I used Seth's list on SCG, 2-1 Vs 5 Color, 1-0 Vs Fae, 1-0 Vs Bant. The deck is amazingly fun & versatile. Fetching cumberstone wrecks Fae & Tokens, copying it with sculpting steel adds most other agro decks to the list of auto G1 wins. The only bad matchup I,ve seen in game 1 is Blightning (I have 2 swerves in my sb which Seth doesn't). If you enjoy playing walkers proxy it up & test it out.
I've been testing around with various configurations of this deck and found that I'm beginning to like 5 color version more than the 3 color version. A few people in my meta have been playing the 3 color version and getting crushed. With the 5 color version, I think the key is sticking a Nicol Bolas. Using Garruk and acceleration I've gotten him out on turn 6. This is the list that I've been testing.
I've been testing around with various configurations of this deck and found that I'm beginning to like 5 color version more than the 3 color version. A few people in my meta have been playing the 3 color version and getting crushed. With the 5 color version, I think the key is sticking a Nicol Bolas. Using Garruk and acceleration I've gotten him out on turn 6. This is the list that I've been testing.
I've been testing around with various configurations of this deck and found that I'm beginning to like 5 color version more than the 3 color version. A few people in my meta have been playing the 3 color version and getting crushed. With the 5 color version, I think the key is sticking a Nicol Bolas. Using Garruk and acceleration I've gotten him out on turn 6. This is the list that I've been testing.
Hey, interesting list. 11 sweepers and no spot removal? Why not cryptic command as opposed to naya charm?
his manabase is not big on U
personally I would takeout the firespout and run cryptic.
but that would require alot of manabase adjusting
I'm not sold on the 2x Nicol. he is really expensive..
Just to clarify the sweepers over point removal : I prefer to have the sweepers than point as I feel safer but the paths will be in the sideboard. I could drop the obelisks for another drifter and wrath but really love them. Stoic is to help against aggro decks. And scepter is just amazing so far in my 3 colour planes. Any thoughts or comments on this build?
I would much rather run something else..other than wrath...
even...firespout...you do realize none of your creature survives a wrath right O_O?
I would say Obelisk of alara is more like a pet card. that you enjoy using..but bring no immediate impact to the game with the cost that you are paying
The reason I'm not running cryptic is that I found I was tapping out a lot with this deck and didn't have many opportunities to use cryptic. As for all the board clear, My meta is 90% aggro and sweeping the board a few turns in a row can be very useful. Naya charm is the spot removal for this deck. I was originally going to run path or condemn but the charm has other functions and can be used for removal too.
I'm sold that the main reason to run the 5 color version is Nicol Bolas. Test with him, he's a house. It puts your opponent on a clock, if they don't answer, it's most likely game over. Also, with all the acceleration that this deck has access to, it's not hard to cast Nicol.
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Type 2 :
Blue/White/Black Esper Blade UWB
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The reason I'm not running cryptic is that I found I was tapping out a lot with this deck and didn't have many opportunities to use cryptic. As for all the board clear, My meta is 90% aggro and sweeping the board a few turns in a row can be very useful. Naya charm is the spot removal for this deck. I was originally going to run path or condemn but the charm has other functions and can be used for removal too.
I'm sold that the main reason to run the 5 color version is Nicol Bolas. Test with him, he's a house. It puts your opponent on a clock, if they don't answer, it's most likely game over. Also, with all the acceleration that this deck has access to, it's not hard to cast Nicol.
given your meta is 90% aggro..I would really say. naya version would be more consistent if you are going for the pure removal path
I agree on the crpytic thing. Thats why i dont run 5c Planeswalkers. Path is in my expierence much better than the naya charm. It fits better in the manacurve.
On the bolas thing: If u manage to survive the bord for 6+ turns, u usually win with any planeswalkers out. Nicoal bolas is a "win more" planeswalker since he cant affect the game for to long. You win with fast planeswalker's and he is usually a death card for at least 6 turns. He's an easy target for broken ambitions and for celestrial purge. For sure he has a big change for the game once he get to the bord, but for these turns, i usually have already won.
path is only good in late game. naya charm in a naya build is not very versitile, reason being the only good that is worth fetching is the winning banefire.
For sure Nicol is dead card at least for 6 turns, but he can dealt with cards that normal control deck can't dealt with, namely the enchantment, artifact, and planeswalkers. and target would be like bitterblossom in fae and bw token, glorious anthem in bw token, ajani v in rw lark, ajani g in bw token, walkers in mirror match. Sure celecital purge hits Nicol, but doesn't it also hit walker the has B/R, BBs, Scepter fugue, need I to go on?
Just to clarify the sweepers over point removal : I prefer to have the sweepers than point as I feel safer but the paths will be in the sideboard. I could drop the obelisks for another drifter and wrath but really love them. Stoic is to help against aggro decks. And scepter is just amazing so far in my 3 colour planes. Any thoughts or comments on this build?
Every time I try out Stoic angel I find it conflicts with my own creatures and stops my Garruk/Elspeth tokens from being more useful. Often my opponent lets me keep my stoic angel while running me through with a big'ol kithkin with a stick (Loxodon Warhammer)
Of course they're using Scepter of Dominance to keep my angel tapped.
to comment on some of the lists mentioned above using U and B: i began playing planeswalkers with 4 colors (naya + U), and it was definitely really powerful. the problem was consistency. the manabase was a little difficult sometimes and always ultra-slow. the bad match-ups for 4 or 5 color are extremely bad, while the good match-ups are extremely good. i was getting tired of losing to the same decks all the time, so i switched to a more consistent naya version. (this was just personal preference, i still think 4 color is awesome!)
side note: if you only intend on playing at FNM's where there are lots of unique deck creations and almost no faeries, i'd say go ahead and play 4 or 5 color. if there is a good number of common tournament-quality decks (faeries, 5cc, boat brew, B/W tokens, etc...), going straight naya seems more solid.
there are some minor differences in my build from some earlier naya builds mostly due the the recent boom of B/W tokens and boat brew.
its been a pretty solid deck so far. faeries is still really hard though, its quite frustrating. planeswalkers.dec is not uber-powerful in large tournaments because it will never have an advantage over faeries, but i still love playing it - its just so awesome.
to comment on some of the lists mentioned above using U and B: i began playing planeswalkers with 4 colors (naya + U), and it was definitely really powerful. the problem was consistency. the manabase was a little difficult sometimes and always ultra-slow. the bad match-ups for 4 or 5 color are extremely bad, while the good match-ups are extremely good. i was getting tired of losing to the same decks all the time, so i switched to a more consistent naya version. (this was just personal preference, i still think 4 color is awesome!)
side note: if you only intend on playing at FNM's where there are lots of unique deck creations and almost no faeries, i'd say go ahead and play 4 or 5 color. if there is a good number of common tournament-quality decks (faeries, 5cc, boat brew, B/W tokens, etc...), going straight naya seems more solid.
there are some minor differences in my build from some earlier naya builds mostly due the the recent boom of B/W tokens and boat brew.
its been a pretty solid deck so far. faeries is still really hard though, its quite frustrating. planeswalkers.dec is not uber-powerful in large tournaments because it will never have an advantage over faeries, but i still love playing it - its just so awesome.
questions and comments please!
right now I see naya build as pretty standard with tiny adjustment due to their own meta choice.
and I really dont think 5cc would be any worse than naya
the problem of you getting inconsistent mana is probably your build of manabase is not consistent enough. probably because running manland and lost the consistency
well i think its pretty reasonable to say that 4 or 5 color manabases are a little more difficult than 3 color... and my manabase was perfectly good for a 4-color build when i played 4 colors. playing lots of vivids can get annoying after a while
to comment on some of the lists mentioned above using U and B: i began playing planeswalkers with 4 colors (naya + U), and it was definitely really powerful. the problem was consistency. the manabase was a little difficult sometimes and always ultra-slow. the bad match-ups for 4 or 5 color are extremely bad, while the good match-ups are extremely good. i was getting tired of losing to the same decks all the time, so i switched to a more consistent naya version. (this was just personal preference, i still think 4 color is awesome!)
side note: if you only intend on playing at FNM's where there are lots of unique deck creations and almost no faeries, i'd say go ahead and play 4 or 5 color. if there is a good number of common tournament-quality decks (faeries, 5cc, boat brew, B/W tokens, etc...), going straight naya seems more solid.
there are some minor differences in my build from some earlier naya builds mostly due the the recent boom of B/W tokens and boat brew.
its been a pretty solid deck so far. faeries is still really hard though, its quite frustrating. planeswalkers.dec is not uber-powerful in large tournaments because it will never have an advantage over faeries, but i still love playing it - its just so awesome.
questions and comments please!
I've actually had pretty decent experience with play-testing against the Fae recently. I run the Naya build (fairly similar to yours) and with 4x PtE and 2x Fallout MD along with 2x Fallout, 4x Response, 3x Banefire, and 3x Thresher SB, I've been able to put up a fight g1 and consistently win g2/g3. I also had 3x Naturalize in the SB (having all 15 come in against the Fae), but Runed Halo seemed more crucial because there are at least 5 Blightening Aggro decks in my meta.
Is Scattershot better than Thresher? I get that he hits earlier (i.e. less likely to get Thoughtsiezed or countered), but he lacks the element of surprise and dies to Agony Warp, Peppersmoke, along with all of our mass removal.
I like Mutavault, but I don't think that he is worth the sacrifice of consistency. It sucks with Pools and filter lands, and it could get in the way of a t2 Fertile Ground which is normally a game winner. I have been thinking about making room for a Martial Coup or two, but I hate the idea of needing a Wrath, before I have 7 mana, and drawing the Coup. I also like the idea of Realm Razor, but haven't given him a shot in here yet (and also don't have much 5cc in my meta), how has he performed for you?
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Realm Razer was awesome in this deck in my one FNM I ran him. I had him come in out of the sideboard instead of maindecked, so I had to run creature accel and less wrath effects then. So it ended up being heavy on creatures and accelerators and low on planeswalkers. In hind sight I should have maindecked him, but the look of surprise on the faerie player when they were all tapped out and I dropped that sucker was priceless. I had managed to spot removal his creatures, so no board and I had a 4/2 realm razer. The first game I had barely won, but that second game was a blowout. Ironically, I think that might have been the only time I have ever beaten faeries.....
I've actually had pretty decent experience with play-testing against the Fae recently. I run the Naya build (fairly similar to yours) and with 4x PtE and 2x Fallout MD along with 2x Fallout, 4x Response, 3x Banefire, and 3x Thresher SB, I've been able to put up a fight g1 and consistently win g2/g3. I also had 3x Naturalize in the SB (having all 15 come in against the Fae), but Runed Halo seemed more crucial because there are at least 5 Blightening Aggro decks in my meta.
Is Scattershot better than Thresher? I get that he hits earlier (i.e. less likely to get Thoughtsiezed or countered), but he lacks the element of surprise and dies to Agony Warp, Peppersmoke, along with all of our mass removal.
I like Mutavault, but I don't think that he is worth the sacrifice of consistency. It sucks with Pools and filter lands, and it could get in the way of a t2 Fertile Ground which is normally a game winner. I have been thinking about making room for a Martial Coup or two, but I hate the idea of needing a Wrath, before I have 7 mana, and drawing the Coup. I also like the idea of Realm Razor, but haven't given him a shot in here yet (and also don't have much 5cc in my meta), how has he performed for you?
does the PtE help against mistbind? i just wasnt sure how it played against faeries because they largely rely on mass amounts of tiny attackers. could you maybe post your list?
concerning your naturalize, my SB celestial purges play pretty much the same role in the fae MU
I decided to go scattershot over cloudthresher mostly because of the mana cost (there are lots of other high cc spells in my decks and they will often be able to counter your spells late-game) and also because you can continuously kill all their faeries (minus mistbind) as they play them with scattershot. honestly i think its just personal preference. its true he dies to our mass removal, but you dont really need to play any if you have a scattershot in play (unless you need to kill an annoying mistbind). and as just mentioned, he doesn't die to peppersmoke.
Note on the mutavault: you are right about hurting the consistency a little, but it really doesnt hurt it too badly. i've found that the mutavaults help an insane amount, better than expected, so i had to keep them. try 'em out! they're awesome and dont hurt you as much as you might expect.
Note on martial coup: with garruk and the ramp spells, you will rarely have trouble getting coup out for 5. its also a very efficient win condition; play coup ramping with garruk, next turn overrun for 20 or more, pretty sweet! you definitely wanna be playing 4 garruks if you're considering playing coup
note on realm razor: hes worked very well for me as a 1-of; you can primal command him up as well. hes just a house; he flat out wins games if you play him at the right time. he has great synergy with planeswalkers. i would, however, advise boarding him out against RDW and blightning varients
primal command: i know you didnt ask, but let me just say that primal command is an awesome role player. so much utility, allow me to list some stuff its good for: getting rid of opponents graveyard when against boat brew decks, dealing with opposing planeswalkers and enchantments (top of deck then shuffle), life gain and tutor finks against burn, and quite importantly tutoring for realm razor.
does the PtE help against mistbind? i just wasnt sure how it played against faeries because they largely rely on mass amounts of tiny attackers. could you maybe post your list?
concerning your naturalize, my SB celestial purges play pretty much the same role in the fae MU
I decided to go scattershot over cloudthresher mostly because of the mana cost (there are lots of other high cc spells in my decks and they will often be able to counter your spells late-game) and also because you can continuously kill all their faeries (minus mistbind) as they play them with scattershot. honestly i think its just personal preference. its true he dies to our mass removal, but you dont really need to play any if you have a scattershot in play (unless you need to kill an annoying mistbind). and as just mentioned, he doesn't die to peppersmoke.
Note on the mutavault: you are right about hurting the consistency a little, but it really doesnt hurt it too badly. i've found that the mutavaults help an insane amount, better than expected, so i had to keep them. try 'em out! they're awesome and dont hurt you as much as you might expect.
Note on martial coup: with garruk and the ramp spells, you will rarely have trouble getting coup out for 5. its also a very efficient win condition; play coup ramping with garruk, next turn overrun for 20 or more, pretty sweet! you definitely wanna be playing 4 garruks if you're considering playing coup
note on realm razor: hes worked very well for me as a 1-of; you can primal command him up as well. hes just a house; he flat out wins games if you play him at the right time. he has great synergy with planeswalkers. i would, however, advise boarding him out against RDW and blightning varients
primal command: i know you didnt ask, but let me just say that primal command is an awesome role player. so much utility, allow me to list some stuff its good for: getting rid of opponents graveyard when against boat brew decks, dealing with opposing planeswalkers and enchantments (top of deck then shuffle), life gain and tutor finks against burn, and quite
I like it because it can seriously hold its own against control decks g2 and g3. It looks like I have Obelisk and a 4th Mind Stone in the slot that you have Realm Razor and Primal Command. I like P. Command's versatility, but I feel that Obelisk is also great for its versatility, but it hangs around. I also feel that t3 Walker is vital and, more times than not, means gg. That's why I run playsets of both Fertile Ground and Mind Stone. I do like the idea of Razor, and I might give him a shot if I play this deck in a big tourney because I should expect to see plenty of 5cc. I am not set on Naturalize in the SB; it could easily end up being Runed Halo (for Bligthening and Progenitus) or Celestial Purge. I may drop a ***, and maybe a Chandra, for 1-2x Coup.
Oh yeah, and PtE can be played in response to Mistbind's Champion ability; keeping your lands from tapping! It's great!
As for Mutavault, I loved it in GB elves, but even in Wr and mono-W Kithkin it screwed me many times (Spectral, FoD pump, etc.). I just can't rationalize it (even with Elspeth) in this build.
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does the PtE help against mistbind? i just wasnt sure how it played against faeries because they largely rely on mass amounts of tiny attackers. could you maybe post your list?
concerning your naturalize, my SB celestial purges play pretty much the same role in the fae MU
I decided to go scattershot over cloudthresher mostly because of the mana cost (there are lots of other high cc spells in my decks and they will often be able to counter your spells late-game) and also because you can continuously kill all their faeries (minus mistbind) as they play them with scattershot. honestly i think its just personal preference. its true he dies to our mass removal, but you dont really need to play any if you have a scattershot in play (unless you need to kill an annoying mistbind). and as just mentioned, he doesn't die to peppersmoke.
Note on the mutavault: you are right about hurting the consistency a little, but it really doesnt hurt it too badly. i've found that the mutavaults help an insane amount, better than expected, so i had to keep them. try 'em out! they're awesome and dont hurt you as much as you might expect.
Note on martial coup: with garruk and the ramp spells, you will rarely have trouble getting coup out for 5. its also a very efficient win condition; play coup ramping with garruk, next turn overrun for 20 or more, pretty sweet! you definitely wanna be playing 4 garruks if you're considering playing coup
note on realm razor: hes worked very well for me as a 1-of; you can primal command him up as well. hes just a house; he flat out wins games if you play him at the right time. he has great synergy with planeswalkers. i would, however, advise boarding him out against RDW and blightning varients
primal command: i know you didnt ask, but let me just say that primal command is an awesome role player. so much utility, allow me to list some stuff its good for: getting rid of opponents graveyard when against boat brew decks, dealing with opposing planeswalkers and enchantments (top of deck then shuffle), life gain and tutor finks against burn, and quite importantly tutoring for realm razor.
I believe primal command is a win cond in your deck awesome as a game winner when oppoenent is in topdeck mode and bounce land back into their hand. and more or less a personal taste
I like it because it can seriously hold its own against control decks g2 and g3. It looks like I have Obelisk and a 4th Mind Stone in the slot that you have Realm Razor and Primal Command. I like P. Command's versatility, but I feel that Obelisk is also great for its versatility, but it hangs around. I also feel that t3 Walker is vital and, more times than not, means gg. That's why I run playsets of both Fertile Ground and Mind Stone. I do like the idea of Razor, and I might give him a shot if I play this deck in a big tourney because I should expect to see plenty of 5cc. I am not set on Naturalize in the SB; it could easily end up being Runed Halo (for Bligthening and Progenitus) or Celestial Purge. I may drop a ***, and maybe a Chandra, for 1-2x Coup.
Oh yeah, and PtE can be played in response to Mistbind's Champion ability; keeping your lands from tapping! It's great!
As for Mutavault, I loved it in GB elves, but even in Wr and mono-W Kithkin it screwed me many times (Spectral, FoD pump, etc.). I just can't rationalize it (even with Elspeth) in this build. [/SIZE]
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yes pte is a cheap spell for turning mistbind.
and I would suggest celestial for both RW Lark/blightning/mirror
and in a naya version I believe coup is best with sarkhan vol as a random one of for instant dmg.
Sorry it was hard to read:
4x Mind Stone
4x Scepter Of Dominance
3x Courier's Capsule
2x Pithing Needle
1x Cumber Stone
1x Obelisk Of Alara
1x Rings Of Brighthearth
1x Sculpting Steel
Instants 06
3x Cryptic Command
3x Volcanic Fallout
Planeswalkers
4x Tezzeret The Seeker
3x Ajani Vengeant
2x Chandra Nalaar
1x Nicol Bolas, Planeswalker
2x Wrath Of God
Basic Lands 05
3x Plains
1x Island
1x Mountain
Lands 20
4x Vivid Meadow
4x Reflecting Pool
3x Cascade Bluffs
3x Mystic Gate
2x Vivid Creek
2x Battlefield Forge
2x Mistveil Plains
4x Runed Halo
3x Vendilion Clique
2x Feudkiller's Verdict
1x Cumber Stone
1x Dispeller's Capsule
1x Pithing Needle
1x Relic Of Progenitus
1x Volcanic Fallout
1x Hallowed Burial
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4 Wrath of god
4 Firespout
3 Volcanic Fallout
4 Fertile Ground
3 Mind Stone
3 Naya Charm
Planeswalkers:
4 Ajani Vengeant
4 Garruk Wildspeaker
3 Jace Beleren
2 Nicol Bolas, Planeswalker
1 Liliana Vess
4 Reflecting Pool
4 Vivid Crag
3 Vivid Grove
3 Vivid Meadow
2 Rugged Prairie
2 Flooded Grove
2 Fire-lit Thicket
2 Mystic Gate
1 Forest
1 Plains
1 Mountain
Type 2 :
Blue/White/Black Esper Blade UWB
In the works:
Nothing at the moment but in the tank for new ideas:D
Great Quotes:
Hey, interesting list. 11 sweepers and no spot removal? Why not cryptic command as opposed to naya charm?
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his manabase is not big on U
personally I would takeout the firespout and run cryptic.
but that would require alot of manabase adjusting
I'm not sold on the 2x Nicol. he is really expensive..
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4 Garruk Wildspeaker
4 Ajani Vengeant
3 Elspeth, Knight-Errant
2 Chandra Nalaar
3 Rhox War Monk
3 Stoic Angel
3 Mulldrifter
Other Spells(14)
3 Wrath of God
3 Volcani Fallout
4 Scepter of Dominance
2 Courier's Capsule
2 Obelisk of Alara
Just to clarify the sweepers over point removal : I prefer to have the sweepers than point as I feel safer but the paths will be in the sideboard. I could drop the obelisks for another drifter and wrath but really love them. Stoic is to help against aggro decks. And scepter is just amazing so far in my 3 colour planes. Any thoughts or comments on this build?
even...firespout...you do realize none of your creature survives a wrath right O_O?
I would say Obelisk of alara is more like a pet card. that you enjoy using..but bring no immediate impact to the game with the cost that you are paying
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I'm sold that the main reason to run the 5 color version is Nicol Bolas. Test with him, he's a house. It puts your opponent on a clock, if they don't answer, it's most likely game over. Also, with all the acceleration that this deck has access to, it's not hard to cast Nicol.
Type 2 :
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In the works:
Nothing at the moment but in the tank for new ideas:D
Great Quotes:
given your meta is 90% aggro..I would really say. naya version would be more consistent if you are going for the pure removal path
path is only good in late game. naya charm in a naya build is not very versitile, reason being the only good that is worth fetching is the winning banefire.
For sure Nicol is dead card at least for 6 turns, but he can dealt with cards that normal control deck can't dealt with, namely the enchantment, artifact, and planeswalkers. and target would be like bitterblossom in fae and bw token, glorious anthem in bw token, ajani v in rw lark, ajani g in bw token, walkers in mirror match. Sure celecital purge hits Nicol, but doesn't it also hit walker the has B/R, BBs, Scepter fugue, need I to go on?
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Every time I try out Stoic angel I find it conflicts with my own creatures and stops my Garruk/Elspeth tokens from being more useful. Often my opponent lets me keep my stoic angel while running me through with a big'ol kithkin with a stick (Loxodon Warhammer)
Of course they're using Scepter of Dominance to keep my angel tapped.
side note: if you only intend on playing at FNM's where there are lots of unique deck creations and almost no faeries, i'd say go ahead and play 4 or 5 color. if there is a good number of common tournament-quality decks (faeries, 5cc, boat brew, B/W tokens, etc...), going straight naya seems more solid.
my naya list:
4 Ajani Vengeant
2 Elspeth
4 Kitchen Finks
1 Realm Razor
2 Volcanic Fallout
3 Wrath of God
2 Martial Coup
2 Banefire
3 Naya Charm
1 Primal Command
4 Fertile Ground
3 Treetop Village
3 Mutavault
4 Jungle Shrine
2 Wooded Bastion
2 Rugged Praire
2 Fire-lit Thicket
4 Reflecting Pool
2 Forest
2 Plains
1 Mountain
4 Guttural Response
4 Celestial Purge
2 Relic of Progenitus
2 Volcanic Fallout
2 Scattershot Archer
1 Primal Command
there are some minor differences in my build from some earlier naya builds mostly due the the recent boom of B/W tokens and boat brew.
its been a pretty solid deck so far. faeries is still really hard though, its quite frustrating. planeswalkers.dec is not uber-powerful in large tournaments because it will never have an advantage over faeries, but i still love playing it - its just so awesome.
questions and comments please!
yes, isnt that quite awesome! makes me feel good about staying invested in this deck
I thought that news was reveal a while back, and yes walker stays.
right now I see naya build as pretty standard with tiny adjustment due to their own meta choice.
and I really dont think 5cc would be any worse than naya
the problem of you getting inconsistent mana is probably your build of manabase is not consistent enough. probably because running manland and lost the consistency
Magic the Gathering - Planeswalker Analysis
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I've actually had pretty decent experience with play-testing against the Fae recently. I run the Naya build (fairly similar to yours) and with 4x PtE and 2x Fallout MD along with 2x Fallout, 4x Response, 3x Banefire, and 3x Thresher SB, I've been able to put up a fight g1 and consistently win g2/g3. I also had 3x Naturalize in the SB (having all 15 come in against the Fae), but Runed Halo seemed more crucial because there are at least 5 Blightening Aggro decks in my meta.
Is Scattershot better than Thresher? I get that he hits earlier (i.e. less likely to get Thoughtsiezed or countered), but he lacks the element of surprise and dies to Agony Warp, Peppersmoke, along with all of our mass removal.
I like Mutavault, but I don't think that he is worth the sacrifice of consistency. It sucks with Pools and filter lands, and it could get in the way of a t2 Fertile Ground which is normally a game winner. I have been thinking about making room for a Martial Coup or two, but I hate the idea of needing a Wrath, before I have 7 mana, and drawing the Coup. I also like the idea of Realm Razor, but haven't given him a shot in here yet (and also don't have much 5cc in my meta), how has he performed for you?
"I'll go against a tank with a shank for my dreams and that's my f@#$%n' word!" -Dead Prez
Peppersmoke
Yes it was revealed a few months ago but, I thought I would share with those that have no idea yet!
@AJFirst Are you saying Scattershot Archer is better or worse then Cloudthresher?
Forgot he was a 1/2, thanks. I still think that Thresher is better and that neither are really needed with Fallout in Standard.
"I'll go against a tank with a shank for my dreams and that's my f@#$%n' word!" -Dead Prez
does the PtE help against mistbind? i just wasnt sure how it played against faeries because they largely rely on mass amounts of tiny attackers. could you maybe post your list?
concerning your naturalize, my SB celestial purges play pretty much the same role in the fae MU
I decided to go scattershot over cloudthresher mostly because of the mana cost (there are lots of other high cc spells in my decks and they will often be able to counter your spells late-game) and also because you can continuously kill all their faeries (minus mistbind) as they play them with scattershot. honestly i think its just personal preference. its true he dies to our mass removal, but you dont really need to play any if you have a scattershot in play (unless you need to kill an annoying mistbind). and as just mentioned, he doesn't die to peppersmoke.
Note on the mutavault: you are right about hurting the consistency a little, but it really doesnt hurt it too badly. i've found that the mutavaults help an insane amount, better than expected, so i had to keep them. try 'em out! they're awesome and dont hurt you as much as you might expect.
Note on martial coup: with garruk and the ramp spells, you will rarely have trouble getting coup out for 5. its also a very efficient win condition; play coup ramping with garruk, next turn overrun for 20 or more, pretty sweet! you definitely wanna be playing 4 garruks if you're considering playing coup
note on realm razor: hes worked very well for me as a 1-of; you can primal command him up as well. hes just a house; he flat out wins games if you play him at the right time. he has great synergy with planeswalkers. i would, however, advise boarding him out against RDW and blightning varients
primal command: i know you didnt ask, but let me just say that primal command is an awesome role player. so much utility, allow me to list some stuff its good for: getting rid of opponents graveyard when against boat brew decks, dealing with opposing planeswalkers and enchantments (top of deck then shuffle), life gain and tutor finks against burn, and quite importantly tutoring for realm razor.
Neither. Thresher is better though.
Here's my list:
4x Treetop Village
4x Jungle Shrine
3x Reflecting Pool
2x Fire-Lit Thicket
2x Rugged Prairie
2x Wooded Bastion
3x Battlefield Forge
2x Karplusan Forest
1x Brushland
Creatures: 4
4x Finks
4x Garruk
3x Elspeth
3x Chandra
4x Ajani V.
Other Spells: 20
4x Path to Exile
4x Fertile Ground
4x Mind Stone
2x Volcanic Fallout
4x ***
1x Obelisk of Alara
3x Cloudthresher
2x Volcanic Fallout
4x Guttural Response
3x Banefire
3x Naturalize
I like it because it can seriously hold its own against control decks g2 and g3. It looks like I have Obelisk and a 4th Mind Stone in the slot that you have Realm Razor and Primal Command. I like P. Command's versatility, but I feel that Obelisk is also great for its versatility, but it hangs around. I also feel that t3 Walker is vital and, more times than not, means gg. That's why I run playsets of both Fertile Ground and Mind Stone. I do like the idea of Razor, and I might give him a shot if I play this deck in a big tourney because I should expect to see plenty of 5cc. I am not set on Naturalize in the SB; it could easily end up being Runed Halo (for Bligthening and Progenitus) or Celestial Purge. I may drop a ***, and maybe a Chandra, for 1-2x Coup.
Oh yeah, and PtE can be played in response to Mistbind's Champion ability; keeping your lands from tapping! It's great!
As for Mutavault, I loved it in GB elves, but even in Wr and mono-W Kithkin it screwed me many times (Spectral, FoD pump, etc.). I just can't rationalize it (even with Elspeth) in this build.
"I'll go against a tank with a shank for my dreams and that's my f@#$%n' word!" -Dead Prez
I believe primal command is a win cond in your deck awesome as a game winner when oppoenent is in topdeck mode and bounce land back into their hand. and more or less a personal taste
yes pte is a cheap spell for turning mistbind.
and I would suggest celestial for both RW Lark/blightning/mirror
and in a naya version I believe coup is best with sarkhan vol as a random one of for instant dmg.
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I'll post once the standard champ is over, even tho that list is really out of date, but I still would like to keep it for now. and Yes
Edit: As I promised
you guys are welcome to check out my extendo for exclusive planeswalker insights
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