I don't usually cast Dismember with just one mana. It's more of a 2 mana, 2 life loss with and option to cast it either with higher mana cost, or lower. I see that it's so versatile. I can't remember if I´ve ever cast Vendetta yet, to be honest.
I've never been great with cards like Jace Beleren. I hear the correct play in most situations is to tic him up. I may have received faulty information, but if that were true then I thought Kruphix may be an option. More cards, especially in a format like Modern, can be dangerous. I wouldn't be comfortable playing it, but I'm not a big fan of Jace right now either.
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():
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"Knowledge is such a burden. Release it. Release all your fears to me."
—Ashiok, Nightmare Weaver
@ocolrellik I'm digging the tribute to hunger in your list it seems pretty good honestly. Forces the opponent to decide to lose life tempo or his aggressor which is still a bonus.
I've been testing around the 1cmc slots and find myself looking at delver more and more. I feel like a creature shell of 4X Delver 4X stutter 3X Oona and 3X Vendillion sounds great plus it allows for a very quick match.
We have the strongest black instants and sorc. to choose from I can imagine running 22-23 lands and still being able to run 3X Cryptic and cycling with clique if need be, Serum would allow us to not only flip delver, but also dig for answers quickly and dropping Mistbind would make death by blossom more plausible, but it would also allow for more use of our mana then tapping and hoping for the best. I'm testing a build currently and I'll share my thoughts with you all after a few more goes.
Let me know what you all think about the above (good or bad)
3 Lands, Delver, Serum, Blossom, Snare, hand hate is an amazing hand
Then flipped delver BB tokens into flash Oona practically screams GG
EDIT:
As for the Skull talk, I'd love to be able to run Skull MB, I'd rather drop some of the 4CMC spells if that were the case. Skull is insane for real in this deck, but id round out the 4CMC with Whip of Erebos first for the gaining a mistbind with haste+eff or V.clique+eff to swing for the fences with lifegain
@ocolrellik I'm digging the tribute to hunger in your list it seems pretty good honestly. Forces the opponent to decide to lose life tempo or his aggressor which is still a bonus.
I've been testing around the 1cmc slots and find myself looking at delver more and more. I feel like a creature shell of 4X Delver 4X stutter 3X Oona and 3X Vendillion sounds great plus it allows for a very quick match.
We have the strongest black instants and sorc. to choose from I can imagine running 22-23 lands and still being able to run 3X Cryptic and cycling with clique if need be, Serum would allow us to not only flip delver, but also dig for answers quickly and dropping Mistbind would make death by blossom more plausible, but it would also allow for more use of our mana then tapping and hoping for the best. I'm testing a build currently and I'll share my thoughts with you all after a few more goes.
Let me know what you all think about the above (good or bad)
3 Lands, Delver, Serum, Blossom, Snare, hand hate is an amazing hand
Then flipped delver BB tokens into flash Oona practically screams GG
EDIT:
As for the Skull talk, I'd love to be able to run Skull MB, I'd rather drop some of the 4CMC spells if that were the case. Skull is insane for real in this deck, but id round out the 4CMC with Whip of Erebos first for the gaining a mistbind with haste+eff or V.clique+eff to swing for the fences with lifegain
Thx, I appreciate your comments
Tribute make the difference in many games I tested in addition with snapcaster is a powerful weapon.
I thinked in option of delvers, but don't feel secure about him.
About the opponent hand you comments I think that is a good Hand! ?.. but I learned in this deck information about opponent hand and moves is the most important thing to success and beat him .
Because of that i I prefer a thoughtsieze or inquisition to Snare.
The Whip of Erebos need the creature in Board to works, skull make the creature, this in my vision, make All difference.
I don't like sorcerie's in this archetype and a void, but I think if I need a mass removal, in black sun zenith.
Little changes need be made, until the final list. I'm post here all changes are made.
Thx for all comments and forgive-me for gramathical erros (40% be cause my ortographical auto-corrector and 60% for my english).
I'm a Italo-Brazílian guy.
How does Hour of Need look? It is instant speed, for 3 mana, we can turn any of our Faeries into a 4/4 Flyer like at the end of turn or in response to removal. For 5 mana we can turn 2 of them. Maybe as a 1 of?
I have a bitterblossom token I have to block with, instead of just letting it die, I can turn it into a 4/4 and now speed up my clock. Or, they can attack into the 1/1 thinking they are going to kill the token and then lose their creature.
They try removal on our Vendilion Clique and instead of it just dying, we get a 4/4 Flyer for 3. These are not win more situations. Also, it turns snapcaster mage into a beefy flyer which is really relevant.
Also, turning two 1/1 flyers into 4/4 flyers isnt always win more, a lot of the time, its game changing.
Hammer-Head my dude, I'd love to hear anything constructive you could provide because thus far most of the posts you've delivered have been bashing everyone else's ideas. What deck list are you running that has such success as it can disregard all others of any validity. I get the Delver thing, but I swear it's actually a good deck. Just because someone or anyone push's against the norm doesn't make them crazy for trying something out, to get tier one decks it takes people trying weird stuff, not just slamming great cards together which also works at times. if I didn't play scion I would just fill the four slots with Snapcaster's for recursion. Swords are slow as hell but I guess it could feasibly be a 2/2 split between snap and them.
I'm still on point to say that I'd run aethervial and the swords just for TfK and to get our creatures out for free and use mana more efficiently, as it stands with no BB in play we aren't really going to win against anything with spot removal. Which leads me to believe there is a giant weakness the deck has and no one is really trying to figure it out, we either need to deal damage from spells or protect our creatures from removal "Useless Scion" does this in a nice stylish way. If we did run vials we could tick one to 2 and another to 3 like eternal command. have X in play and use the three for vendilion or scion and then have mana for anything else that would be a problem.
We should really start focusing on either making a refining decklist that we could all test or start brewing an obscure direction because lets keep in mind a lot of more experienced players know how to combat the fae and their head would spin off if we gave them something that wasn't so Delver like where its like "I can predict your first 4 turns, because you basically have the same first 4 every dang game"
I'd honestly like to see if faeries is still tier 1, but with the lists i've seen ran it looks 2 maybe 1.5 at its best. We can't deal lethal without red or oona as frequently and I'm sure a lot of people would agree with me. WE are mana hungry and aether vial addresses that, swords are two slow and can just be stopped by spot removal.
I personally would like Esper control fae for a little more reliable creatures and the ability to not use mistbind and place Resto in the build for her ability to give us more effect uses.
If we run red splash we could use electrolyze and bolt for racing/spot removal and draw power. Draw power as previously mentioned could be done with swords and aethervials (skulls, skites) and TfK
Liliana has been the discussed several times here and I still believe if we choose to stay UB every successful list would be running her for her huge statement. I realize we wanna hand, but in our most demanding matches we don't typically have one. I also hav eno problem dumping my whole hand by turn 4/5 so I can get her going off and scion makes that more of an option. turn four: Sprite on their Card X turn 5 scion start racing and also +1 Lily.
I've tried all of the builds that have topped and I just think we are missing some very plausible options and nothing is too far fetched for me to directly disregard like so many seem to do.
A) Yes, Hammer-Head has been one of the easier people to bounce developing ideas off of in this thread
B) I feel like the opponent's removal is only relevant when we are animating Celestial Colonnade and Mutavault for progress value in the earlygame and damage value when we have no other options, and sometimes discard does that job better than any argument that can be made for scion's anti-removal potential. (Aether vial and thirst for knowledge dont have enough interaction points going for them which progress the strategy for us, either, so I will have to award another point to Hammer-Head here)
C)
We should really start focusing on either making a refining decklist that we could all test or start brewing an obscure direction because lets keep in mind a lot of more experienced players know how to combat the fae and their head would spin off if we gave them something that wasn't so Delver like where its like "I can predict your first 4 turns, because you basically have the same first 4 every dang game"
...what?
Edit: I'm sorry I dont know how to take your delver analogy.
It seems like what you mean as far as predictability is that your opponent is predicting your moves (only players who study your plays will do this with some accuracy) but if you play the deck with proper plays in mind, this predictability really shouldnt be an issue. It might be time to introduce next level thinking to your strategy especially if your opponents are predicting your plays.
Decks I have in my bag of tricks- Needless to say, someone who wants to play will probably have a deck UB/x Faeries UR Storm XURWB Affinity G Elves UW control
won a tiny little fnm tonight with a deck similar to hammerhead. was my first dip in the modern pool in some time and im pretty happy with how the deck performed.
locl place runs 2 modern events a week and ill be playing as much as possible. really happy people like hammerhead are around to get down to what does and doesnt work for them
Hey guys I've done well with my control list as well and thanks @hammerhead to clearing things up. As far as the delver issue we had with postmaster I was just inquiring at what you guys would do a faints their typical first 4 moves I was at work when writing the post. Against delver though what are or aren't you all worried about? Also, why not include AEther vial I do think it works good obviously we could run caver of souls and be covered via fae. Would you guys ever think of running more the 2X snap or no?
Why are people suddenly coming up with strange splash- and scion-lists? I told you once and I'll tell you again splashing is neither necessary nor possible. I feel like a lot of players are just splashing for the sake of it. You want Lightning Bolts? Then go play UR faeries!
I would also like to make some things clear about the purpose of this deck. First of all, UB faeries should just NOT be played as a tempo deck. A wide range of other modern decks can easily outrace us. Therefore, I'd say control is the way to go. And by control I mean a pure control deck with a tribal core of faeries. And as for the people who are always worried about not being able to win without scions or swors, let me tell you that your fears are nowhere near justified. I've come to play a version of the deck that limits its focus on nothing but the crucial parts of faeries. I don't play swords, I don't play snapcasters, I don't play planeswalkers and I don't even play more than 6 manlands, which is because a truly solid manabase is so essential for this deck. Hence I have also come to the exclusion of land destruction. It did just not work for me.
The question I've really been asking myself, though, is: Why don't we just play UWR control? Overall it seems to me that it is extremely similar to my version of the fae (although I don't splash white or red), less in card choices than in playstyle. As for faeries, it strikes me that our main target should be to play tight control until both decks are in top deck mode. In most situations, a victory should then be within reach - somehow. Somehow is how this deck manages to win without bitterblossom (yes it does). It's actually fairly easy and you should expect playing at least 70% of your matches without it. Counter, discard, decay or simply not drawing it are all realistic possibilities. That is one of the reasons why I don't advise scion. Because all he does is make bitterblossom better.
Si to conclude, let me ask the sword advocats one question: What do you get out of them? Because I have tried them too and they just didn't seem to work for me.
Yes, yes, UWR will totally let your swords resolve... I mean come on, the only way to be somewhat of an aggressor against UWR is a resolved turn 2 BB (which is not ever going to happen).
You can't play pure control with Faeries, which doesn't mean playing your threats recklessly either. If you don't have Bitterblossom, you'll need to focus all your energies at stopping your opponent from creating a game state in which when you draw it, it will be useless. If you've drawn it, you must evaluate if your opponent can take advantage of you tapping out to cast it to create a game state that you won't be able to turn in your favor with a stream of tokens (e.g., against a combo deck that can kill you next turn, or a deck that can play a broken card, like an Arcbound Ravager, Blood Moon or Pyromancer Ascension), although if the choice is casting Blossom or bluffing a Mana Leak, I'd cast the Blossom. That's the most controllish you may go with Faeries. However, if your opponent is empty-handed (or holding cards he can't cast) and you could cast Mistbind Clique during his upkeep or hold Cryptic Command for what they'll draw, cast the Faerie; if the choice is between activating manlands or Command, if playing against a fair deck, attack with manlands; if there's an even race between your Cliques and your opponent creatures, attack until you need to chumpblock to survive... or draw a Cryptic Command to turn it into your favor.
Game 1 against UWR it's very unlikely that they'll be able to counter a turn 2 Bitterblossom. But even if you're on the draw and suspect they have a counterspell ready, there's no need to rush. A control deck takes many turns to create a favorable game state, so you may try to make them waste resources in cards like aggressive Snapcaster Mage (a nice improvement compared to Spellstutter Sprite when casting them just to go beatdown) or Vendilion Clique. The only card you need to worry about that deck is Gideon Jura, and most of them don't play it. Game 2 they're prepared for Blossom, so they'll mulligan aggressively into Spell Snares and their sideboard cards to stop the enchantment. Just look for an alternative plan (manland beatdown, Batterskull, planeswalkers...) to make their sideboard cards redundant and not versatile enough to stop you, and with a bit of luck they'll keep hands with 4 answers to Bitterblossom but just 2 lands and will get mana screwed.
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Who is truer: you who are, or you who are to be?
Currently sleeved: WUR Copycat ft. Stoneforge Mystic
When we draw Bitterblossom we win more often. So I have continued testing cards that dig for it. Tonight I finally play tested Forbidden Alchemy in 'control' Faeries with Snapcaster Mage. At first I worried that I wouldn't make value off Alchemy until I flashed it back, but it digs deep (4 cards) at instant speed and consistently turned up cards I wanted. It also fed cards so neatly into Snapcaster Mage that at times I felt like I was keeping two. As a 3cc card I have chosen to play three copies of it, and that felt correct.
SUMMARYI believe that 'control' Faeries (i.e. no Scion of Oona) is correct. If you have time I recommend trialling Forbidden Alchemy in the Snapcaster Mage version of the deck. Remember that with digging you can cut some card counts. For example, my deck is structured out of
7x Victory conditions (4x BB, 3x MC)
4x Removal (with 1-2 more in SB)
7x Discard (e.g. 3x TS, 2x IOK, 2x VC)(should be 6x Discard)
12x Counter (2x SS, 3x ML, 4x SSS, 3x CC)
2x Regrowth (2x SM)
3x Digging (3x FA)
25x Land (of which 7 manlands)
To my mind, we have around four slots that are unknown (i.e. we don't know what is best in those slots). I suspect that a quicker kill rather than more control is what the deck needs since we can lose to allowing our opponent too much time. That means either finding Bitterblossom, or drawing something lethal.
You guys really make me lose my faith in this thread. I've been playing Faeries ever since Lorwyn, in Standard, Extended and in Casual after the BB banning. So please trust someone who really knows the deck like the back of his hand: Swords, Snappy, Scions will make this deck worse than it could be! I have tried all of them in modern and none of them is good enough. Neither is any form of digging by the way. What we need is simply a strong control deck.
Just trying to get you to level with the thread and explain your findings as others have done before internet rage puts you on someone's bad side. Plus, as we have said before this deck doesnt do well with its players giving a concrete definition to the deck. If that is how you wish to play the deck then by all means, but instead of steamrolling the discussion into a perspective that fits yours, maybe open up to a sharing and pros/cons debate of ideas
I have been playing Faeries since lorwyn in standard and extended myself, so I'm asking that you slow down on stifling the exploration of ideas with the idea that these are the wrong cards to be playing ...because I have seen successful lists with each of these. We do not have Umezawa's Jitte and Ancestral Vision or Jace the Minsdsculptor like we did in extended, so people are trying to make due and find new angles to make up for lost power value. People testing and finding positive results with certain cards isnt setting anyone back, least of all players who dont necessarily agree with the card choice. You have tried these cards and your perspective is that none of them is good enough for how you want to win with the deck. There may be holes in the perspectives of the cards being mentioned, but maybe you should ask for their perspective, because thinking with like minds might open you up to how the cards should be played to maximum efficiency.
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Decks I have in my bag of tricks- Needless to say, someone who wants to play will probably have a deck UB/x Faeries UR Storm XURWB Affinity G Elves UW control
After some tests, I change to the follow list:
Faeries UBw
1 Dreadship Reef
4 Mutavault
1 Seachrome Coast
4 Misty Rainforest
2 Hallowed Fountain
3 Island
1 Marsh Flats
2 Creeping Tar Pit
2 Watery Grave
4 Secluded Glen
Creatures
2 Mistbind Clique
2 Vendilion Clique
3 Snapcaster Mage
3 Scion of Oona
4 Spellstutter Sprite
Other
3 Path to Exile
2 Thoughtseize
3 Cryptic Command
1 Batterskull
4 Bitterblossom
3 Mana Leak
2 Inquisition of Kozilek
2 Sphinx's Revelation
2 Tribute to Hunger
2 Bile Blight
3 Disenchant
2 Engineered Explosives
2 Celestial Purge
1 Nihil Spellbomb
1 Grafdigger's Cage
2 Stony Silence
—Ashiok, Nightmare Weaver
I've been testing around the 1cmc slots and find myself looking at delver more and more. I feel like a creature shell of 4X Delver 4X stutter 3X Oona and 3X Vendillion sounds great plus it allows for a very quick match.
We have the strongest black instants and sorc. to choose from I can imagine running 22-23 lands and still being able to run 3X Cryptic and cycling with clique if need be, Serum would allow us to not only flip delver, but also dig for answers quickly and dropping Mistbind would make death by blossom more plausible, but it would also allow for more use of our mana then tapping and hoping for the best. I'm testing a build currently and I'll share my thoughts with you all after a few more goes.
Let me know what you all think about the above (good or bad)
3 Lands, Delver, Serum, Blossom, Snare, hand hate is an amazing hand
Then flipped delver BB tokens into flash Oona practically screams GG
EDIT:
As for the Skull talk, I'd love to be able to run Skull MB, I'd rather drop some of the 4CMC spells if that were the case. Skull is insane for real in this deck, but id round out the 4CMC with Whip of Erebos first for the gaining a mistbind with haste+eff or V.clique+eff to swing for the fences with lifegain
Thx, I appreciate your comments
Tribute make the difference in many games I tested in addition with snapcaster is a powerful weapon.
I thinked in option of delvers, but don't feel secure about him.
About the opponent hand you comments I think that is a good Hand! ?.. but I learned in this deck information about opponent hand and moves is the most important thing to success and beat him .
Because of that i I prefer a thoughtsieze or inquisition to Snare.
The Whip of Erebos need the creature in Board to works, skull make the creature, this in my vision, make All difference.
I don't like sorcerie's in this archetype and a void, but I think if I need a mass removal, in black sun zenith.
Little changes need be made, until the final list. I'm post here all changes are made.
Thx for all comments and forgive-me for gramathical erros (40% be cause my ortographical auto-corrector and 60% for my english).
I'm a Italo-Brazílian guy.
4 spellstutter sprite
3 scion of oona
4 mistbind clique
2 Vendilion clique
Spells:
4 bitterblossom
3 thoughtseize
2 IoK
2 tragic slip
3 cryptic
3 mana leak
2 smother
1 go for the throat
1 sword of feast and famine
1 spell pierce
4 secluded glen
4 dark slick shores
4 mutavault
2 creeping tarpit
3 river of tears
4 island
2 swamp
2 watery grave
I have a bitterblossom token I have to block with, instead of just letting it die, I can turn it into a 4/4 and now speed up my clock. Or, they can attack into the 1/1 thinking they are going to kill the token and then lose their creature.
They try removal on our Vendilion Clique and instead of it just dying, we get a 4/4 Flyer for 3. These are not win more situations. Also, it turns snapcaster mage into a beefy flyer which is really relevant.
Also, turning two 1/1 flyers into 4/4 flyers isnt always win more, a lot of the time, its game changing.
I'm still on point to say that I'd run aethervial and the swords just for TfK and to get our creatures out for free and use mana more efficiently, as it stands with no BB in play we aren't really going to win against anything with spot removal. Which leads me to believe there is a giant weakness the deck has and no one is really trying to figure it out, we either need to deal damage from spells or protect our creatures from removal "Useless Scion" does this in a nice stylish way. If we did run vials we could tick one to 2 and another to 3 like eternal command. have X in play and use the three for vendilion or scion and then have mana for anything else that would be a problem.
We should really start focusing on either making a refining decklist that we could all test or start brewing an obscure direction because lets keep in mind a lot of more experienced players know how to combat the fae and their head would spin off if we gave them something that wasn't so Delver like where its like "I can predict your first 4 turns, because you basically have the same first 4 every dang game"
I'd honestly like to see if faeries is still tier 1, but with the lists i've seen ran it looks 2 maybe 1.5 at its best. We can't deal lethal without red or oona as frequently and I'm sure a lot of people would agree with me. WE are mana hungry and aether vial addresses that, swords are two slow and can just be stopped by spot removal.
I personally would like Esper control fae for a little more reliable creatures and the ability to not use mistbind and place Resto in the build for her ability to give us more effect uses.
If we run red splash we could use electrolyze and bolt for racing/spot removal and draw power. Draw power as previously mentioned could be done with swords and aethervials (skulls, skites) and TfK
Liliana has been the discussed several times here and I still believe if we choose to stay UB every successful list would be running her for her huge statement. I realize we wanna hand, but in our most demanding matches we don't typically have one. I also hav eno problem dumping my whole hand by turn 4/5 so I can get her going off and scion makes that more of an option. turn four: Sprite on their Card X turn 5 scion start racing and also +1 Lily.
I've tried all of the builds that have topped and I just think we are missing some very plausible options and nothing is too far fetched for me to directly disregard like so many seem to do.
B) I feel like the opponent's removal is only relevant when we are animating Celestial Colonnade and Mutavault for progress value in the earlygame and damage value when we have no other options, and sometimes discard does that job better than any argument that can be made for scion's anti-removal potential. (Aether vial and thirst for knowledge dont have enough interaction points going for them which progress the strategy for us, either, so I will have to award another point to Hammer-Head here)
C)
...what?
Edit: I'm sorry I dont know how to take your delver analogy.
It seems like what you mean as far as predictability is that your opponent is predicting your moves (only players who study your plays will do this with some accuracy) but if you play the deck with proper plays in mind, this predictability really shouldnt be an issue. It might be time to introduce next level thinking to your strategy especially if your opponents are predicting your plays.
UB/x Faeries
UR Storm
XURWB Affinity
G Elves
UW control
locl place runs 2 modern events a week and ill be playing as much as possible. really happy people like hammerhead are around to get down to what does and doesnt work for them
I would also like to make some things clear about the purpose of this deck. First of all, UB faeries should just NOT be played as a tempo deck. A wide range of other modern decks can easily outrace us. Therefore, I'd say control is the way to go. And by control I mean a pure control deck with a tribal core of faeries. And as for the people who are always worried about not being able to win without scions or swors, let me tell you that your fears are nowhere near justified. I've come to play a version of the deck that limits its focus on nothing but the crucial parts of faeries. I don't play swords, I don't play snapcasters, I don't play planeswalkers and I don't even play more than 6 manlands, which is because a truly solid manabase is so essential for this deck. Hence I have also come to the exclusion of land destruction. It did just not work for me.
The question I've really been asking myself, though, is: Why don't we just play UWR control? Overall it seems to me that it is extremely similar to my version of the fae (although I don't splash white or red), less in card choices than in playstyle. As for faeries, it strikes me that our main target should be to play tight control until both decks are in top deck mode. In most situations, a victory should then be within reach - somehow. Somehow is how this deck manages to win without bitterblossom (yes it does). It's actually fairly easy and you should expect playing at least 70% of your matches without it. Counter, discard, decay or simply not drawing it are all realistic possibilities. That is one of the reasons why I don't advise scion. Because all he does is make bitterblossom better.
Si to conclude, let me ask the sword advocats one question: What do you get out of them? Because I have tried them too and they just didn't seem to work for me.
Game 1 against UWR it's very unlikely that they'll be able to counter a turn 2 Bitterblossom. But even if you're on the draw and suspect they have a counterspell ready, there's no need to rush. A control deck takes many turns to create a favorable game state, so you may try to make them waste resources in cards like aggressive Snapcaster Mage (a nice improvement compared to Spellstutter Sprite when casting them just to go beatdown) or Vendilion Clique. The only card you need to worry about that deck is Gideon Jura, and most of them don't play it. Game 2 they're prepared for Blossom, so they'll mulligan aggressively into Spell Snares and their sideboard cards to stop the enchantment. Just look for an alternative plan (manland beatdown, Batterskull, planeswalkers...) to make their sideboard cards redundant and not versatile enough to stop you, and with a bit of luck they'll keep hands with 4 answers to Bitterblossom but just 2 lands and will get mana screwed.
Currently sleeved:
WUR Copycat ft. Stoneforge Mystic
SUMMARYI believe that 'control' Faeries (i.e. no Scion of Oona) is correct. If you have time I recommend trialling Forbidden Alchemy in the Snapcaster Mage version of the deck. Remember that with digging you can cut some card counts. For example, my deck is structured out of
7x Victory conditions (4x BB, 3x MC)
4x Removal (with 1-2 more in SB)
7x Discard (e.g. 3x TS, 2x IOK, 2x VC)(should be 6x Discard)
12x Counter (2x SS, 3x ML, 4x SSS, 3x CC)
2x Regrowth (2x SM)
3x Digging (3x FA)
25x Land (of which 7 manlands)
To my mind, we have around four slots that are unknown (i.e. we don't know what is best in those slots). I suspect that a quicker kill rather than more control is what the deck needs since we can lose to allowing our opponent too much time. That means either finding Bitterblossom, or drawing something lethal.
I have been playing Faeries since lorwyn in standard and extended myself, so I'm asking that you slow down on stifling the exploration of ideas with the idea that these are the wrong cards to be playing ...because I have seen successful lists with each of these. We do not have Umezawa's Jitte and Ancestral Vision or Jace the Minsdsculptor like we did in extended, so people are trying to make due and find new angles to make up for lost power value. People testing and finding positive results with certain cards isnt setting anyone back, least of all players who dont necessarily agree with the card choice. You have tried these cards and your perspective is that none of them is good enough for how you want to win with the deck. There may be holes in the perspectives of the cards being mentioned, but maybe you should ask for their perspective, because thinking with like minds might open you up to how the cards should be played to maximum efficiency.
UB/x Faeries
UR Storm
XURWB Affinity
G Elves
UW control
Currently sleeved:
WUR Copycat ft. Stoneforge Mystic
Storm
UWR
Burn
Affinity
even against
Rock
and at a disadvantage against
Zoo
Pod
I still haven't gotten to play much against either Twin, or Tarmo-Twin. How is our matchup against them?