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Faerie Tempo
Introduction
This is, at it's core, the faeries deck from the 2009 1.x season. The main blow to such a deck is the loss of Riptide Laboratory, one of the key components that gave the deck longevity and late game power. However, with the printing of cards like Snapcaster Mage and Sword of Feast and Famine, this is still a powerful deck to contend with indeed.
Originally, a MonoU faeries deck might've looked something like this:
The main reason a deck like this could not exist in Modern was Punishing Fire. All of our creatures tend to be removable with this engine, leading us to have 0 reliable win conditions against any deck supporting this combo - which was around 50% of the decks. Without Punishing Fire, you can expect to see a resurgence of sub-2 toughness creaures in general, but that's an entirely different topic.
Another and much more tournament successful take on the Faerie tribal deck comes in a true Mono U form. Dropping all of the high mana costing spells for cheap counters and the faeries that really care about other faeries such as Mistbind Clique and Scion of Oona. This deck has no real need to splash (except for a meta-game specific purpose) and is perfectly comfortable playing 18 Islands 4 Mutavaults, and perhaps a faerie conclave or two.
So there are indeed two distinct routes to go, closer to the NLU//MonoU fae of old, and a true tribal direction. Both seem very viable with strengths and weaknesses, but both decks have options on effectively the same cards.
So let's talk about the cards in the deck, and some of our options.
Creatures
Spellstutter Sprite - You generally want three or four of this card. It is a powerful spell to protect your creatures from path/bolt/etc, stop 1-2 drops and carry Sword of Feast and Famine. It's utility is fairly absurd, and when paired with V Clique and Mutavault can counter surprisingly large spells at times, however it reliable is a "spell snare for 1 mana stuff".
Spellskite - Solid wall and cheap protector of the fae. Very handy to stick early (especially on the play) and can allow you to obtain the 2-3 faeries you need to stick to get the deck rolling. Playable in most Faeries-core decks, but it really shines when you begin playing Mistbind Cliques and Scion of Oona! Important to note also, its a great card for protecting Vedalken Shackles once it hits the table as well.
Vendilion Clique - Again, three or four. Hand disruption, a fast clock, sword carrying, evasion, and the faerie creature type. Punishing fire kept this card's popularity down vastly, but in its absence your opponent must spend a real removal spell to kill it, after (or in response to) you peeking at their hand. It is important to note that you can target yourself to cycle cards that are poor in a given match up, or choose to cycle nothing from an opponents hand.
Tarmogoyf - My favorite blue creature! If you decide for a green splash for Goyf, you will get a reliable and large beater. I generally side out goyf when I bring in Relic of Progenitus from my SB as a note. Not a real option for the pure tribal Fae builds, but very solid if you are looking to be much more anti-aggro and controlling.
Snapcaster Mage - Not a lot to be said that hasn't. Flash allows you access to suprise sword equips and reusable counters. Milage may vary when choosing the number to play in your deck. I've been happy with 2 or 3. It is important to get ahead early game when playing Aggro-Control style decks, and he doesn't help a ton before your graveyard has some options. Worth sideboarding out if you expect graveyard hate to blank relics/crypts.
Sower of Temptation - Vedalken Shackles is typically better, but this creature is a faerie and gains the effect of shackles for a mana cheaper. It's worth considering, especially in metagames that feature decks like merfolk and bant. Not great against any lightning bolt deck, regardless of the monsters they are casting.
Glen Elendra Archmage - A tad slow for my liking, but the effect is remarkable. I would try this out, very metagame dependent. Path has weakened this creature significantly since it's 1.x hayday.
Venser, Shaper Savant - Without riptide laboratory he is a tier 2 choice in most cases. The bounce is exception on spells, and flash makes him solid regardless. Worth considering but I am currently playing without.
Mindbind Clique - This card is a one-of. It is powerful against removal light decks and backbreaking when you are ahead. Use with caution, typically when you have a good idea of their hand, or have multiple faeries in play. 1 removal spell on your lone champion target could spell doom.
Scion of Oona - Fits only in a true tribal fae deck, but its absolutely necessary if that is your plan. With 2-3 Spellskites, cheap counter magic, AND Scion of Oona, you should have a fighting chance at keeping your flying army alive against even the most removal-intensive decks. Flashing in SoO as a counterspell to a lightning bolt while pumping the team is a great investment.
Geist of Saint Traft - I have been thinking about this card a lot, and he might be a really good fit for the deck, at least in the sideboard for control based match ups. He brings a lot to the table, and supported by Shackles/path/EE he will likely be able to attack. Worth trying out!
Trinket Mage - Metagame dependant, but extremely solid in his own right. Able to fetch up a myriad of fantastic cheap artifacts like Pithing Needle, Relic of Progenitus, Tormod's Crypt, Nihil Spellbomb, Sunbeam Spellbomb, Pyrite Spellbomb, Darksteel Citadel, and Engineered Explosives, to name some. Good with cards like Restoration Angel, while providing a chump blocker (or a trade) early against aggro while you set up your engineered explosives. Overall a welcomed option, but plays better in more mid-range or narrow meta-games. Keep him in mind though!
Restoration Angel - She seems to need no introduction. Excellent creature, always able to provide value even without a friend to blink. Most every creature can be blinked for good reason in faeries based decks, whether to dodge removal or to reuse an effect. She works great in tempo mirrors for the same reason the other fae do. Flashing her in at EOT with a sword in play definitely gets the job done.
Instants
Mana Leak - Should probably be playing four, it is the primer conditional counterspell of the format. Weak on the draw against aggro, and typically will be SB'd out in those cases.
Spell Snare - Three to Four good. I play four, every deck has an abundance of two drops and this spell will *always* counter something in every matchup. Plus it's utility on the draw lets you gain tempo against their two drops.
Remand - See Spell Pierce here as well. This is effectively like flipping a Temporal Mastery against slower decks. Putting faeries in play at EOT while remanding their major threats will win you a game easily. Support this with Spell Snares/Spell Pierces/Mana Leaks, and even a single Vendilion Clique could seal the game up on some draws. The cantrip effect is also extremely important, since you cannot afford to play hard card draw, getting every little bit of value possible is great.
Spell Pierce - The closer to a fast tempo deck you get, the more you will want this card. The main reason it is good, as that your opponent will have a lot of cards to play around. Paths, spell snares, mana leaks, etc. They must use their mana effectively to compete with your tempo, and spell pierce always counters something for this reason if you draw it early. So the more pressure you apply, the more spell pierce you want, pretty simple.
Cryptic Command - Expensive, but your best hard-counter option. It's utility is unmatched and the UUU requirement is seldom an issue. I prefer two, as Snapcaster gives it buyback at a later time, and having multiples in your opener is pretty stinky in general.
Thirst for Knowledge - This is your best card draw spell. It is arguably better than Visions when paired with Snapcaster, and allows hands that revolve more around "draw, go" to increase in power.
Path to Exile - The best removal option. Your only real way to win against turn 2 fatties from birds/heirarch, while being cheap and effecting in other situations. I play three, but it is easy to make an argument for four.
Repeal, Into the Roil, etc - Bounce spells are 'okay' and you'd tend to want a Venser or additional Cryptic first. Repeal lost a ton of value in modern due to the loss of Chrome Mox, as you cannot cycle it for U in match ups where it is weak, and you cannot force card disadvantage against opposing moxes.
Artifacts
Vedalken Shackles - This is one of the best cards in your deck. An unanswered shackles will typically win any game on its own. It is Sower of Temptation on a stick, and much harder to kill. Baiting EOT Vendilion Cliques in control matchups to resolve this one spell is completely back breaking for your opponents. Mandatory two of this card.
Engineered Explosives - Sweeper of choice. Easy to splash, fuels thirst and deals with anything path can't, or anything that slips through the cracks of your counters. Great anti-zoo protection, great against empty the warrens, and remarkable utility overall.
Sword of Feast and Famine - This is our Jitte replacement. It locks games down like none other. Clever ways to trick your opponent to tap like flashing in Cliques or Spellstutter for the ninja equip on turn 5 is generally GG. Untapping with counter backup after they discarded is insane. I play two, but I can see a powerful argument for three. The pure faeries decks don't really need a long-term plan like a sword in their builds, so you will seldom find this in their lists.
Crystal Shard - This is the closest thing to Riptide lab you can play. It is a sorcery, and is generally too slow for my tastes, however there is great late game potential here. Sticking V clique at EOT then untapping to play the shard with a mana up seems particularly strong if its in your opener, and at the very worst can be discarded to thirst for knowledge.
Lands
Misty Rainforest, Scalding Tarn - You are likely splashing for Path, Goyf, EE or sideboard cards. You want the maximum number of ways to fetch your duals while still always being able to fetch a basic island.
Darksteel Citadel - Easy two-of for Thirst fodder. Colorless is typically not a huge encumbered even for Shackles.
Mutavault - It's a faerie, it attacks and holds a sword. This card is boss. Two lands, vault and sprite lets you counter CMC 2, which is a great utility to have.
Academy Ruins - Doesn't hurt to run one, brings back the swords, shackles, and EEs if they are removed or you need them again. Synergies with Thirst often times too. It is also relevant to note it is a Split-second strip mine against opposing Academy Ruins decks.
Sideboard
Your sideboard is always going to be heavily metagame dependent, but I will give some strong options.
Threads of Disloyalty - Great for any aggro-control deck. Typically hard to get rid of and it takes anything from Goblin Guide to Goyf to Bob. Certainly main deckable in fast metagames.
Timely Reinforcements - 6 life and 3 dudes is good, but how about Snapcastering it back? Yeah, this card seals up burn, Rw and Zoo games very quickly. It buys you a ton of time and gives you ample creatures to attack with.
Trickbind - Great against combo decks or decks with a lot of triggered abilities. I've trick binded O-rings and V. Cliques enough times to be a fan of this card's overall utility when needed.
Relic of Progenitus - Obvious graveyard hate is obvious. Would suggest running something else if your list is playing Tarmogoyf
Ancient Grudge - Easy to splash, great against a variety of decks. Kills swords, affinity cards, opposing shackles, etc. Love this card, and wouldn't have a SB without 2-3.
Gameplan
As previously stated, we are largely an aggro control plan. We do not have the options to play a ridiculous attrition game (although I have won many games like that against Teachings/Gifts decks alike) but we can go toe to toe in a counter war. We tend to lean towards the control angle in the aggro matchups, and aggro in the control matchups. Your main priority should be to stick a creature or creatures that you can support with counter-magic, sword of feast and famine, or Vedalken Shackles to win you the game. It is almost never in your best interests to trade for opposing creatures as yours are far more seldom, and it is always worth it to attack for even 1 damage at every opportunity. Games will often feel like you snuck by for the victory, and require an immense amount of calculation and planning to achieve success. Keep hands with a mixture of removal and counterspells over everything else. Hands with just a bunch of guys and a sword will typically not win you a game as your creatures are fragile and cannot fight toe to toe with other creatures.
The more common way you often see a Faerie Tempo deck is Mono U. Mono U faeries is a MUCH more aggressive game plan, and thrives on early beats, cheap counters, and disruption. They forgo all of the off-color options for a faster clock with a draw, attack, go, mentality. If you play something relevant, faeries will try to counter it, if you play nothing, they will use the opportunity to stick a faerie. You will note a big difference between these two decks, despite both using a faerie core.
With all that being said, have fun trying it out, and feel free to post suggestions/comments/whatever you want and I'll be happy to discuss the deck and update the main thread whenever relevant information arrives! I will try to post some descriptions about matchups as well in the future. I would also like to note I drastically draw this deck as a huge departure from typical faeries decks, IE ones that play twin combo, green for heriarch, etc. It is also, hardly a faeries deck, its more of just an aggro control deck whose creatures happen to be faeries in general. We are not casting Scion of Oonas, thats fore sure. I did see the other thread, but I feel like this design philosophy being so intrinsic to a deck that can flourish without punishing fire in the format deserved its own thread. Also, I realize it is not entirely "mono U" but it really might as well be. The splashes are largely for a couple SB options, EE and path.
About Me:
My name is John Treviranus, originally from Madison Wisconsin. I am the designer of Boat Brew piloted initially by Brian Kowal. I designed and shared Ultimencia (Grixis Haterator as I called it) with Gavin Verhey who wrote an article on SCG about it and worked closely with him for a long time regarding a variety of decks. I have a few PTQ top8s, but have been on hiatus from magic for around a year or more now.
NLU is a purely control strategy. The decks function in a different design space entirely. Its like saying "yo wouldn't zoo just be way better than Merfolk?" the decks dont really have a similar gameplan.
This deck is more interested in sticking threats and protecting them, rather than playing a long game and using a single Goyf/Meloku/Etc to finish the game when your opponent is gassed out.
IE, look at 1.x seasons from a couple years ago, NLU and Mono U Fae both existed and had varying %'s in different matchups due to their inherent strengths and weaknesses.
I do not have concrete MTGO, PTQ, GP, PT tournament results for a deck design in a similar vein. I do the majority of my testing on cockatrice against friends who are also PTQ grinders like myself, and we have had a lot of success with the deck, and had been saving it in the event that Punishing Fire was banned, as that was the crux holding the deck back.
I do not have concrete MTGO, PTQ, GP, PT tournament results for a deck design in a similar vein. I do the majority of my testing on cockatrice against friends who are also PTQ grinders like myself, and we have had a lot of success with the deck, and had been saving it in the event that Punishing Fire was banned, as that was the crux holding the deck back.
I have been toying with the UR version that Alan Comer did okay with in worlds...
It is pretty good, but loses to heavy RB decks.
I think Mindbreak Trap needs to be a SB option. That card owns storm.
I liked Boat Brew BTW.
I took an Esper Version in one of the first dailies to fire and did okay with it. I think I will probably stick to that....Nice primer.
I do not have concrete MTGO, PTQ, GP, PT tournament results for a deck design in a similar vein. I do the majority of my testing on cockatrice against friends who are also PTQ grinders like myself, and we have had a lot of success with the deck, and had been saving it in the event that Punishing Fire was banned, as that was the crux holding the deck back.
I was pretty sure that you needed jitte to compete with zoo, and AV to compete with control decks. I know you did in extended because I played a deck very similar to this one, and I would have lost so many matches without said cards.
In life all we can do is try to make things better. Sitting lost in old ways and fearing change only makes us outdated and ignorant.
Peace cannot be kept by force. It can only be achieved by understanding.
Albert Einstein
Millions of innocent men, women and children, since the introduction of Christianity, have been burnt, tortured, fined and imprisoned; yet we have not advanced one inch towards uniformity.
Your primer has an inaccurate statement about Threads of Disloyalty; as Threads can only enchant a creature with 2 cmc or less, the biggest guy you can steal with it is Goyf, not KotR. (I'd imagine stealing Bob is hilarious.) Otherwise, nice work.
Mono-U is a bit of a misnomer with a sizable white splash and the possibility of yet more colours, though.
I was pretty sure that you needed jitte to compete with zoo, and AV to compete with control decks. I know you did in extended because I played a deck very similar to this one, and I would have lost so many matches without said cards.
Saying you "need" jitte to compete with Zoo is fairly arbitrary. Zoo with no wild nacatls or punishing fire engine is pretty much an overall worse zoo deck than the one that this deck fought in its prime. Just think people were casting Wooly Thoctars and ****, and we had no real way to kill them! (take 5, ow)
Really the cards that make this deck functional against zoo are relatively unchanged. Jitte is a remarkable card, without a doubt, however I think it is more than fair to say that there are a plethora of strong anti-zoo cards available, especially using path to exile, kitchen finks, elspeth, Timely Reinforcements, Vedalken Shackles, and so forth. Sword of Feast and Famine isn't half bad either if you manage to sneak an attack in with it, even though it does not protect your guys from removal in the matchup.
Generally speaking, I find non-bitterblossom faeries decks have a major weakness - IE: decks that go big. Tron, Ramp, Cloudpost, etc. You can't really compete with the size of their threats in general. However, very tight play puts you at good chances with the rest of the field. It is a very hard deck to play.
Your primer has an inaccurate statement about Threads of Disloyalty; as Threads can only enchant a creature with 2 cmc or less, the biggest guy you can steal with it is Goyf, not KotR. (I'd imagine stealing Bob is hilarious.) Otherwise, nice work.
I am an idiot, thank-you. I've actually tried to take knights or anything like that, but I always thought I had the option for some reason. RTFC, etc, etc.
Play Tarmogoyf over 1 mistbind clique, 1 sower of temptation, 1 spellstutter sprite and 4th vendilion is extremly easy to choose. And play the 4th Path to exile is a must, probably over the 3rd thirst for knowledge
Completely reasonable suggestion, there are a lot of configurations that work just fine. Ive been trying a lot of different things about myself, I found that the majority of lost games involved Elspeth, Knight Errant crushing me, so I am playing 2 currently as my "anti-elspeth" card, and because shes a house.
Saying you "need" jitte to compete with Zoo is fairly arbitrary. Zoo with no wild nacatls or punishing fire engine is pretty much an overall worse zoo deck than the one that this deck fought in its prime. Just think people were casting Wooly Thoctars and ****, and we had no real way to kill them! (take 5, ow)
Really the cards that make this deck functional against zoo are relatively unchanged. Jitte is a remarkable card, without a doubt, however I think it is more than fair to say that there are a plethora of strong anti-zoo cards available, especially using path to exile, kitchen finks, elspeth, Timely Reinforcements, Vedalken Shackles, and so forth. Sword of Feast and Famine isn't half bad either if you manage to sneak an attack in with it, even though it does not protect your guys from removal in the matchup.
The funny thing is the old deck in your op was actually played in an extended season before punishing fire was even printed. Back when zoo still ran mogg fanatic, tarfire, oblivion rings. Zoo is so much better now then it was then.
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In life all we can do is try to make things better. Sitting lost in old ways and fearing change only makes us outdated and ignorant.
Peace cannot be kept by force. It can only be achieved by understanding.
Albert Einstein
Millions of innocent men, women and children, since the introduction of Christianity, have been burnt, tortured, fined and imprisoned; yet we have not advanced one inch towards uniformity.
The implication that Mogg Fanatic was a weak card against faeries is completely retarded. Mogg Fanatic was their 2nd best one drop in the matchup after Nacatl. I would happily and much rather play against Lion/Ape on turn 1-2 than a Mogg Fanatic playing a Wizards/Fae deck. It makes it so Spellstutters don't counter, it kill V clique and could trade with a mutavault. Hating on Mogg Fanatic when it was an ideal creature in the matchup makes 0 sense. If I were to build a Zoo deck specifically designed to beat faeries, there is a good chance Mogg Fanatic would make the cut, that guy is a beast.
You are also neglecting to note that Sulfuric Vortex was particularly common in zoo lists, and often was literally a 3 mana GG spell. It shut down most life gain based SB options on its own, and demanded you respect it by reprenting mana leak at all times, forcing you to take extra damage from creatures in combat before killing them at end of turn.
You are under representing how fast, aggressive and strong Zoo was 2 years ago. The deck even had to compete with TEPS and Elves at the time, and was perfectly capable of racing combo strategies.
The implication that Mogg Fanatic was a weak card against faeries is completely retarded. Mogg Fanatic was their 2nd best one drop in the matchup after Nacatl. I would happily and much rather play against Lion/Ape on turn 1-2 than a Mogg Fanatic playing a Wizards/Fae deck. It makes it so Spellstutters don't counter, it kill V clique and could trade with a mutavault. Hating on Mogg Fanatic when it was an ideal creature in the matchup makes 0 sense. If I were to build a Zoo deck specifically designed to beat faeries, there is a good chance Mogg Fanatic would make the cut, that guy is a beast.
You are also neglecting to note that Sulfuric Vortex was particularly common in zoo lists, and often was literally a 3 mana GG spell. It shut down most life gain based SB options on its own, and demanded you respect it by reprenting mana leak at all times, forcing you to take extra damage from creatures in combat before killing them at end of turn.
You are under representing how fast, aggressive and strong Zoo was 2 years ago. The deck even had to compete with TEPS and Elves at the time, and was perfectly capable of racing combo strategies.
Zoo in MRD-forward extended didn't run punishing fire all that often because it wasn't good in the meta. Faeries without riptide, jitte, ect are going to be the dog to zoo. If combo is dominant I suspect that faeries could do well, but the meta is still up for debate since we don't have any relevant information. If zoo is anywhere near ~30% of the meta like it has been this deck won't be as good.
Private Mod Note
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Rollback Post to RevisionRollBack
In life all we can do is try to make things better. Sitting lost in old ways and fearing change only makes us outdated and ignorant.
Peace cannot be kept by force. It can only be achieved by understanding.
Albert Einstein
Millions of innocent men, women and children, since the introduction of Christianity, have been burnt, tortured, fined and imprisoned; yet we have not advanced one inch towards uniformity.
I regularly beat mono red burn, R/w and zoo in matches. I test with very good players, and this deck has been performing strongly against a variety of decks, including Zoo. Zoo has strong matchups against most everything (especially game 1) and this match up is extremely die roll dependent. Engineered Explosives can frequently two-for-one against uncautious players, and path can be rebought with snapcaster. Sprite counters bolt/path/1 drops well, and snare is exceptional on the draw. If you manage to stabalize even remotely, dropping a shackles will typically end the game.
Zoo of course, can just draw a lot of burn and a great creature draw and kill you on the play if you don't have an EE or Snare or some other reactive piece, which does happen. Its a very close and interactive matchup.
Also, in a sideboarded game I have 2 EE, 3 Timely Reinforcement (note-snapcaster), and 3 Threads of Disloyalty to replace the mediocre vendilion cliques and mana leaks. Snare protects threads against pridemage, and timely is very strong in general.
So, test it yourself, find out what a "dog" the deck is I suppose. Basing an opinion on exclusively extrapolation of a match up does not yield accurate results in the majority of the time.
Also, Riptide Laboratory was infrequently relevant in doing anything except seal up a game in the Zoo v wizards matchup. The core cards like Snare, EE, Sprite, and Shackles were the real game-winners, as they are in this deck.
In fact i dont know why that card choices. Now that Nacatl is banned, maybe i will give a try yo Faeries. Any good list here?
P.D: Is Faeries better than next level blue now? Path to exilem timely reinforcements and tarmogoyf seems stronger than play Black
playing black without bitterblosm seems like a really poor choice. Red seems like the best splash for the Fae. Lightning Bolt, Splinter Twin, and Kiki-jiki all help the deck to just win outta no where.
I also Like the prospect of Grim Lavamancer for aggro matches.
EDIT: for green splash I also like the prospect of plow under+snapcaster mage lock. expensive, but totally game ending.
I gave up on the UR Fae/Twin list. I just didn't like it. You lose too much to opposing lists with and/or
It just didn't interact in a meaningful way.
However, I have been having a little more success with straight UB. Maybe it is because I am used to the game plan, but I think hand disruption is necssary for this sort of deck:
Not perfect, we still remain more aggro-ish, but some of the plans have changed.
Hand disruption is key. Knowing information and stripping hate is really good for our plan.
The thing I like most is that this is a Aggro Control deck deck that is pretty good at switching roles midgame. I realize it is not the same without Bitterblossom, but if you played Fae with any efficacy back in the day, you would know how to win without Bitterblossom (I heard chaining Mistbinds is still back breaking). In fact, I am glad that I learned that skill when this was a deck becasue Fae are still something that very much rewards play skill and planning....
BTW- @ Joseki- You used to write for TCGPlayer.com, huh? I used to love the decks you made. In fact, I think I played the Grixis one you mentioned in the OP.
Thanks mate, I am kind of a creative/whacky deck builder type. Lately I've been playing a lot more tier1 decks but I'm always trying to improve on them.
I'd say that this deck wants to go more in the Geist of St. Traft/Elspeth direction, or the thoughtseizing direction. I think UW tempo is completely viable and playable, and a deck like this can really shine in that role. I also think that if you wanted to be faeries.dec without bitterblossom its probably playable, and you'd likely crush the pants off of combo decks with good odds against control decks.
Anything with steppe lynx/goblin guide/etc I fear for you, white cards are really good in those matchups haha.
Thanks mate, I am kind of a creative/whacky deck builder type. Lately I've been playing a lot more tier1 decks but I'm always trying to improve on them.
I'd say that this deck wants to go more in the Geist of St. Traft/Elspeth direction, or the thoughtseizing direction. I think UW tempo is completely viable and playable, and a deck like this can really shine in that role. I also think that if you wanted to be faeries.dec without bitterblossom its probably playable, and you'd likely crush the pants off of combo decks with good odds against control decks.
Anything with steppe lynx/goblin guide/etc I fear for you, white cards are really good in those matchups haha.
Boros is showing up everywhere online, so I wouldn't recommend the UB version in that metagame...Steppe Lynx + Geopede + Ghost Quarter + Fetchlands and Zektar Shrine is such a beating...
Anyway. I agree about Geist. He seems really good in this metagame.
Boros is showing up everywhere online, so I wouldn't recommend the UB version in that metagame...Steppe Lynx + Geopede + Ghost Quarter + Fetchlands and Zektar Shrine is such a beating...
Anyway. I agree about Geist. He seems really good in this metagame.
Do you play modern on modo? Im buying a modern Faeries deck soon for PTQs. :]
I think that a list like the play SedgeSliver runs is really good, its like UB tempo (no Spellstutters) a lot like the list you mentioned. I think I'd still splash for Timely Reinforcements in the board though, that card is a house.
Also, I really can't give up on V. Shackles, its so insane. =/
Do you play modern on modo? Im buying a modern Faeries deck soon for PTQs. :]
I think that a list like the play SedgeSliver runs is really good, its like UB tempo (no Spellstutters) a lot like the list you mentioned. I think I'd still splash for Timely Reinforcements in the board though, that card is a house.
Also, I really can't give up on V. Shackles, its so insane. =/
I play a ton of 2-mans. I don't ever really have time for a full DE. I am actually playing SedgeSliver's list for UB, funny you mention it...
I still have Fae built. I was one of the initial people to 3-1 in the first few events that fires though, with an Esper Fae Blade build (Pre Punishing Fire ban, cause I am ballsy).
I do like Esper for Fae, however, having Esper Charm and Path is huge in bad match ups.
I am toying with a lot of lists in this format. I have Esper Fae Blade, Death and Taxes, UW Control, 5CC, Rakdos Deck Wins, etc etc etc...
Vedalken Shackles is great in this meta, you essentially shut off Melira and Twin...plus it deals with a bunch of head aches. I really want to squeeze a Miren, the Moaning Well in some where.
I have a clan dedicated to Modern. I am the captain. I also am organizing a league that you can take part in (for practice and prizes!!)
MTGO username: apaulogy
Let me know if you need cards. I generally play at West coast Night Owl time. I might force myself to do a DE tonight at 11 PST.
What I don't understand is the lack of colored mana/fetches for the engineered explosives in the side. I think you need Ancient Grudge anyway so it wouldn't hurt much to add some fetches and a dual of each ug and ur.
With the rise of Twin I think this deck has a real chance to shine. You just need to be able to beat affinity post board.
Echoing truth could also help vs tokens?
Explosives is particularly good vs affinity as well. Perhaps move explosives to the main?
I dont think EE is good against Affinity.
Killing Memnites and Ornithopters is the opposite creatures you want to kill at 0. At EE set to 1 means that you are killing Signal Pest. You want to kill Ravagers and Platings.
Spell Snare and a well timed Shackles and maybe Hurkyl's Recall out of SB is your only shot.
Along with tokens, the other bad match up for this deck is affinity.
Do you think Hurkyl's is better than splashing steam vents and breeding pool to play ancient grudge?
Splashing is dangerous because at some point you will take opportunity cards because your "splash" permits them (i.e. you decide to splash a Steam Vents and Breeding Pool for Engineered Explosives and Grudge, then you start jamming Lightning Bolt cause 'its sooo good'. Then you find your self asking if Chandra's Phoenix is a good idea. Maybe not the best example, but you get the drift).
Hurkyl's Recall is a good 2-of SB card that needs other forms of disruption to aid it. Spell Snare is one of your best cards against affinity because the Spells that matter cost 2. SB'ing is not just "jam 4x card, win matchup".
I say that if you are going to play UB Fish, you should. It is a good deck.
UR Faeries is certainly a good choice too.
I also just like Mono U because it attacks the metagame from an interesting angle. It is also weak to fast red aggro, a timed Volcanic Fallout, affinity, and Big Mana decks. You can shore up on this in the SB if you expect it, but it never gets better than a coin flip (assuming players of equal skill).
Introduction
This is, at it's core, the faeries deck from the 2009 1.x season. The main blow to such a deck is the loss of Riptide Laboratory, one of the key components that gave the deck longevity and late game power. However, with the printing of cards like Snapcaster Mage and Sword of Feast and Famine, this is still a powerful deck to contend with indeed.
Originally, a MonoU faeries deck might've looked something like this:
2 Breeding Pool
4 Flooded Strand
8 Island
4 Mutavault
4 Polluted Delta
3 Riptide Laboratory
1 Steam Vents
Creatures
4 Spellstutter Sprite
4 Tarmogoyf
3 Vendilion Clique
2 Venser, Shaper Savant
4 Ancestral Vision
2 Cryptic Command
2 Engineered Explosives
4 Mana Leak
1 Repeal
4 Spell Snare
2 Umezawa's Jitte
2 Vedalken Shackles
3 Ancient Grudge
1 Engineered Explosives
2 Flashfreeze
3 Relic of Progenitus
3 Stifle
2 Threads of Disloyalty
1 Vedalken Shackles
There are indeed some losses to note. Umezawa's Jitte, Ancestral Visions, and Riptide Laboratory are not Modern legal. Additionally, Venser, Shaper Savant is significantly worse without the wizard land to boost his potential. (he is still a notable card choice, however)
Replacements are abound in the form of Sword of Feast and Famine as our primary equipment, Thirst for Knowledge for standard card draw, and Snapcaster Mage for the power to recur previously used spells.
The main reason a deck like this could not exist in Modern was Punishing Fire. All of our creatures tend to be removable with this engine, leading us to have 0 reliable win conditions against any deck supporting this combo - which was around 50% of the decks. Without Punishing Fire, you can expect to see a resurgence of sub-2 toughness creaures in general, but that's an entirely different topic.
Another and much more tournament successful take on the Faerie tribal deck comes in a true Mono U form. Dropping all of the high mana costing spells for cheap counters and the faeries that really care about other faeries such as Mistbind Clique and Scion of Oona. This deck has no real need to splash (except for a meta-game specific purpose) and is perfectly comfortable playing 18 Islands 4 Mutavaults, and perhaps a faerie conclave or two.
So there are indeed two distinct routes to go, closer to the NLU//MonoU fae of old, and a true tribal direction. Both seem very viable with strengths and weaknesses, but both decks have options on effectively the same cards.
So let's talk about the cards in the deck, and some of our options.
Creatures
Spellstutter Sprite - You generally want three or four of this card. It is a powerful spell to protect your creatures from path/bolt/etc, stop 1-2 drops and carry Sword of Feast and Famine. It's utility is fairly absurd, and when paired with V Clique and Mutavault can counter surprisingly large spells at times, however it reliable is a "spell snare for 1 mana stuff".
Spellskite - Solid wall and cheap protector of the fae. Very handy to stick early (especially on the play) and can allow you to obtain the 2-3 faeries you need to stick to get the deck rolling. Playable in most Faeries-core decks, but it really shines when you begin playing Mistbind Cliques and Scion of Oona! Important to note also, its a great card for protecting Vedalken Shackles once it hits the table as well.
Vendilion Clique - Again, three or four. Hand disruption, a fast clock, sword carrying, evasion, and the faerie creature type. Punishing fire kept this card's popularity down vastly, but in its absence your opponent must spend a real removal spell to kill it, after (or in response to) you peeking at their hand. It is important to note that you can target yourself to cycle cards that are poor in a given match up, or choose to cycle nothing from an opponents hand.
Tarmogoyf - My favorite blue creature! If you decide for a green splash for Goyf, you will get a reliable and large beater. I generally side out goyf when I bring in Relic of Progenitus from my SB as a note. Not a real option for the pure tribal Fae builds, but very solid if you are looking to be much more anti-aggro and controlling.
Snapcaster Mage - Not a lot to be said that hasn't. Flash allows you access to suprise sword equips and reusable counters. Milage may vary when choosing the number to play in your deck. I've been happy with 2 or 3. It is important to get ahead early game when playing Aggro-Control style decks, and he doesn't help a ton before your graveyard has some options. Worth sideboarding out if you expect graveyard hate to blank relics/crypts.
Sower of Temptation - Vedalken Shackles is typically better, but this creature is a faerie and gains the effect of shackles for a mana cheaper. It's worth considering, especially in metagames that feature decks like merfolk and bant. Not great against any lightning bolt deck, regardless of the monsters they are casting.
Glen Elendra Archmage - A tad slow for my liking, but the effect is remarkable. I would try this out, very metagame dependent. Path has weakened this creature significantly since it's 1.x hayday.
Venser, Shaper Savant - Without riptide laboratory he is a tier 2 choice in most cases. The bounce is exception on spells, and flash makes him solid regardless. Worth considering but I am currently playing without.
Mindbind Clique - This card is a one-of. It is powerful against removal light decks and backbreaking when you are ahead. Use with caution, typically when you have a good idea of their hand, or have multiple faeries in play. 1 removal spell on your lone champion target could spell doom.
Scion of Oona - Fits only in a true tribal fae deck, but its absolutely necessary if that is your plan. With 2-3 Spellskites, cheap counter magic, AND Scion of Oona, you should have a fighting chance at keeping your flying army alive against even the most removal-intensive decks. Flashing in SoO as a counterspell to a lightning bolt while pumping the team is a great investment.
Geist of Saint Traft - I have been thinking about this card a lot, and he might be a really good fit for the deck, at least in the sideboard for control based match ups. He brings a lot to the table, and supported by Shackles/path/EE he will likely be able to attack. Worth trying out!
Trinket Mage - Metagame dependant, but extremely solid in his own right. Able to fetch up a myriad of fantastic cheap artifacts like Pithing Needle, Relic of Progenitus, Tormod's Crypt, Nihil Spellbomb, Sunbeam Spellbomb, Pyrite Spellbomb, Darksteel Citadel, and Engineered Explosives, to name some. Good with cards like Restoration Angel, while providing a chump blocker (or a trade) early against aggro while you set up your engineered explosives. Overall a welcomed option, but plays better in more mid-range or narrow meta-games. Keep him in mind though!
Restoration Angel - She seems to need no introduction. Excellent creature, always able to provide value even without a friend to blink. Most every creature can be blinked for good reason in faeries based decks, whether to dodge removal or to reuse an effect. She works great in tempo mirrors for the same reason the other fae do. Flashing her in at EOT with a sword in play definitely gets the job done.
Instants
Mana Leak - Should probably be playing four, it is the primer conditional counterspell of the format. Weak on the draw against aggro, and typically will be SB'd out in those cases.
Spell Snare - Three to Four good. I play four, every deck has an abundance of two drops and this spell will *always* counter something in every matchup. Plus it's utility on the draw lets you gain tempo against their two drops.
Remand - See Spell Pierce here as well. This is effectively like flipping a Temporal Mastery against slower decks. Putting faeries in play at EOT while remanding their major threats will win you a game easily. Support this with Spell Snares/Spell Pierces/Mana Leaks, and even a single Vendilion Clique could seal the game up on some draws. The cantrip effect is also extremely important, since you cannot afford to play hard card draw, getting every little bit of value possible is great.
Spell Pierce - The closer to a fast tempo deck you get, the more you will want this card. The main reason it is good, as that your opponent will have a lot of cards to play around. Paths, spell snares, mana leaks, etc. They must use their mana effectively to compete with your tempo, and spell pierce always counters something for this reason if you draw it early. So the more pressure you apply, the more spell pierce you want, pretty simple.
Cryptic Command - Expensive, but your best hard-counter option. It's utility is unmatched and the UUU requirement is seldom an issue. I prefer two, as Snapcaster gives it buyback at a later time, and having multiples in your opener is pretty stinky in general.
Thirst for Knowledge - This is your best card draw spell. It is arguably better than Visions when paired with Snapcaster, and allows hands that revolve more around "draw, go" to increase in power.
Path to Exile - The best removal option. Your only real way to win against turn 2 fatties from birds/heirarch, while being cheap and effecting in other situations. I play three, but it is easy to make an argument for four.
Repeal, Into the Roil, etc - Bounce spells are 'okay' and you'd tend to want a Venser or additional Cryptic first. Repeal lost a ton of value in modern due to the loss of Chrome Mox, as you cannot cycle it for U in match ups where it is weak, and you cannot force card disadvantage against opposing moxes.
Artifacts
Vedalken Shackles - This is one of the best cards in your deck. An unanswered shackles will typically win any game on its own. It is Sower of Temptation on a stick, and much harder to kill. Baiting EOT Vendilion Cliques in control matchups to resolve this one spell is completely back breaking for your opponents. Mandatory two of this card.
Engineered Explosives - Sweeper of choice. Easy to splash, fuels thirst and deals with anything path can't, or anything that slips through the cracks of your counters. Great anti-zoo protection, great against empty the warrens, and remarkable utility overall.
Sword of Feast and Famine - This is our Jitte replacement. It locks games down like none other. Clever ways to trick your opponent to tap like flashing in Cliques or Spellstutter for the ninja equip on turn 5 is generally GG. Untapping with counter backup after they discarded is insane. I play two, but I can see a powerful argument for three. The pure faeries decks don't really need a long-term plan like a sword in their builds, so you will seldom find this in their lists.
Crystal Shard - This is the closest thing to Riptide lab you can play. It is a sorcery, and is generally too slow for my tastes, however there is great late game potential here. Sticking V clique at EOT then untapping to play the shard with a mana up seems particularly strong if its in your opener, and at the very worst can be discarded to thirst for knowledge.
Lands
Misty Rainforest, Scalding Tarn - You are likely splashing for Path, Goyf, EE or sideboard cards. You want the maximum number of ways to fetch your duals while still always being able to fetch a basic island.
Darksteel Citadel - Easy two-of for Thirst fodder. Colorless is typically not a huge encumbered even for Shackles.
Mutavault - It's a faerie, it attacks and holds a sword. This card is boss. Two lands, vault and sprite lets you counter CMC 2, which is a great utility to have.
Academy Ruins - Doesn't hurt to run one, brings back the swords, shackles, and EEs if they are removed or you need them again. Synergies with Thirst often times too. It is also relevant to note it is a Split-second strip mine against opposing Academy Ruins decks.
Sideboard
Your sideboard is always going to be heavily metagame dependent, but I will give some strong options.
Threads of Disloyalty - Great for any aggro-control deck. Typically hard to get rid of and it takes anything from Goblin Guide to Goyf to Bob. Certainly main deckable in fast metagames.
Timely Reinforcements - 6 life and 3 dudes is good, but how about Snapcastering it back? Yeah, this card seals up burn, Rw and Zoo games very quickly. It buys you a ton of time and gives you ample creatures to attack with.
Trickbind - Great against combo decks or decks with a lot of triggered abilities. I've trick binded O-rings and V. Cliques enough times to be a fan of this card's overall utility when needed.
Relic of Progenitus - Obvious graveyard hate is obvious. Would suggest running something else if your list is playing Tarmogoyf
Ancient Grudge - Easy to splash, great against a variety of decks. Kills swords, affinity cards, opposing shackles, etc. Love this card, and wouldn't have a SB without 2-3.
Gameplan
As previously stated, we are largely an aggro control plan. We do not have the options to play a ridiculous attrition game (although I have won many games like that against Teachings/Gifts decks alike) but we can go toe to toe in a counter war. We tend to lean towards the control angle in the aggro matchups, and aggro in the control matchups. Your main priority should be to stick a creature or creatures that you can support with counter-magic, sword of feast and famine, or Vedalken Shackles to win you the game. It is almost never in your best interests to trade for opposing creatures as yours are far more seldom, and it is always worth it to attack for even 1 damage at every opportunity. Games will often feel like you snuck by for the victory, and require an immense amount of calculation and planning to achieve success. Keep hands with a mixture of removal and counterspells over everything else. Hands with just a bunch of guys and a sword will typically not win you a game as your creatures are fragile and cannot fight toe to toe with other creatures.
With that being said, here is my list!
4 Vendilion Clique
3 Snapcaster Mage
4 Restoration Angel
4 Spellstutter Sprite
Instants
3 Cryptic Command
4 Mana Leak
4 Path to Exile
4 Spell Snare
Artifacts
2 Vedalken Shackles
2 Sword of Feast and Famine
7 Island
4 Mutavault
4 Scalding Tarn
4 Misty Rainforest
2 Hallowed Fountain
2 Steam Vents
1 Breeding Pool
2 Tectonic Edge
3 Ancient Grudge
2 Engineered Explosives
1 Vedalken Shackles
3 Timely Reinforcements
2 Tectonic Edge
2 Surgical Extraction
2 Spellskite
The more common way you often see a Faerie Tempo deck is Mono U. Mono U faeries is a MUCH more aggressive game plan, and thrives on early beats, cheap counters, and disruption. They forgo all of the off-color options for a faster clock with a draw, attack, go, mentality. If you play something relevant, faeries will try to counter it, if you play nothing, they will use the opportunity to stick a faerie. You will note a big difference between these two decks, despite both using a faerie core.
1 Faerie Conclave
18 Island
4 Mutavault
2 Tectonic Edge
Creatures
4 Mistbind Clique
4 Scion of Oona
2 Spellskite
4 Spellstutter Sprite
3 Vendilion Clique
4 Cryptic Command
3 Mana Leak
3 Remand
1 Spell Pierce
4 Spell Snare
3 Vedalken Shackles
1 Dismember
1 Pithing Needle
3 Ratchet Bomb
2 Relic of Progenitus
1 Sower of Temptation
3 Spell Pierce
2 Steel Sabotage
2 Threads of Disloyalty
With all that being said, have fun trying it out, and feel free to post suggestions/comments/whatever you want and I'll be happy to discuss the deck and update the main thread whenever relevant information arrives! I will try to post some descriptions about matchups as well in the future. I would also like to note I drastically draw this deck as a huge departure from typical faeries decks, IE ones that play twin combo, green for heriarch, etc. It is also, hardly a faeries deck, its more of just an aggro control deck whose creatures happen to be faeries in general. We are not casting Scion of Oonas, thats fore sure. I did see the other thread, but I feel like this design philosophy being so intrinsic to a deck that can flourish without punishing fire in the format deserved its own thread. Also, I realize it is not entirely "mono U" but it really might as well be. The splashes are largely for a couple SB options, EE and path.
About Me:
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[Team Revolution]
This deck is more interested in sticking threats and protecting them, rather than playing a long game and using a single Goyf/Meloku/Etc to finish the game when your opponent is gassed out.
IE, look at 1.x seasons from a couple years ago, NLU and Mono U Fae both existed and had varying %'s in different matchups due to their inherent strengths and weaknesses.
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[Team Revolution]
Legacy: UB(R/G) Storm UB(R/G)
Vintage: UBG Gush Storm UBG
I do not have concrete MTGO, PTQ, GP, PT tournament results for a deck design in a similar vein. I do the majority of my testing on cockatrice against friends who are also PTQ grinders like myself, and we have had a lot of success with the deck, and had been saving it in the event that Punishing Fire was banned, as that was the crux holding the deck back.
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[Team Revolution]
I have been toying with the UR version that Alan Comer did okay with in worlds...
It is pretty good, but loses to heavy RB decks.
I think Mindbreak Trap needs to be a SB option. That card owns storm.
I liked Boat Brew BTW.
I took an Esper Version in one of the first dailies to fire and did okay with it. I think I will probably stick to that....Nice primer.
Fae Blade seems like a real option, IMHO.
I was pretty sure that you needed jitte to compete with zoo, and AV to compete with control decks. I know you did in extended because I played a deck very similar to this one, and I would have lost so many matches without said cards.
4 Spellstutter Sprite
4 Tarmogoyf
4 Vendilion Clique
4 Ancestral Vision
1 Cryptic Command
4 Mana Leak
4 Spell Snare
3 Umezawa's Jitte
2 Vedalken Shackles
Land [25]
1 Academy Ruins
2 Breeding Pool
2 Hallowed Fountain
8 Island
4 Misty Rainforest
4 Mutavault
4 Scalding Tarn
Albert Einstein
Thomas Jefferson
Mono-U is a bit of a misnomer with a sizable white splash and the possibility of yet more colours, though.
Saying you "need" jitte to compete with Zoo is fairly arbitrary. Zoo with no wild nacatls or punishing fire engine is pretty much an overall worse zoo deck than the one that this deck fought in its prime. Just think people were casting Wooly Thoctars and ****, and we had no real way to kill them! (take 5, ow)
Really the cards that make this deck functional against zoo are relatively unchanged. Jitte is a remarkable card, without a doubt, however I think it is more than fair to say that there are a plethora of strong anti-zoo cards available, especially using path to exile, kitchen finks, elspeth, Timely Reinforcements, Vedalken Shackles, and so forth. Sword of Feast and Famine isn't half bad either if you manage to sneak an attack in with it, even though it does not protect your guys from removal in the matchup.
Generally speaking, I find non-bitterblossom faeries decks have a major weakness - IE: decks that go big. Tron, Ramp, Cloudpost, etc. You can't really compete with the size of their threats in general. However, very tight play puts you at good chances with the rest of the field. It is a very hard deck to play.
I am an idiot, thank-you. I've actually tried to take knights or anything like that, but I always thought I had the option for some reason. RTFC, etc, etc.
Completely reasonable suggestion, there are a lot of configurations that work just fine. Ive been trying a lot of different things about myself, I found that the majority of lost games involved Elspeth, Knight Errant crushing me, so I am playing 2 currently as my "anti-elspeth" card, and because shes a house.
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[Team Revolution]
The funny thing is the old deck in your op was actually played in an extended season before punishing fire was even printed. Back when zoo still ran mogg fanatic, tarfire, oblivion rings. Zoo is so much better now then it was then.
Albert Einstein
Thomas Jefferson
You are also neglecting to note that Sulfuric Vortex was particularly common in zoo lists, and often was literally a 3 mana GG spell. It shut down most life gain based SB options on its own, and demanded you respect it by reprenting mana leak at all times, forcing you to take extra damage from creatures in combat before killing them at end of turn.
You are under representing how fast, aggressive and strong Zoo was 2 years ago. The deck even had to compete with TEPS and Elves at the time, and was perfectly capable of racing combo strategies.
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[Team Revolution]
Zoo in MRD-forward extended didn't run punishing fire all that often because it wasn't good in the meta. Faeries without riptide, jitte, ect are going to be the dog to zoo. If combo is dominant I suspect that faeries could do well, but the meta is still up for debate since we don't have any relevant information. If zoo is anywhere near ~30% of the meta like it has been this deck won't be as good.
Albert Einstein
Thomas Jefferson
Zoo of course, can just draw a lot of burn and a great creature draw and kill you on the play if you don't have an EE or Snare or some other reactive piece, which does happen. Its a very close and interactive matchup.
Also, in a sideboarded game I have 2 EE, 3 Timely Reinforcement (note-snapcaster), and 3 Threads of Disloyalty to replace the mediocre vendilion cliques and mana leaks. Snare protects threads against pridemage, and timely is very strong in general.
So, test it yourself, find out what a "dog" the deck is I suppose. Basing an opinion on exclusively extrapolation of a match up does not yield accurate results in the majority of the time.
Also, Riptide Laboratory was infrequently relevant in doing anything except seal up a game in the Zoo v wizards matchup. The core cards like Snare, EE, Sprite, and Shackles were the real game-winners, as they are in this deck.
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[Team Revolution]
playing black without bitterblosm seems like a really poor choice. Red seems like the best splash for the Fae. Lightning Bolt, Splinter Twin, and Kiki-jiki all help the deck to just win outta no where.
I also Like the prospect of Grim Lavamancer for aggro matches.
EDIT: for green splash I also like the prospect of plow under+snapcaster mage lock. expensive, but totally game ending.
I gave up on the UR Fae/Twin list. I just didn't like it. You lose too much to opposing lists with and/or
It just didn't interact in a meaningful way.
However, I have been having a little more success with straight UB. Maybe it is because I am used to the game plan, but I think hand disruption is necssary for this sort of deck:
4 Darkslick Shores
2 Watery Grave
1 Faerie Conclave
4 Mutavault
4 River of Tears
1 Swamp
2 Island
3 Misty Rainforest
25 Land
4 Spellstutter Sprite
4 Mistbind Clique
4 Scion of Oona
3 Vendilion Clique
15 Creatures
3 Thoughtseize
3 Doom Blade
1 Go for the Throat
2 Engineered Explosives
4 Rune Snag
4 Cryptic Command
20 Spells
1 Inquisition of Kozilek
2 Damnation
2 Go for the Throat
4 Relic of Progenitus
3 Witchbane Orb
2 Sower of Temptation
1 Wurmcoil Engine
Not perfect, we still remain more aggro-ish, but some of the plans have changed.
Hand disruption is key. Knowing information and stripping hate is really good for our plan.
The thing I like most is that this is a Aggro Control deck deck that is pretty good at switching roles midgame. I realize it is not the same without Bitterblossom, but if you played Fae with any efficacy back in the day, you would know how to win without Bitterblossom (I heard chaining Mistbinds is still back breaking). In fact, I am glad that I learned that skill when this was a deck becasue Fae are still something that very much rewards play skill and planning....
BTW- @ Joseki- You used to write for TCGPlayer.com, huh? I used to love the decks you made. In fact, I think I played the Grixis one you mentioned in the OP.
I'd say that this deck wants to go more in the Geist of St. Traft/Elspeth direction, or the thoughtseizing direction. I think UW tempo is completely viable and playable, and a deck like this can really shine in that role. I also think that if you wanted to be faeries.dec without bitterblossom its probably playable, and you'd likely crush the pants off of combo decks with good odds against control decks.
Anything with steppe lynx/goblin guide/etc I fear for you, white cards are really good in those matchups haha.
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[Team Revolution]
Boros is showing up everywhere online, so I wouldn't recommend the UB version in that metagame...Steppe Lynx + Geopede + Ghost Quarter + Fetchlands and Zektar Shrine is such a beating...
Anyway. I agree about Geist. He seems really good in this metagame.
Do you play modern on modo? Im buying a modern Faeries deck soon for PTQs. :]
I think that a list like the play SedgeSliver runs is really good, its like UB tempo (no Spellstutters) a lot like the list you mentioned. I think I'd still splash for Timely Reinforcements in the board though, that card is a house.
Also, I really can't give up on V. Shackles, its so insane. =/
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[Team Revolution]
I play a ton of 2-mans. I don't ever really have time for a full DE. I am actually playing SedgeSliver's list for UB, funny you mention it...
I still have Fae built. I was one of the initial people to 3-1 in the first few events that fires though, with an Esper Fae Blade build (Pre Punishing Fire ban, cause I am ballsy).
I do like Esper for Fae, however, having Esper Charm and Path is huge in bad match ups.
I am toying with a lot of lists in this format. I have Esper Fae Blade, Death and Taxes, UW Control, 5CC, Rakdos Deck Wins, etc etc etc...
Vedalken Shackles is great in this meta, you essentially shut off Melira and Twin...plus it deals with a bunch of head aches. I really want to squeeze a Miren, the Moaning Well in some where.
I have a clan dedicated to Modern. I am the captain. I also am organizing a league that you can take part in (for practice and prizes!!)
MTGO username: apaulogy
Let me know if you need cards. I generally play at West coast Night Owl time. I might force myself to do a DE tonight at 11 PST.
Hit me up!!!
19 Island
4 Mutavault
4 Mistbind Clique
4 Scion of Oona
2 Spellskite
4 Spellstutter Sprite
3 Vendilion Clique
3 Mana Leak
3 Remand
2 Spell Pierce
3 Spell Snare
3 Vedalken Shackles
3 Engineered Explosives
1 Pithing Needle
2 Sower of Temptation
2 Spell Pierce
1 Spell Snare
1 Spellskite
1 Sword of Feast and Famine
2 Threads of Disloyalty
1 Vedalken Shackles
1 Vendilion Clique
What I don't understand is the lack of colored mana/fetches for the engineered explosives in the side. I think you need Ancient Grudge anyway so it wouldn't hurt much to add some fetches and a dual of each ug and ur.
Echoing truth could also help vs tokens?
Explosives is particularly good vs affinity as well. Perhaps move explosives to the main?
I dont think EE is good against Affinity.
Killing Memnites and Ornithopters is the opposite creatures you want to kill at 0. At EE set to 1 means that you are killing Signal Pest. You want to kill Ravagers and Platings.
Spell Snare and a well timed Shackles and maybe Hurkyl's Recall out of SB is your only shot.
Along with tokens, the other bad match up for this deck is affinity.
I know from testing.
Splashing is dangerous because at some point you will take opportunity cards because your "splash" permits them (i.e. you decide to splash a Steam Vents and Breeding Pool for Engineered Explosives and Grudge, then you start jamming Lightning Bolt cause 'its sooo good'. Then you find your self asking if Chandra's Phoenix is a good idea. Maybe not the best example, but you get the drift).
Hurkyl's Recall is a good 2-of SB card that needs other forms of disruption to aid it. Spell Snare is one of your best cards against affinity because the Spells that matter cost 2. SB'ing is not just "jam 4x card, win matchup".
I say that if you are going to play UB Fish, you should. It is a good deck.
UR Faeries is certainly a good choice too.
I also just like Mono U because it attacks the metagame from an interesting angle. It is also weak to fast red aggro, a timed Volcanic Fallout, affinity, and Big Mana decks. You can shore up on this in the SB if you expect it, but it never gets better than a coin flip (assuming players of equal skill).