2nd cryptic. Except in the two first matches where I could have needed some more quick removal, cryptic command performed pretty well for me tho.. so trying to stay with 2 cryptic for now.
- ghost quarter is great! man do I love that card. it was so good vs manlands and gavony township several times. I upped to 3 ghost quarter and (26 lands and 61 cards) for awesome disruption, more mana and mtgprice's SB-tech versus tron: ghost quarter + extirpate. I didn't get to extirpate tron but I was still very happy with the amount of lands and ghost quarters.
- ancestral vision: sometimes great sometimes not so great. i dunno. But if I wanted to put them to SB i would have to revise my SB-plan AND want to get something else in the main for Card Advantage / late-game pull-ahead.. and I can't afford 1-2 snapcaster mages right now..
Hope you guys can use/enjoy this write-up and looking forward to feedback and/or answers to my questions (about sideboard/Delver and temur battle rage/Zooicide)..
I have an idea for those on the straight attrition plan. What about savor the moment? It feels kind of dirty when attacking for 7 twice in a row and it can be considered a win-more card in that sense. But it can actually get us out of a tight spot since we get to take a whole extra turn. Late game we still might be able to attack with out manlands even with not untapping. I'll experiment with 1-2 to start and tell you all how it goes. It can be snapcastered too, now that's dirty
I have an idea for those on the straight attrition plan. What about savor the moment? It feels kind of dirty when attacking for 7 twice in a row and it can be considered a win-more card in that sense. But it can actually get us out of a tight spot since we get to take a whole extra turn. Late game we still might be able to attack with out manlands even with not untapping. I'll experiment with 1-2 to start and tell you all how it goes. It can be snapcastered too, now that's dirty
It feels like the card is just 3cmc draw a card. With BB on board it does make an additional token, but I think that Savior the Moment is only for decks that run a lot of planeswalkers.
What do you mean with "It feels kind of dirty when attacking for 7 twice in a row" ? I can't figure out how you will do that. Batterskull or something?
Basically what I was trying to say was if you had a mistbind for v clique and a few other tokens you could close out the game faster. I agree that it is kind of a win-more card but that 3 mana to draw a card and maybe draw into a counter or removal then attacking again is good. Maybe it's only really useful late game and at that point time warp is just better. Anyway, just a crazy idea.
Basically what I was trying to say was if you had a mistbind for v clique and a few other tokens you could close out the game faster. I agree that it is kind of a win-more card but that 3 mana to draw a card and maybe draw into a counter or removal then attacking again is good. Maybe it's only really useful late game and at that point time warp is just better. Anyway, just a crazy idea.
You do understand that you can't untap anything. No lands, no creatures. So you don't get an extra attack since your creatures don't untap and just tap 3 of your mana to draw a card? Am I missing something here? You just want an extra land drop if you have one, and draw a card for 3 mana?
Yep I read the card wrong. Thought it was only skipping untapping lands. Even if it was, I think extra turn effects might be gimmicky aside from mistbind clique anyway.
So is anyone else thinking about possibly going on hiatus vs all the incoming dredge? Mulliganing until you get a Grafdigger's and then having it get removed feels bad >.<
So is anyone else thinking about possibly going on hiatus vs all the incoming dredge? Mulliganing until you get a Grafdigger's and then having it get removed feels bad >.<
So is anyone else thinking about possibly going on hiatus vs all the incoming dredge? Mulliganing until you get a Grafdigger's and then having it get removed feels bad >.<
So what's the tech in the mirror match? Is "containing" their Bitterblossom a legitimate strategy if they get a Bitterblossom and you don't? By that I mean, I had a Faeries mirror match before, and he had a Bitterblossom down and I didn't, but I ended up winning the match with Kalitas, Traitor of Ghet's life gain to keep me in the game while chipping away with Creeping Tar Pit, eventually he died to his own Bitterblossom. Obviously, that wasn't an ideal scenario for me and I'd like to discard or counter his Bitterblossom, but I just ended up drawing my removal side of the deck. It got me thinking, is using their own Bitterblossom against them a valid strategy too. Creeping Tar Pit gets in free and Cryptic Command can fog, scoring us an extra point of life or 2 if they have dual Bitterblossom out. And Kalitas, Traitor of Ghet can keep our life somewhat stable in the face of faerie token swarms.
You just outlined the most important events in a Faerie Mirror.
Rule 1: First to drop a BB wins
Rule 2: If enemy has BB, get Creeping Tar Pit asap, CPT player wins
You basically fight a control mirror, unless the above scenario happens. I guess that Kalitas is good too. But you generally want to prevent Bitterblossoms from being cast at all times. Tar Pits and Bitterblossoms seem to be the most important tools to combat our own kin.
Bitterblossom advantage is, the way I see it, just a small facet of the overarching "who's the beatdown" question that dictates a Faeries mirror.
Since even the most control-leaning builds can turn the corner rather quickly into a beatdown position, knowing which role you're assuming in a given game state becomes critical, and trying to take one role at the wrong moment could presumably backfire and force you into the other as your opponent takes advantage of their newfound opening.
Dang, you guys get to go against mirror matches? Everywhere I go I am the "Faerie guy" which was endearing at first but always ends up sounding wrong when I think about it.
Dang, you guys get to go against mirror matches? Everywhere I go I am the "Faerie guy" which was endearing at first but always ends up sounding wrong when I think about it.
Well, I am the only competitive Faerie player in my country (NL). At cockatrice I have played the matchup very often. Faeries have become my trademark. The last time I brought Affinity, it felt like the entire FNM community was hostile and disappointed, lol.
So is anyone else thinking about possibly going on hiatus vs all the incoming dredge? Mulliganing until you get a Grafdigger's and then having it get removed feels bad >.<
Faerie Macabre is thematically appropriate, and also really strong against the deck. Remove 2 Prized Amalgams, dredgers, ect. Worst possible case, play it as a blocker or a beater.
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It seems amazing at first but remember that they side in ancient grudge which is strong vs counter spells. They don't know if we side enchantment hate or artifact hate so they bring in nature's claim and ancient grudge to deal with both.
UB Faeries
U Taking Turns
BGW Abzan Midrange
EDH Decks
MonoU Sakashima the Impostor and the Clone Army
UG Rashmi, Eternities Crafter
Dralnu, Lich LordUBR Kess, Dissident MageGrafdigger's Cage reduces Ancient Grudge to Shatter, the Flashback is completely dead unless you're boarding in a bunch of other artifacts as well for whatever reason.
Indeed. I sort of understand why exiling graveyard is sort of more efficient, since you don't have to protect it. I just like the card and I do play 2 of it in my sb as graveyard hate.
You're not wrong, G-Cage does have the liability of giving the Dredge pilot their entire graveyard back if they blow it up, and a critical mass of Amalgams and 'ghasts can 180 the game real fast. But still, it does a number on them until they get out of lock.
I'm looking at what I run in the SB and I'm not sure if on top of 3 Cages I want to run my 3 Flaying Tendrils (whiffs on Amalgam and any value-play Grave-Trolls, but absolutely annihilates everything else; shame I'm not greedy enough to splash for Anger of the Gods) or 2 Collective Brutality (additional hand disruption to prevent them from getting out of G-Cage). I think Tendrils gains value if I can get some Liliana, the Last Hope since she extends Tendrils' reach to include up to one Amalgam.
3 Island
1 Swamp
3 Creeping Tar Pit
4 Mutavault
4 Secluded Glen
4 Darkslick Shores
3 Polluted Delta
2 Tectonic Edge
1 Watery Grave
Creatures:
4 Bitterblossom
4 Spellstutter Sprite
3 Vendilion Clique
3 Mistbind Clique
1 Snapcaster Mage
2 Cryptic Command
3 Mana Leak
1 Spell Snare
1 Dismember
1 Murderous Cut
1 Go for the Throat
2 Disfigure
2 Thoughtseize
3 Inquisition of Kozilek
3 Liliana of the Veil
1 Repeal
3 Ancestral Visions
2 Grafdigger's Cage
2 Engineered Explosives
2 Hurkyl's Recall
2 Ashiok, Nightmare Weaver
2 Negate
1 Damnation
1 Kalitas, Traitor of Ghet
I'm going to play some Modern next saturday and I´m planning on playing something like this. Something that I´m still thinking about:
2 Tectonic Edges: These should most likely be Ghost Quarters as the Edge misses a lot of cases to function as good land destruction. What I´ve been using these is just plain manland removal.
1 Repeal: This is an open slot basically, but saw Repeal in some list and wanted to give it a shot.
2 Ashiok, Nightmare Weaver: I like this card against midrange for some reason. It always brings its best as it's a bit hard to kill right away from 5 loyality. Maybe this is a bad card and I just play it because I like it?
Any thoughts.
So I just went to my first magic tournament in 5+ years and I promised myself I would give a report here no matter how bad it went (since I enjoy when someone else post and report, and learn from it!), so here it goes...
Decklist (61 cards!):
11 creatures:
4 spellstutter sprite
2 vendillion clique
2 mistbind clique
2 kalitas, traitor of ghet
1 snapcaster mage
24 spells:
3 ancestral vision
4 bitterblossom
2 spell snare
2 mana leak
2 cryptic command
2 disfigure
2 go for the throat
1 murderous cut
1 slaugther pact
2 thoughtseize
3 inquisition of kozilek
26 lands:
4 mutavault
4 creeping tar pit
3 ghost quarter
1 swamp
3 island
1 river of tears
4 darkslick shores
4 polluted delta
2 watery grave
Sideboard:
2 negate
1 dispel
1 thoughtseize
3 extirpate
1 disfigure
1 go for the throat
2 engineered explosives
2 damnation
2 hurkyl's recall
Tournament:
6 Rounds --> Standings, around 25 people playing
Round 1 - Suicide Zoo - 0-2
I only slept 3 hours and for unknown and completely crazy reasons I only took 1 energy drink with me. I felt like the two first matches were pretty much a blur, and then it got better during the day.. Anyways: He kills me swiftly in game 1 and in game 2 i remember him having 1 swiftspear in play and 4 cards in hand. I play inquisition and see temur battle rage x 2 and mutagenic growth x 2. I take a growth and he goes on to topdeck a 4/5 tarmogoyf that kills me with his 2nd temur a few turns later.. probably should have taken temur battle rage?
Round 2 - Bant Eldrazi - 0-2
First game is sooo long I grind with kalitas through FOUR drowners of hope but he gets me in the end. In game 2 I vendillion clique him and he has 2 smashers and 1 drowner. I take the drowner because I thought my kalitas in hand would be better of vs the smashers than vs all that tapping. probably a mistake cuz the reality smashers owns me a few turns later. Also I thought reality smasher countered the first removal spell so you needed 2 removal spells, didn't realize I could discard any card to kill it (and I had removal spell in hand...) woops!!
Round 3 - Planeswalkers and Tokens - 2-1
Game 1 2x Bitterblossom (first bitterblossoms drawn so far, none in the first two matches), overpower him and win swiftly. Game 2 I try to keep his planeswalkers down with flying attacks but i am eventually overpowered by flying tokens and 4-5 walkers.. Game 3 deck comes together and win quickly (can't remember any details).
Round 4 - Jund 2-1
Game 1, after I killed a few of his creatures, Kalitas comes down quickly vs his hand of 1 lightning bolt and 3 abrupt decay 8-). Game 2 3 goys are a bit too many. Game 3 I have 2 bitterblossoms, he kills 1 with decay. We fight back and forth, i chump his goyf, but eventually BAM kalitas + slaughter pact. damn kalitas is good!
Round 5 - U/R Delver 1-2
Game 1, again Kalitas does work. Killed some early delvers but the the BEDLAM REVELER pff + 3 cards. But I kill it and start getting zombie tokens with kalitas and somehow grind him through it. Game 2 I have boarded in 2 negate etc., and I feel that he has blood moon in hand. He tries to have me cast removal on his pyromancer turn 3 so he could cast it after combat, but I hold it and play around it as long as I can. but in turn 6 or so I can't stop it with my counterspells and it comes down. I only have 1 island and 1 swamp and 1 play each turn (since i only have blue spells) is just not enough to keep up with him. Also I draw cryptic command... I then proceed to board out all (/the remaining 1?) cryptics.. In game 3 he eventually kills me in turn 4 of extra turns, after we have both been in topdecking mode and i draw several blanks..
I am really frustrated with how to sideboard vs U/R and Grixis delver.. anyone have some tips? it seems necessary to have negate versus the blood moon, but really apart from vs blood moon negate is not so good versus the deck? also after the match I find out that while I boarded in +1 disfigure, he has boarded out 4 delvers and boarded in thing in the ice (which he kills me with game 3 - in the final turn my top deck is... disfigure! :-( :p)
Round 6 - Affinity - 2-1
Since I started checking this forum I always wondered how affinity supposedly should be a good or at least decent matchup. Now I can see why. Game 1 my answers line up with his threats (luckily), IoK and spell snare.. later kalitas comes to save the day. Game 2 he destroys me with very fast hand (the usual..) and game 3 bitterblossom simply eats him up. wow does that deck have a lot of x/1 that gets blocked by flying creatures! I kill his bigger things, keep the team back to block his small critters and peck at him with mutavalt untill mistbind clique comes to speed things up. I didn't draw any sideboard cards but didn't need to..
Final record 3-3
Going forward I will try - 1 river of tears, + 1 drowned catacomb, and - 1 mistbind clique, + 1 tasigur --- I am very curious about Anthony Hunyh's list, if anyone has it? Without Mistbind Clique? Sounds interesting, cuz that card can be awkward..
Other notes:
- Kalitas is crazy awesome!
- Remember to sleep before tournaments and remember to kill the reality smashers
- Before the tournament I was in doubt if I wanted to play 7. removal spell: dismember or 2nd cryptic command main. Went with the 2nd cryptic. Except in the two first matches where I could have needed some more quick removal, cryptic command performed pretty well for me tho.. so trying to stay with 2 cryptic for now.
- ghost quarter is great! man do I love that card. it was so good vs manlands and gavony township several times. I upped to 3 ghost quarter and (26 lands and 61 cards) for awesome disruption, more mana and mtgprice's SB-tech versus tron: ghost quarter + extirpate. I didn't get to extirpate tron but I was still very happy with the amount of lands and ghost quarters.
- ancestral vision: sometimes great sometimes not so great. i dunno. But if I wanted to put them to SB i would have to revise my SB-plan AND want to get something else in the main for Card Advantage / late-game pull-ahead.. and I can't afford 1-2 snapcaster mages right now..
Hope you guys can use/enjoy this write-up and looking forward to feedback and/or answers to my questions (about sideboard/Delver and temur battle rage/Zooicide)..
UB Faeries
U Taking Turns
BGW Abzan Midrange
EDH Decks
MonoU Sakashima the Impostor and the Clone Army
UG Rashmi, Eternities Crafter
Dralnu, Lich LordUBR Kess, Dissident MageIt feels like the card is just 3cmc draw a card. With BB on board it does make an additional token, but I think that Savior the Moment is only for decks that run a lot of planeswalkers.
What do you mean with "It feels kind of dirty when attacking for 7 twice in a row" ? I can't figure out how you will do that. Batterskull or something?
The Delve Time Walk would be more useful, although it's a hell of a cost and encroaches on Murderous Cut.
Edit:
Have I sung my praises for Murderous Cut this month?
UB Faeries
U Taking Turns
BGW Abzan Midrange
EDH Decks
MonoU Sakashima the Impostor and the Clone Army
UG Rashmi, Eternities Crafter
Dralnu, Lich LordUBR Kess, Dissident MageYou do understand that you can't untap anything. No lands, no creatures. So you don't get an extra attack since your creatures don't untap and just tap 3 of your mana to draw a card? Am I missing something here? You just want an extra land drop if you have one, and draw a card for 3 mana?
UB Faeries
U Taking Turns
BGW Abzan Midrange
EDH Decks
MonoU Sakashima the Impostor and the Clone Army
UG Rashmi, Eternities Crafter
Dralnu, Lich LordUBR Kess, Dissident MageI am thinking of running 2 Grafdigger's Cage and 2 Nihil Spellbomb in side. I have no clue if it is enough thou.
Nah it's fine.
It's fiiiiiiiine
You just outlined the most important events in a Faerie Mirror.
Rule 1: First to drop a BB wins
Rule 2: If enemy has BB, get Creeping Tar Pit asap, CPT player wins
You basically fight a control mirror, unless the above scenario happens. I guess that Kalitas is good too. But you generally want to prevent Bitterblossoms from being cast at all times. Tar Pits and Bitterblossoms seem to be the most important tools to combat our own kin.
DECKS:
UB Faeries [Midrange/Tempo]
RWUGB Affinity[Aggro]
FAERIES TOO STRONK!!!1111
- Fae Prophecy, 201
5678Since even the most control-leaning builds can turn the corner rather quickly into a beatdown position, knowing which role you're assuming in a given game state becomes critical, and trying to take one role at the wrong moment could presumably backfire and force you into the other as your opponent takes advantage of their newfound opening.
Well, I am the only competitive Faerie player in my country (NL). At cockatrice I have played the matchup very often. Faeries have become my trademark. The last time I brought Affinity, it felt like the entire FNM community was hostile and disappointed, lol.
DECKS:
UB Faeries [Midrange/Tempo]
RWUGB Affinity[Aggro]
FAERIES TOO STRONK!!!1111
- Fae Prophecy, 201
5678Faerie Macabre is thematically appropriate, and also really strong against the deck. Remove 2 Prized Amalgams, dredgers, ect. Worst possible case, play it as a blocker or a beater.
Modern - GB Elves, UW Ojutai Control
Legacy - BWG Junk Stoneblade
Gay and Proud
#MakeAmericaGreatAgain