The main "fiddly bits" in the deck right now are the Dismember (which I like because it zaps Eldrazi), the Mana Leaks (Remand and Spell Snare feel kind of medium at the moment, so I'm running this almost by default), and the Dredge graveyard hate package (should I bother? Or should I pack big mana hate instead?). Any feedback is welcome.
And regarding the Abrupt Decay point... I don't think anyone is suggesting you wait until you have Scion up in order to play Blossom, that makes no sense. What I am saying is that you can T2 Blossom, then hold up something like Scion or Leak T3 in order to protect it. That way a topdecked Abrupt Decay (hopefully you caught the first copy with a T1 discard spell, or they just didn't have it in their opener) doesn't make you start over. The fact that it makes your tokens bigger is icing on the cake.
The main "fiddly bits" in the deck right now are the Dismember (which I like because it zaps Eldrazi), the Mana Leaks (Remand and Spell Snare feel kind of medium at the moment, so I'm running this almost by default), and the Dredge graveyard hate package (should I bother? Or should I pack big mana hate instead?). Any feedback is welcome.
And regarding the Abrupt Decay point... I don't think anyone is suggesting you wait until you have Scion up in order to play Blossom, that makes no sense. What I am saying is that you can T2 Blossom, then hold up something like Scion or Leak T3 in order to protect it. That way a topdecked Abrupt Decay (hopefully you caught the first copy with a T1 discard spell, or they just didn't have it in their opener) doesn't make you start over. The fact that it makes your tokens bigger is icing on the cake.
I want to reiterate what Ym1r said about BB vs. Abrupt Decay. Positioning Scion in this way encourages you to be more all-in on BB to win in general, while it's perfectly viable to build the deck to say "if they have it, they have it" and then go on to deploying the next threat. Most of the time they don't have it anyways and you gain a huge on-board advantage, and the times they do have it immediately you can just shrug, take the 1-for-1, and play the game as if you never drew BB in the first place. It's worth mentioning that pretty much no deck in modern can crutch on a single card to win the game, since you can't just accept that you lose every time you don't draw it on time. One of the most important skills to have as a faeries player is being able to still win even without BB, and while resolving and protecting BB is probably the easiest way to victory, lots of times that game plan doesn't come together.
That being said, your list seems pretty solid. On the board we've generally opted for Go for the throat and/or murderous cut instead of dismember (the life matters a lot), 3 AV so we don't get flooded with them and die, 3 Tar pits because it is super strong for closing out the game, and either 5-6 discards or none main since you either want to see one all the time or never (playstyle dependent).
Edit to add: Discard and AV also don't synergize too well since we're trading resources a lot, and as soon as they run out of cards we want to stop drawing discard and draw removal and counters instead. Late discard dilutes resolved AV at a point where it is less likely to actually be worth a card. You may also consider some of the discard-less lists that have started popping up more and more.
On the topic of River of Tears. I used it for a long time when I was playing on a budget. The deck is actually quite playable with them, but it will definitely cause headaches often and force you to sequence differently. I say save the Delta's and Tar Pits for last, go for stuff TheBarbaron mentioned first, they're essential!
Just the price for river of tears ($9), I wouldn't want to pay the money for a temporary card. Also the fact that it doesn't "power up" fatal push as @Sumthang mentioned. You're right about the snappy vs clique price... I preordered my snaps when MM17 spoiled them, and haven't checked the price since.
I think @burningeffigy is right, the money simply isn't going to be worth it for the temporary option. I'll stick with more budget lands and get the actual cards themselves first probably.
I hadn't realized River of Tears was that expensive. I got mine years ago, and once you're used to fetch-shock manabases, it becomes really awful. Some Drowned Catacombs might be better then.
I hadn't realized River of Tears was that expensive. I got mine years ago, and once you're used to fetch-shock manabases, it becomes really awful. Some Drowned Catacombs might be better then.
The MTG market can be both a wonderful and horrifying thing...
The main "fiddly bits" in the deck right now are the Dismember (which I like because it zaps Eldrazi), the Mana Leaks (Remand and Spell Snare feel kind of medium at the moment, so I'm running this almost by default), and the Dredge graveyard hate package (should I bother? Or should I pack big mana hate instead?). Any feedback is welcome.
And regarding the Abrupt Decay point... I don't think anyone is suggesting you wait until you have Scion up in order to play Blossom, that makes no sense. What I am saying is that you can T2 Blossom, then hold up something like Scion or Leak T3 in order to protect it. That way a topdecked Abrupt Decay (hopefully you caught the first copy with a T1 discard spell, or they just didn't have it in their opener) doesn't make you start over. The fact that it makes your tokens bigger is icing on the cake.
I want to reiterate what Ym1r said about BB vs. Abrupt Decay. Positioning Scion in this way encourages you to be more all-in on BB to win in general, while it's perfectly viable to build the deck to say "if they have it, they have it" and then go on to deploying the next threat. Most of the time they don't have it anyways and you gain a huge on-board advantage, and the times they do have it immediately you can just shrug, take the 1-for-1, and play the game as if you never drew BB in the first place. It's worth mentioning that pretty much no deck in modern can crutch on a single card to win the game, since you can't just accept that you lose every time you don't draw it on time. One of the most important skills to have as a faeries player is being able to still win even without BB, and while resolving and protecting BB is probably the easiest way to victory, lots of times that game plan doesn't come together.
That being said, your list seems pretty solid. On the board we've generally opted for Go for the throat and/or murderous cut instead of dismember (the life matters a lot), 3 AV so we don't get flooded with them and die, 3 Tar pits because it is super strong for closing out the game, and either 5-6 discards or none main since you either want to see one all the time or never (playstyle dependent).
Edit to add: Discard and AV also don't synergize too well since we're trading resources a lot, and as soon as they run out of cards we want to stop drawing discard and draw removal and counters instead. Late discard dilutes resolved AV at a point where it is less likely to actually be worth a card. You may also consider some of the discard-less lists that have started popping up more and more.
I agree late discard draws are awful; but I would contend it does not devalue a resolved ancestral vision. The thought being, is you would have drawn it ANYWAY, and you just got it out of the way faster so you have the chance to draw something more valuable. What I mean to say is just because you run discard, it does not mean you should run fewer or no ancestral vision.
Despite defending ancestral vision, I should say I've grown to hate it. A late suspended ancestral vision tends to be too little to late. I've had so many of those that I gave up using it; not sure if that was out of spite or actual utility.
Hello, I am backing to play my faeries deck and I want to test Smuggler's copter X4, but I dont know yet what to cut of my deck, any Idea would be very apreciated.
I know some people don´t like snappys, But I just cannot play without at least one, is more likely I add one more than remove the one I have.
Th sword seems to be one of my candidates to get out but it is a tool that has saved me a lot of times, Bribey is so much fun SO MUCH, I don´t really want to take it out but I guess is another candidate to make room for Copters.
I may switch smother for fatal push, maybe 6 hand disruption is too much and I can cut 2
Move the sword and the bribery to the board, cut a despise, and cut one or more of the top end spells (damnation, batterskull, mbc, cryptic, hero's downfall), maybe moving it to the board for a land or two. 20 lands isn't enough.
Move the sword and the bribery to the board, cut a despise, and cut one or more of the top end spells (damnation, batterskull, mbc, cryptic, hero's downfall), maybe moving it to the board for a land or two. 20 lands isn't enough.
I like running Damnation in the main because of heavy aggro environment, so is Batterskull Maybe I can cut one MBC but I dont think I can cut any of the spot removal or a cryptic
Hello, I am backing to play my faeries deck and I want to test Smuggler's copter X4, but I dont know yet what to cut of my deck, any Idea would be very apreciated.
I know some people don´t like snappys, But I just cannot play without at least one, is more likely I add one more than remove the one I have.
Th sword seems to be one of my candidates to get out but it is a tool that has saved me a lot of times, Bribey is so much fun SO MUCH, I don´t really want to take it out but I guess is another candidate to make room for Copters.
I may switch smother for fatal push, maybe 6 hand disruption is too much and I can cut 2
It all comes down to your meta and the conditions it presents, but I recommend against using smuggler's copter. The looting affect is great! The synergy with 1/1 faeries from bitterblossom is great! But I think you'll find that you are playing copters when you should be holding up spellstutter sprite or other counter magic. Then you'll activate a smuggler's copterand lose it to lightning bolt. It won't be obvious in game play, you'll feel close, and the looting effect, when it happens, will feel sooo good, but it makes your deck less competitive, due to the previously mentioned reasons.
6/0 last two modern tournaments at my local store
first tournament played this
Creatures (14)
3 Mistbind Clique
4 Scion of Oona
4 Spellstutter Sprite
3 Vendilion Clique
Enchantments Plainwalkers (5)
4 Bitterblossom
1 Jace, Architect of Thought
Instants (14)
3 Cryptic Command
4 Fatal Push
3 Mana Leak
2 Countersquall
1 Psychic Barrier
Sorceries (3)
3 Inquisition of Kozilek
Lands (25)
3 Creeping Tar Pit
2 Darkslick Shores
5 Island
4 Mutavault
4 River of Tears
4 Secluded Glen
2 Swamp
1 Faerie Conclave
Sideboard
2 Spell Snare
1 Countersquall
1 Damnation
1 Dispel
2 Engineered Explosives
3 Ceremonious Rejection
1 Relic of Progenitus
1 Jace, Architect of Thought
1 Tamiyo, the Moon Sage
2 Filigree Familiar
first match up was esper control, 2nd match up was eldrazi tron, and 3rd match up was boros burn.
I liked Tamiyo more then jace. Jace would of been better as more creature removal or 4th cryptic command. there was a time I had 5 tapped fearies when I played Tamiyo vs colorless eldrazi and I tapped down a tower, instead of drawing 5 cards or taping thoughtnot, its mostly for the 5/5 trampler.
First match was a yong kids with bad cards, 2nd match was naya humens and 3rd match was jund deathshadow.
I never drew the pestermite so I felt it wasn't needed. I'd change and put in 1 Lay Bare the heart over the 2nd thoughtseize, I won the game vs jund deathshadow at 1 life, because of double thoughtseize opener. He sided out his Inquisition of Kozilek and Liliana of the veil for mostly instant removal and lingering souls, my counterspells and Vendilion Clique got better wining me games 2 and 3. I sided out 1 Mistbind Clique
1 Spellstutter Sprite, 1 pestermite, and 1 Smuggler's Copter, I put in 2 damnnations and 2 Countersquall
Hello, I am backing to play my faeries deck and I want to test Smuggler's copter X4, but I dont know yet what to cut of my deck, any Idea would be very apreciated.
I know some people don´t like snappys, But I just cannot play without at least one, is more likely I add one more than remove the one I have.
Th sword seems to be one of my candidates to get out but it is a tool that has saved me a lot of times, Bribey is so much fun SO MUCH, I don´t really want to take it out but I guess is another candidate to make room for Copters.
I may switch smother for fatal push, maybe 6 hand disruption is too much and I can cut 2
Against a heavy aggro meta I'd definitely start my removal suite with 4 fatal push. When I ran copters (to a top 16 finish at SCG regionals a few months ago) i put them in the Ancestral Vision slots, since both AV and copter are acting as your sources of card advantage and drawing multiples of either (or both) is pretty bad. I'd actually consider running more snapcasters with copter and fatal push, since copter is only good if you have enough creatures to crew it, and you can't always rely on BB tokens against aggressive decks.
I will second running more lands though. 20 is far too few to reliably hit our colors or land drops on time, and copter mitigates the risk of flooding since you can just discard the excess lands to keep more spells.
Has anyone tried running Faerie Harbinger with any kind of success? I feel like there is some merit to having a pseudo "fifth BB" that we can cast end of turn, while holding up counter magic. I often find myself making it to turn 4+ without seeing a BB and being able to tutor for one at instant speed seems like it could be good. I think I'm going to give it a shot.
While that may be true, Teachings can't fetch a Bitterblossom, and it doesn't provide a body to attack and block with. I can see the appeal to Faerie Harbinger, though playing it would probably mean cutting down on Cryptic Command or Mistbind Clique.
On another topic, I've incorporated the feedback that folks have provided and come up with the following list:
I may jam the 3rd Tar Pit in there, but I'm rather leery of having too many taplands (and there's a potential for several of these lands to enter tapped). What do you think?
I used to play harbinger a long while ago, when jund/twin/affinity/tron/UWR were the decks to beat.
Its sweet with mistbind cliques, and lets you play singletons like sower and archmage, but mistbind clique isn't the best thing you can be doing anymore, and the other two are more or less unplayable, which means harbinger is too clunky for what it offers.
Liliana is just ok its mostly a make them sacrifice a creature then saves you some life card. I brather just have Go for the t, as I really dont like discarding cards in a deck with counter spells. a lot of top faerie decks and even white black tolkens plays liliana of the veil, so theirs something strong with the card.
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2 Mistbind Clique
4 Scion of Oona
4 Spellstutter Sprite
2 Vendilion Clique
Enchantments (4)
4 Bitterblossom
Instants (12)
2 Cryptic Command
2 Dismember
4 Fatal Push
4 Mana Leak
Sorceries (8)
4 Ancestral Vision
4 Inquisition of Kozilek
2 Creeping Tar Pit
2 Darkslick Shores
2 Drowned Catacomb
3 Island
4 Mutavault
4 Polluted Delta
2 River of Tears
2 Secluded Glen
1 Swamp
2 Watery Grave
2 Collective Brutality
2 Countersquall
2 Damnation
2 Dispel
1 Engineered Explosives
2 Nihil Spellbomb
2 Surgical Extraction
2 Thoughtseize
The main "fiddly bits" in the deck right now are the Dismember (which I like because it zaps Eldrazi), the Mana Leaks (Remand and Spell Snare feel kind of medium at the moment, so I'm running this almost by default), and the Dredge graveyard hate package (should I bother? Or should I pack big mana hate instead?). Any feedback is welcome.
And regarding the Abrupt Decay point... I don't think anyone is suggesting you wait until you have Scion up in order to play Blossom, that makes no sense. What I am saying is that you can T2 Blossom, then hold up something like Scion or Leak T3 in order to protect it. That way a topdecked Abrupt Decay (hopefully you caught the first copy with a T1 discard spell, or they just didn't have it in their opener) doesn't make you start over. The fact that it makes your tokens bigger is icing on the cake.
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
I want to reiterate what Ym1r said about BB vs. Abrupt Decay. Positioning Scion in this way encourages you to be more all-in on BB to win in general, while it's perfectly viable to build the deck to say "if they have it, they have it" and then go on to deploying the next threat. Most of the time they don't have it anyways and you gain a huge on-board advantage, and the times they do have it immediately you can just shrug, take the 1-for-1, and play the game as if you never drew BB in the first place. It's worth mentioning that pretty much no deck in modern can crutch on a single card to win the game, since you can't just accept that you lose every time you don't draw it on time. One of the most important skills to have as a faeries player is being able to still win even without BB, and while resolving and protecting BB is probably the easiest way to victory, lots of times that game plan doesn't come together.
That being said, your list seems pretty solid. On the board we've generally opted for Go for the throat and/or murderous cut instead of dismember (the life matters a lot), 3 AV so we don't get flooded with them and die, 3 Tar pits because it is super strong for closing out the game, and either 5-6 discards or none main since you either want to see one all the time or never (playstyle dependent).
Edit to add: Discard and AV also don't synergize too well since we're trading resources a lot, and as soon as they run out of cards we want to stop drawing discard and draw removal and counters instead. Late discard dilutes resolved AV at a point where it is less likely to actually be worth a card. You may also consider some of the discard-less lists that have started popping up more and more.
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
Absolutely, I've had that be very helpful time and time again.
I think @burningeffigy is right, the money simply isn't going to be worth it for the temporary option. I'll stick with more budget lands and get the actual cards themselves first probably.
The MTG market can be both a wonderful and horrifying thing...
I agree late discard draws are awful; but I would contend it does not devalue a resolved ancestral vision. The thought being, is you would have drawn it ANYWAY, and you just got it out of the way faster so you have the chance to draw something more valuable. What I mean to say is just because you run discard, it does not mean you should run fewer or no ancestral vision.
Despite defending ancestral vision, I should say I've grown to hate it. A late suspended ancestral vision tends to be too little to late. I've had so many of those that I gave up using it; not sure if that was out of spite or actual utility.
My list
3x Toughtseize
1x Sword of light and shadow
2x Mana leak
2x Cryptic command
1x Batterskull
1x damnation
2x Dismember
2x SMother
2x Hero's downfall
1x Bribery
4x Bitterblosssom
3x Ancestral Vision
1x Snapcaster Mage
3x MIstbind clique
2x Vendilion clique
4x Spellstutter sprite
1x Ghost quarter
2x swamp
3x Darkslick shores
1x Pendelhaven
2x Creeping tarpit
2x Watery grave
2x Polluted delta
3x Mutavault
I know some people don´t like snappys, But I just cannot play without at least one, is more likely I add one more than remove the one I have.
Th sword seems to be one of my candidates to get out but it is a tool that has saved me a lot of times, Bribey is so much fun SO MUCH, I don´t really want to take it out but I guess is another candidate to make room for Copters.
I may switch smother for fatal push, maybe 6 hand disruption is too much and I can cut 2
EDH: RWB Edgar Markov The current updated decklist is here
EDH: WUB Oloro, Ageless ascetic The current updated decklist is here
EDH: UWG Phelddagrif, The current updated decklist is here
EDH: WUB Yennett, Cryptic Sovereign The current updated decklist is here
EDH: WUB Alela, Artful provocateur The current updated decklist is here
EDH: GB Hapatra, vizier of poisons The current updated decklist is here
Bribery and sword of light and shadow seems like a reasonable cut, maybe 1 despise and 1 thoughseize will do the trick for the other 2 slots.
I like running Damnation in the main because of heavy aggro environment, so is Batterskull Maybe I can cut one MBC but I dont think I can cut any of the spot removal or a cryptic
EDH: RWB Edgar Markov The current updated decklist is here
EDH: WUB Oloro, Ageless ascetic The current updated decklist is here
EDH: UWG Phelddagrif, The current updated decklist is here
EDH: WUB Yennett, Cryptic Sovereign The current updated decklist is here
EDH: WUB Alela, Artful provocateur The current updated decklist is here
EDH: GB Hapatra, vizier of poisons The current updated decklist is here
It all comes down to your meta and the conditions it presents, but I recommend against using smuggler's copter. The looting affect is great! The synergy with 1/1 faeries from bitterblossom is great! But I think you'll find that you are playing copters when you should be holding up spellstutter sprite or other counter magic. Then you'll activate a smuggler's copterand lose it to lightning bolt. It won't be obvious in game play, you'll feel close, and the looting effect, when it happens, will feel sooo good, but it makes your deck less competitive, due to the previously mentioned reasons.
first tournament played this
Creatures (14)
3 Mistbind Clique
4 Scion of Oona
4 Spellstutter Sprite
3 Vendilion Clique
Enchantments Plainwalkers (5)
4 Bitterblossom
1 Jace, Architect of Thought
Instants (14)
3 Cryptic Command
4 Fatal Push
3 Mana Leak
2 Countersquall
1 Psychic Barrier
Sorceries (3)
3 Inquisition of Kozilek
Lands (25)
3 Creeping Tar Pit
2 Darkslick Shores
5 Island
4 Mutavault
4 River of Tears
4 Secluded Glen
2 Swamp
1 Faerie Conclave
Sideboard
2 Spell Snare
1 Countersquall
1 Damnation
1 Dispel
2 Engineered Explosives
3 Ceremonious Rejection
1 Relic of Progenitus
1 Jace, Architect of Thought
1 Tamiyo, the Moon Sage
2 Filigree Familiar
first match up was esper control, 2nd match up was eldrazi tron, and 3rd match up was boros burn.
I liked Tamiyo more then jace. Jace would of been better as more creature removal or 4th cryptic command. there was a time I had 5 tapped fearies when I played Tamiyo vs colorless eldrazi and I tapped down a tower, instead of drawing 5 cards or taping thoughtnot, its mostly for the 5/5 trampler.
next week
Creatures (11)
3 Mistbind Clique
4 Spellstutter Sprite
3 Vendilion Clique
1 Pestermite
Enchantments Artifacts (8)
4 Bitterblossom
4 Smuggler's Copter
Instants (10)
4 Cryptic Command
4 Fatal Push
2 Spell Snare
Sorceries (6)
4 Inquisition of Kozilek
2 Thoughtseize
Lands (25)
3 Creeping Tar Pit
1 Darkslick Shores
4 Island
4 Mutavault
4 Polluted Delta
2 River of Tears
4 Secluded Glen
1 Swamp
1 Watery Grave
1 Faerie Conclave
Sideboard
2 Countersquall
2 Damnation
1 Dispel
1 Engineered Explosives
2 Ceremonious Rejection
2 Grafdigger's Cage
3 Ancestral Visions
2 Collective Brutality
First match was a yong kids with bad cards, 2nd match was naya humens and 3rd match was jund deathshadow.
I never drew the pestermite so I felt it wasn't needed. I'd change and put in 1 Lay Bare the heart over the 2nd thoughtseize, I won the game vs jund deathshadow at 1 life, because of double thoughtseize opener. He sided out his Inquisition of Kozilek and Liliana of the veil for mostly instant removal and lingering souls, my counterspells and Vendilion Clique got better wining me games 2 and 3. I sided out 1 Mistbind Clique
1 Spellstutter Sprite, 1 pestermite, and 1 Smuggler's Copter, I put in 2 damnnations and 2 Countersquall
Against a heavy aggro meta I'd definitely start my removal suite with 4 fatal push. When I ran copters (to a top 16 finish at SCG regionals a few months ago) i put them in the Ancestral Vision slots, since both AV and copter are acting as your sources of card advantage and drawing multiples of either (or both) is pretty bad. I'd actually consider running more snapcasters with copter and fatal push, since copter is only good if you have enough creatures to crew it, and you can't always rely on BB tokens against aggressive decks.
I will second running more lands though. 20 is far too few to reliably hit our colors or land drops on time, and copter mitigates the risk of flooding since you can just discard the excess lands to keep more spells.
On another topic, I've incorporated the feedback that folks have provided and come up with the following list:
2 Mistbind Clique
4 Scion of Oona
4 Spellstutter Sprite
2 Vendilion Clique
Enchantments (4)
4 Bitterblossom
Instants (14)
4 Cryptic Command
4 Fatal Push
2 Go for the Throat
4 Mana Leak
Sorceries (6)
4 Ancestral Vision
2 Collective Brutality
2 Creeping Tar Pit
2 Darkslick Shores
2 Drowned Catacomb
3 Island
4 Mutavault
4 Polluted Delta
2 River of Tears
2 Secluded Glen
1 Swamp
2 Watery Grave
2 Countersquall
2 Damnation
2 Dispel
1 Engineered Explosives
4 Leyline of the Void
2 Smother
2 Thoughtseize
I may jam the 3rd Tar Pit in there, but I'm rather leery of having too many taplands (and there's a potential for several of these lands to enter tapped). What do you think?
Legacy: Merfolk U; Shadow UB; Eldrazi Stompy C
Pauper: Delver U
Vintage: Merfolk U
Primers:
Its sweet with mistbind cliques, and lets you play singletons like sower and archmage, but mistbind clique isn't the best thing you can be doing anymore, and the other two are more or less unplayable, which means harbinger is too clunky for what it offers.
Decks I'm playing in Modern right now:
URB Grixis Reveler (http://www.mtgvault.com/supast4r7/decks/modern-grixis-reveler/)
UB Faeries (http://www.mtgvault.com/supast4r7/decks/ub-fae-2/)
UW Azorious Control (http://www.mtgvault.com/supast4r7/decks/modern-ojutai-control-2/)