I noticed the lists that the pros ran that had red didn't have pyroclasm in the sideboard. clasm is so much better than wrath in the faerie matchup, its a shame it wasnt run. or firespout of course. sulfurouse would probably be too hard to cast though.
I don't think it would be TOO difficult to incorporate blast... Since the deck isn't doing too much, playing a bunch of vivid lands + reflecting pool + coldsteel heart should mean that you'll have PRETTY consistent mana. Heck, it might even allow a splash for Murderous Redcap.
I'm no Reveillark player, so I don't know if it's anti-synergistic with the deck or not, but I can see Redcap being pretty good in this deck (nevermind that he's another "combo piece" that will win you the game).
@BL: lighnting angel. mmm... yeah. we could probably run numot, the devestator too...
i really like your u/w build (w/ snags). i'm adopting it
did you ever try bottle gnomes over finks? i still think there's good reason to make that change, particularly when you are running 4x MVs and elves are as fast as they are. if you tried it and it sucked, i believe you. if not, i'd be interested in what you find with it.
why don't we play 4 akroma, angel of fury in our sideboard? it has pro blue, so that dude with 4 blinks would beat faeries down to one card: bitterblossom.
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Can someone explain some of the sideboard options to me? What do you sideboard out when you sideboard in Kitchen Finks and Aven Riftwatcher? When do you want to sideboard in Vesuvan Shapeshifter, and for what reason?
If you're going to vainly try to run a 4CMC spell to beat Faeries, at least use something useful like Fledling Mawcor that can actually be cast on turn 3.
Heh, funny you mention it, I've been trying out Fledgling Mawcors and Willbenders for Faeries... not impressed by the Willbenders, but redirecting a Visions to yourself is priceless...
Mawcor's fairly solid, especially if you can stick it on turn 3. Maybe you others are better than I, as I can pretty much never get a Crovax to stick...
Main reason being because they can just go Terror and it is such an effort for so little gain. (Unless that quote was sarcasm in which case I totally screwed up).
Oh, and testing Lightning Angel pretty much summed up the discussion in this thread - it is not for this deck.
Did you just discover that the suggestion of Lightning Angel was sarcastic too?
We got a winner!..
Dunno, people makes no sense in this thread anymore.
I sarcastically suggest Magus of the Moon, pointing out that Raiders are worthless here, and people go nuts for like 10 posts about the possibility of actually including him. BL makes some sarcastic comment on Lightning Angel, people go nuts about putting them in. And now we are talking about what? Intet, the Dreamer? Come again?
So... whatever, can't you people just stick to Reveillark's game plan?
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It's been pretty awesome in testing so far, and I think I'll probably bring this to regionals.
So, it's kind of stupid that you hit double black in 4-color lark so much easier than you would hit double white in 2-color. Yeah, just go out and buy 4x reflecting pool because Block is going to use this mana base so much and I think it's probably going to be a $15-$20 land.
Ok so I need to do more testing, but so far I like the way that it deals with faeries. Makeshift Mannequin is pretty beast, and Redcap does double duty of being generally being a better sower (in most matchups) and killing magus of the moons.
these are the jokes, people. if you weren't laughing before, start laughing now.
cards w/ 3 colored mana requirements are as a rule very difficult to play consistently and not usually seen in constructed magic. same for most dragons and dudes with similar costs (6cc and up--at that price, it better win the game). add to the fact that this deck is built around reveillark, which thrives on abusing 2/x creatures, and you should question the inclusion of any creature with power greater than 2. like, a lot. last, spot removal and blood moon effects are not what this deck needs: bounce or sower of temptation (also wrath + insane card draw to ensure you almost always have one in hand) make removal unnecessary, and blood moon effects ruin your own manlands and your dual/multicolor lands... yeah, that's awesome.
@fatfriar: why detritivore? doesn't look good here to me at all... can you explain? he's not recursible once there are more than 2 lands in all graveyards. and LD is just not bread and butter here.
3-1 tonight... Faeries is not a real presence in my meta atm, hence the lack of MD PoN.
Reanimator: 2-0... prob. a 100% win in your favour I'm guessing. Both use g/y, you actually win.
Quick 'n' Toast: 0-2... misplays in game 1 meant I couldn't force through a Reveillark... if I had, I'd have won. Game 2 I had an awful hand after t5, was tired and forced thru a CC via PoN, he had a Cryptic for my 5th source pre-upkeep and played his 3rd blue source after I'd Venser'd his charged Dreadship Reef. Prob. would have lost either way, just drew nothing after 5 turns.
RDW: 2-0... g1 was infi life combo around turn 6 or so on 10-12ish life... Game 2 was slower. I had things wrapped up via a Rune Snag into Finks into GrG suspended but couldn't hit a 5th mana for either 'lark or T-Moat and he laid an Everlasting Torment pre-next draw = Aven Riftwatcher. I drew Venser, made some damage on my side and Aven & then 'lark-sacc'd to gain slightly more life (having just laid out Aven for blockers and beats) after bouncing the torment via recurred Venser.
T-Moat sticks and Greater Gargadon >>> RDW. God it's easier than entity mana up for pumps.
Kavu Justice: 2-0... straight forward caning. We agreed he kept sub-optimal hands but the only chance they have is t2 & t3 Kavu Predator with at least 1 Grove and no Wrath from us.
I'd now beat QnT, more patience and less tiredness plus better understanding of match up... don't burn your 'snags on their 'drifters unless clearly mana screwed. Just force through a 'lark and win.
sower is crucial in the mirror, outstanding against g/w aggro or big mana, great against merfolk, good against elves, and just decent against r/g ramp (which you pwn anyway) rdw (which you should still win anyway--side them out for ridiculous life gain) and faeries (where it is still better than riftwatcher--rw buys you time, but sowering a scion is just awesome).
look past the fact that it is a sorcery speed card and get to the "when sower of temptation comes into play" part. you can abuse cip abilities six ways to sunday w/ this deck, esp. when the guy has 2 power. read the archived thread, please. we spent a long time going over this--Shin has long been a champion of the card; Black Lotus currently agrees, even tho he was at first against it's inclusion entirely.
really, it's that good. outside of lark, it's almost the best card in the deck (i have a hard time preferring it over ME at this point w/ all the manlands, but when ME was just a miser, i would definitely call sower the best card in the deck, save lark).
There was a lot of riftwing cloudskate-pwning the last days, and looking at the UWr list I totally agree... but should you cut him in the UW list too? I just like to be able to go aggro in the air and hes definately worth it while ME + lands are on the table. I think hes one of the cards that make the good matchups for the uw-build that good, on the other hand hes probably the card that make the bad matchups worse...
I'm still not sure if I should go with the R-splash to regionals. I see that we have much more game against merfolk (the only deck i tested against so far), but I have some trouble with tier2 / tier3 decks. It feels like the R-splash is great for a developed meta, but would you play it otherwise?
Oh, and am fully for 4x sower of temptation, even in the uw build.
How's the matchup against elves/rock with the splash?
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I know the suggestion of Magus of the Moon was said in jest, but I am actually thinking about including it.
Known facts:
1. Faeries is this deck's absolute worst match-up.
2. The "correct" version of Faeries plays 4 basic lands in one of it's colors - which is not the color of their creature removal spells.
3. Lark plays artifact mana. (My version plays Prismatic Lens as opposed to Coldsteel Heart because I like the ability to have/bluff Rune Snag on turn 2 and 3 while accelerating my mana.)
I think it may be counter-intuitive to play Magus of the Moon in this deck, but I'm actually going to test it out tonight.
My other sideboarding idea is to go more aggro to put pressure on the Faeries player with cards that serve double duty like Kitchen Finks and Ronom Unicorn.
EDIT to answer previous poster: The match-up with elves/rock is solidly in Lark's favor with the splash verision. The ability to sac the creature stolen with Sower gets sick with blink/venser. I saw one play where a Lark player evoked the 'lark to bring back Sower and Venser, stacked to steal then bounce sower, stole the creature, sacced the stolen creature to Gargadon. Next turn he replayed Sower and basically won the game.
Pull from eternity is one of those cards that look great on paper and is complete garbage on the table.
Pull from eternity vs faeries: if they don't turn 1 a.v you pretty much have 4 dead cards in your deck now.
vs mirror: dead until the guy would combo off? and that's only if they actually use gargadon. wouldn't you rather combo off yourself?
extirpate/offalsnout/crib swap/faerie macabre, and the like: you don't need to answer these, that's the nature of Reveillark and the whole point of the deck.
1) Why would you play with 4? I would run 2 in my board so that I draw 1 but dont draw too many. With all of lark's card draw and filter no matter how your list is compiled your going to get that 1 copy you need it. Then you slow play it until the pristine moment. It stops your opponent from comboing out and it doesnt require you to play conservatively in teh presence of an extirpate or offalsnout. The whole deal with ancestral visions is just gravy and you probably wouldnt side it in agaisnt them anyways.
Have you actually tested pull from eternity or are you one of those people you "tests" it.
1) Why would you play with 4? I would run 2 in my board so that I draw 1 but dont draw too many. With all of lark's card draw and filter no matter how your list is compiled your going to get that 1 copy you need it. Then you slow play it until the pristine moment. It stops your opponent from comboing out and it doesnt require you to play conservatively in teh presence of an extirpate or offalsnout. The whole deal with ancestral visions is just gravy and you probably wouldnt side it in agaisnt them anyways.
Have you actually tested pull from eternity or are you one of those people you "tests" it.
i've tested pull. i used to play it. i found that i was much better off not running pull from eternity b/c it reduces the spaces in my board that i _must_ have to have any hope against faeries. you can play through extirpate by winning in the air or beating face w/ ME-pumped dudes or a combination of the two. if they rip out your larks or drifters, you still have sower and mirror entity to make their day. you will usually still win. don't let it rattle you.
really, don't waste SB spaces on pulls. it's not worth it.
you can basically do the same thing as you do against extirpate, but it's actually better b/c you will still have larks/drifters in your deck to work with.
you also have a few more options against tormod's crypt since you can bounce it before you play your lark. by bouncing it on the turn of your key actions, you will force them to either let you do what you want or to remove your gyard right then. it kinda depends on the board position... if they have beaters up and you have some guys and a lark, bounce the crypt and then wrath is one option. you can imagine a similar scenario with cc and evoke lark (altho that's even more mana intense).
People are going to be packing the hate for this deck and I feel like if I put 2/15 cards in my board based around beating the heat that I will just make alot of games alot easier. Plus Ive tested with pull and Ive found it to be quite helpful against alot of hate. They waste a whole card and a turn usually to "neutralize" your game plan. Pull always let me still combo off as I needed
I just finished reading the whole post and i've noticed 1 thing about all the lists, not one includes Nimbus Maze. Also, I have tested the U/W combo aspect of the deck and when I needed a land, I drew a Faerie Conclave totally stoped me many times. Black Lotus, I love manlands as much as the next guy but: 1) Magus hurts, 2) the cipt problem noted above, 3) I usually never do anything with the conclave exept tap it for mana because I usually tap out each turn, to me it's an island that comes into play tapped.
I play with 1 Urza's Factory when/if mana screwage is an issue, 2/2's are wonderful, espicially with a Mirror Entity, the token is just another 7/7.
Back to the Nimbus Maze, they work well when man lands and vivid lands are cut back. I only play with 4 Mazes, 6 plains, 11 islands, 1 factory, and 2 wastes (mainly because I can only get a hold of 2). This makes the Magus serve almost no problem. (The UWr version still will have problems. Also, this manabase is still in testing, the wastes and the mazes are set but the island: plains ratio is still getting twiked.)
I think Fledgling Mawcor is being overlooked as a SB option, t3 it will start counteracting bitterblossom, be a 2/2 on wings, hit all of the faeries 1/1 dorks (Spellstutter Sprite, Scion of Oona) and it can take a hit without being missed to much.
Also, Bonded Fetch I believe is also being overlooked as a MD card, t2/t3 card draw that discards combo peices that works every turn, and on the odd chance that you combo off without a mulldrifter or bounce it can be recycled and act as a drifter (I believe, not totally sure with this, but it does have haste, could someone please clarify if this works or not), and I'm not saying drop Careful Consideration, I'm suggesting 2 of each.
Mutavault I'm not sure of its part in the deck, it gives a colorless mana, can attack for 2, and mabye a chump blocker? All these things are nice, but I'm not sure if they are needed. Mabye 2 at the most.
Lastly, has anyone thought of adding Magus of the Moat? 0/3 so it can be recovered with lark, can stop rdw, elves, and ramp. The only resson why the MotMoat MIGHT then Teferi's Moat is..1) better is because no one will SB in extra removal for it, (at least not likely) and 2)like I said above, works with the lark.
Ok, done with my points. I would like to thank all of you for your advice on this topic, it has helped me a lot. Would never had added consideration without being persuaded.
w/o 2+ MEs, 4x mutavault is not as good. but if you have more MEs in your build, then you want more manlands. that's essentially why faerie conclave makes the cut as a 2x.
bonded fetch has been tested and re-tested by a bunch of folks. i think the consensus was that no flying+defender make it not worth it.
mawcor, shmawcor. we've been over that one too. i like the current idea against bitterblossom: just ignore it almost entirely (b/c the cards you play to deal w/ it (wispmare, disenchant) don't do anything else useful) and put everything into getting down crovax, which is the card that decides the faerie match. teferi and pact of negation help you do that, and teferi on his own can help you win by shutting down counters on your turn.
i haven't heard any convincing arguments against urza's factory, though, other than it's not on color. i know mikey plays it... has anyone else tested it?
I've seen a couple (maybe 2) lists running pickles. I'm definitely not sure if it's optimal, but it does have a couple interesting features. For one, Vesuvan shapeshifter can copy reveillark without rev. being in the graveyard (this feature makes it probably better for the gargadon sac outlet), the only other interesting thing to note with it is you can be a bit interesting by blinking a brine elemental EOT and comboing out from nowhere. It's interesting, and dodges some of the reveillark hate, but I still don't know that it's worth it.
Then your deck is built incorrectly to put you in those situations or you're making poor card selection choices (like inserting factory's) based on low % events...
I'm no Reveillark player, so I don't know if it's anti-synergistic with the deck or not, but I can see Redcap being pretty good in this deck (nevermind that he's another "combo piece" that will win you the game).
i really like your u/w build (w/ snags). i'm adopting it
did you ever try bottle gnomes over finks? i still think there's good reason to make that change, particularly when you are running 4x MVs and elves are as fast as they are. if you tried it and it sucked, i believe you. if not, i'd be interested in what you find with it.
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Far out, man
<System> Player Lost
http://forums.mtgsalvation.com/showthread.php?t=115407
Heh, funny you mention it, I've been trying out Fledgling Mawcors and Willbenders for Faeries... not impressed by the Willbenders, but redirecting a Visions to yourself is priceless...
Mawcor's fairly solid, especially if you can stick it on turn 3. Maybe you others are better than I, as I can pretty much never get a Crovax to stick...
We got a winner!..
Dunno, people makes no sense in this thread anymore.
I sarcastically suggest Magus of the Moon, pointing out that Raiders are worthless here, and people go nuts for like 10 posts about the possibility of actually including him. BL makes some sarcastic comment on Lightning Angel, people go nuts about putting them in. And now we are talking about what? Intet, the Dreamer? Come again?
So... whatever, can't you people just stick to Reveillark's game plan?
<System> Player Lost
4 Vivid Creek
4 Vivid Marsh
1 Sunken Ruins
3 Mutavault
3 River of Tears
4 Adarkar Wastes
4 Mulldrifter
2 Body Double
3 Murderous Redcap
2 Greater Gargadon
2 Aven Riftwatcher
1 Venser, Shaper Savant
4 Coldsteel Heart
2 Mind Stone
2 Damnation
3 Makeshift Mannequin
2 Careful Consideration
2 Pact of Negation
Sideboard:
It's been pretty awesome in testing so far, and I think I'll probably bring this to regionals.
So, it's kind of stupid that you hit double black in 4-color lark so much easier than you would hit double white in 2-color. Yeah, just go out and buy 4x reflecting pool because Block is going to use this mana base so much and I think it's probably going to be a $15-$20 land.
Ok so I need to do more testing, but so far I like the way that it deals with faeries. Makeshift Mannequin is pretty beast, and Redcap does double duty of being generally being a better sower (in most matchups) and killing magus of the moons.
Anyway....
these are the jokes, people. if you weren't laughing before, start laughing now.
cards w/ 3 colored mana requirements are as a rule very difficult to play consistently and not usually seen in constructed magic. same for most dragons and dudes with similar costs (6cc and up--at that price, it better win the game). add to the fact that this deck is built around reveillark, which thrives on abusing 2/x creatures, and you should question the inclusion of any creature with power greater than 2. like, a lot. last, spot removal and blood moon effects are not what this deck needs: bounce or sower of temptation (also wrath + insane card draw to ensure you almost always have one in hand) make removal unnecessary, and blood moon effects ruin your own manlands and your dual/multicolor lands... yeah, that's awesome.
@fatfriar: why detritivore? doesn't look good here to me at all... can you explain? he's not recursible once there are more than 2 lands in all graveyards. and LD is just not bread and butter here.
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Far out, man
2 Mutavault
3 Vivid Creek
4 Battlefield Forgre
7 Island
4 Plains
3 Mind Stone
2 Coldsteel Heart
4 Reveillark
4 Mulldrifter
4 Sower of Temptation
2 Aven Riftwatcher
2 Greater Gargadon
2 Body Double
2 Venser, Shaper Savant
2 Careful Consideration
2 Momentary Blink
3 Wrath of God
2 Aven Riftwatcher
2 Kitchen Finks
2 Teferi's Moat
3 Crovax, Ascendent Hero
3 Pact of Negation
3 Remove Soul
3-1 tonight... Faeries is not a real presence in my meta atm, hence the lack of MD PoN.
Reanimator: 2-0... prob. a 100% win in your favour I'm guessing. Both use g/y, you actually win.
Quick 'n' Toast: 0-2... misplays in game 1 meant I couldn't force through a Reveillark... if I had, I'd have won. Game 2 I had an awful hand after t5, was tired and forced thru a CC via PoN, he had a Cryptic for my 5th source pre-upkeep and played his 3rd blue source after I'd Venser'd his charged Dreadship Reef. Prob. would have lost either way, just drew nothing after 5 turns.
RDW: 2-0... g1 was infi life combo around turn 6 or so on 10-12ish life... Game 2 was slower. I had things wrapped up via a Rune Snag into Finks into GrG suspended but couldn't hit a 5th mana for either 'lark or T-Moat and he laid an Everlasting Torment pre-next draw = Aven Riftwatcher. I drew Venser, made some damage on my side and Aven & then 'lark-sacc'd to gain slightly more life (having just laid out Aven for blockers and beats) after bouncing the torment via recurred Venser.
T-Moat sticks and Greater Gargadon >>> RDW. God it's easier than entity mana up for pumps.
Kavu Justice: 2-0... straight forward caning. We agreed he kept sub-optimal hands but the only chance they have is t2 & t3 Kavu Predator with at least 1 Grove and no Wrath from us.
I'd now beat QnT, more patience and less tiredness plus better understanding of match up... don't burn your 'snags on their 'drifters unless clearly mana screwed. Just force through a 'lark and win.
-TEAM REVOLUTION
4x Adarkar Wastes
4x Mutavault
6x Island
6x Plains
4x Reveillark
4x Mulldrifter
4x Aven Riftwatcher
2x Venser, shaper savant
2x Body Double
2x Sower of Temptation
2x Mirror Entity
3x Momentary Blink
3x Wrath of God
2x Careful Consideration
4x Mindstone
3x Pact of Negation
2x Crovax
3x Kitchen Finks
1x Wrath of God
1x Sower of Tempation
2x Remove Soul
2x Whispmare
1x Negate
Thoughts? and dont be afraid to be harsh regionals in like 2 weeks
http://moody-quake.mybrute.com
look past the fact that it is a sorcery speed card and get to the "when sower of temptation comes into play" part. you can abuse cip abilities six ways to sunday w/ this deck, esp. when the guy has 2 power. read the archived thread, please. we spent a long time going over this--Shin has long been a champion of the card; Black Lotus currently agrees, even tho he was at first against it's inclusion entirely.
really, it's that good. outside of lark, it's almost the best card in the deck (i have a hard time preferring it over ME at this point w/ all the manlands, but when ME was just a miser, i would definitely call sower the best card in the deck, save lark).
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Far out, man
I'm still not sure if I should go with the R-splash to regionals. I see that we have much more game against merfolk (the only deck i tested against so far), but I have some trouble with tier2 / tier3 decks. It feels like the R-splash is great for a developed meta, but would you play it otherwise?
Oh, and am fully for 4x sower of temptation, even in the uw build.
How's the matchup against elves/rock with the splash?
Known facts:
1. Faeries is this deck's absolute worst match-up.
2. The "correct" version of Faeries plays 4 basic lands in one of it's colors - which is not the color of their creature removal spells.
3. Lark plays artifact mana. (My version plays Prismatic Lens as opposed to Coldsteel Heart because I like the ability to have/bluff Rune Snag on turn 2 and 3 while accelerating my mana.)
I think it may be counter-intuitive to play Magus of the Moon in this deck, but I'm actually going to test it out tonight.
My other sideboarding idea is to go more aggro to put pressure on the Faeries player with cards that serve double duty like Kitchen Finks and Ronom Unicorn.
EDIT to answer previous poster: The match-up with elves/rock is solidly in Lark's favor with the splash verision. The ability to sac the creature stolen with Sower gets sick with blink/venser. I saw one play where a Lark player evoked the 'lark to bring back Sower and Venser, stacked to steal then bounce sower, stole the creature, sacced the stolen creature to Gargadon. Next turn he replayed Sower and basically won the game.
4 Mutavault
4 Mystic Gate
6 Snow Covered Island
6 Snow Covered Plains
4 Adarkar Wastes
Creatures
4 Body Double
4 Mulldrifter
4 Reveillark
4 Mirror Entity
4 Venser, Shaper Savant
4 Sower of Temptation
4 Mind Stone
4 Momentary Blink
4 Careful Consideration
4 Aven Riftwatcher
2 Kitchen Finks
2 Teferi's Moat
3 Wrath of God
2 Wispmare
2 Wheel of Sun and Moon
No mass removal AND no cheap countermagic? It seems like the trick is to hope to stay alive without actually trying to.
1) Why would you play with 4? I would run 2 in my board so that I draw 1 but dont draw too many. With all of lark's card draw and filter no matter how your list is compiled your going to get that 1 copy you need it. Then you slow play it until the pristine moment. It stops your opponent from comboing out and it doesnt require you to play conservatively in teh presence of an extirpate or offalsnout. The whole deal with ancestral visions is just gravy and you probably wouldnt side it in agaisnt them anyways.
Have you actually tested pull from eternity or are you one of those people you "tests" it.
i've tested pull. i used to play it. i found that i was much better off not running pull from eternity b/c it reduces the spaces in my board that i _must_ have to have any hope against faeries. you can play through extirpate by winning in the air or beating face w/ ME-pumped dudes or a combination of the two. if they rip out your larks or drifters, you still have sower and mirror entity to make their day. you will usually still win. don't let it rattle you.
really, don't waste SB spaces on pulls. it's not worth it.
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Far out, man
you also have a few more options against tormod's crypt since you can bounce it before you play your lark. by bouncing it on the turn of your key actions, you will force them to either let you do what you want or to remove your gyard right then. it kinda depends on the board position... if they have beaters up and you have some guys and a lark, bounce the crypt and then wrath is one option. you can imagine a similar scenario with cc and evoke lark (altho that's even more mana intense).
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Far out, man
I play with 1 Urza's Factory when/if mana screwage is an issue, 2/2's are wonderful, espicially with a Mirror Entity, the token is just another 7/7.
Back to the Nimbus Maze, they work well when man lands and vivid lands are cut back. I only play with 4 Mazes, 6 plains, 11 islands, 1 factory, and 2 wastes (mainly because I can only get a hold of 2). This makes the Magus serve almost no problem. (The UWr version still will have problems. Also, this manabase is still in testing, the wastes and the mazes are set but the island: plains ratio is still getting twiked.)
I think Fledgling Mawcor is being overlooked as a SB option, t3 it will start counteracting bitterblossom, be a 2/2 on wings, hit all of the faeries 1/1 dorks (Spellstutter Sprite, Scion of Oona) and it can take a hit without being missed to much.
Also, Bonded Fetch I believe is also being overlooked as a MD card, t2/t3 card draw that discards combo peices that works every turn, and on the odd chance that you combo off without a mulldrifter or bounce it can be recycled and act as a drifter (I believe, not totally sure with this, but it does have haste, could someone please clarify if this works or not), and I'm not saying drop Careful Consideration, I'm suggesting 2 of each.
Mutavault I'm not sure of its part in the deck, it gives a colorless mana, can attack for 2, and mabye a chump blocker? All these things are nice, but I'm not sure if they are needed. Mabye 2 at the most.
Lastly, has anyone thought of adding Magus of the Moat? 0/3 so it can be recovered with lark, can stop rdw, elves, and ramp. The only resson why the MotMoat MIGHT then Teferi's Moat is..1) better is because no one will SB in extra removal for it, (at least not likely) and 2)like I said above, works with the lark.
Ok, done with my points. I would like to thank all of you for your advice on this topic, it has helped me a lot. Would never had added consideration without being persuaded.
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w/o 2+ MEs, 4x mutavault is not as good. but if you have more MEs in your build, then you want more manlands. that's essentially why faerie conclave makes the cut as a 2x.
bonded fetch has been tested and re-tested by a bunch of folks. i think the consensus was that no flying+defender make it not worth it.
mawcor, shmawcor. we've been over that one too. i like the current idea against bitterblossom: just ignore it almost entirely (b/c the cards you play to deal w/ it (wispmare, disenchant) don't do anything else useful) and put everything into getting down crovax, which is the card that decides the faerie match. teferi and pact of negation help you do that, and teferi on his own can help you win by shutting down counters on your turn.
i haven't heard any convincing arguments against urza's factory, though, other than it's not on color. i know mikey plays it... has anyone else tested it?
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Far out, man
No... you really really don't...
-TEAM REVOLUTION
-TEAM REVOLUTION