Hey guys I recently bought into modern with this deck, been doing a lot of research and I came up with this on a pretty tight budget. I tried to squeeze as much power as possible out of every dollar. I'm actually kinda proud of the manabase for how cheap it is. I already had the 2 Foreboding Ruins, as well as the Llanowar Wastes. I have two more, should I sub something for them? What should be my upgrade plan? (As far as what will get me the most extra win%.)
Hey guys I recently bought into modern with this deck, been doing a lot of research and I came up with this on a pretty tight budget. I tried to squeeze as much power as possible out of every dollar. I'm actually kinda proud of the manabase for how cheap it is. I already had the 2 Foreboding Ruins, as well as the Llanowar Wastes. I have two more, should I sub something for them? What should be my upgrade plan? (As far as what will get me the most extra win%.)
I wouldn't play Foreboding Ruins, even with fetchlands. That 7 Mountain count is quite strange too You can see the 'right' manabase a few pages back, but since you are on a budget I would buy 4 Fetchland first (BR, I think), and add 1 Stomping Ground if you can (in place of 5 Mountains). I you could add a couple more Fetchlands, remove all but 1 mountain, the Foreboding Ruins and lastly the Llanowar Wastes.
Also, six 2-mana cyclers may be too much. You are going to need the 4th Fulminator Mage, and personally I play 4 Beast Within too.
PS: Copperline Gorge was 2 bucks last time I checked, what happened? o.O
I believe WoTC's new policy is to make sure that every color can enjoy the exciting gameplay mechanic of making undercosted dudes and then turning them sideways. Clearly the future of magic.
Quote from "Kakaroto" »
Quote from "Disco Stu" »
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So the reason I'm playing mountains is because allied duals are either bad (filter, checklands, BFZ), or expensive. I felt that the pains and kaladesh lands were the best mana I could get for the money as well as the shocks which play nice with my land cyclers. My current setup gets me 10R, 11B, and 8G. The foreboding ruins are the worst lands and the first ones I will replace once I get the money, but since I already had them I think running them instead of basics or a tapland is better than not running them. With 10 ways to untap them they actually haven't been too bad.
So the reason I'm playing mountains is because allied duals are either bad (filter, checklands, BFZ), or expensive. I felt that the pains and kaladesh lands were the best mana I could get for the money as well as the shocks which play nice with my land cyclers. My current setup gets me 10R, 11B, and 8G. The foreboding ruins are the worst lands and the first ones I will replace once I get the money, but since I already had them I think running them instead of basics or a tapland is better than not running them. With 10 ways to untap them they actually haven't been too bad.
Hey Ion, thanks for sharing your list!
Blooming Marsh is a fine substitute for the other fastlands, since it comes in untapped early and can cycle all of your guys.
I'm in agreement with Kramer in that a set of fetches should be your first upgrade - either Bloodstained Mire or Wooded Foothills, since those are the cheapest. I think you'll find that they'll be the single best improvement to your manabase. Of the two, Mires are slightly cheaper.
A single copy of Stomping Grounds will run you about $12 USD - it lets your Pale Recluses find red mana. Cutting a Mountain for it essentially adds three G/R sources to your deck.
Six two-mana cyclers is a tad slow (I've only very recently gone down to five - 3 Pale Recluse and 2 Jungle Weaver), but you should be okay. There's not much to do in the way of changing that up until you optimize the mana (in which case you could probably cut a Recluse or Twisted Abomination.)
The 4th Fulminator will set you back about 20 bucks, but I've seen lists get away with running three. You could always look into Avalanche Riders if you're in the market for additional land-death. They're kind of slow in non-Simian Spirit Guide builds, though.
At the end of the day, I'd save up for some number of fetches and a Stomping Ground. That will probably get you the most "win%," as you put it.
So the reason I'm playing mountains is because allied duals are either bad (filter, checklands, BFZ), or expensive. I felt that the pains and kaladesh lands were the best mana I could get for the money as well as the shocks which play nice with my land cyclers. My current setup gets me 10R, 11B, and 8G. The foreboding ruins are the worst lands and the first ones I will replace once I get the money, but since I already had them I think running them instead of basics or a tapland is better than not running them. With 10 ways to untap them they actually haven't been too bad.
The thing is that you need 14 B sources to cycle Architects turn 1, 14 and 14 for Carabid and Minotaur (these are achieved when you get the other requirements), almost every source in your deck for your Fulminators, and 12 R, B and G for the cascaders. You aren't running SSG either.
1 Fetchland can give you virtually 3 sources (1 of each color), with a good color source per slot ratio. Also, you can use those fetchlands in other modern decks or sell them easily later. That's why if you can only buy a set of lands, Bloodstained Mire should be your choice.
These numbers vary a little bit while you cycle through your deck in the first turns, but they are a good metric.
I believe WoTC's new policy is to make sure that every color can enjoy the exciting gameplay mechanic of making undercosted dudes and then turning them sideways. Clearly the future of magic.
Quote from "Kakaroto" »
Quote from "Disco Stu" »
Podríamos hacer un topic donde marquemos los peores horrores de ortografía.
Thanks guys for the feedback. I absolutely agree that improvements can (and will) be made. Although one note: my list can't get screwed off of Fulminator Mage because I only run one non R or B land (basic forest). As long as I get to 3 lands I can cast it for sure. Any tips on the sideboard? I have extra copies of things just in case. I'm looking to run this at a pptq this weekend, not super familiar with the meta though.
So I know it's probably been a little while since any of the regulars here have looked at the primer, but I've slowly been attacking it to make it look nicer.
I'm also updating it with the latest tech, new card releases (which for us is just Blooming Marsh, but hey), and matchups. Notably, I've added a section on how to fight against Suicide Zoo.
Please read it and shower it with likes so I can continue to improve my status on teh interwebs.
Hey everyone,ive just managed to piece all the cards together,i even had all the cards for the mana base but I can't find a single fulminator,can I get away with practicing the deck without them at FNM?
I was going to use avalanche riders instead for the time being until I can trade for fulminators.
I also have stingmoggie, mournwhelk,spitebellows and faultgrinder.
Grinder and the moggie stay on the land destruction idea but the whelk could be a one of is what I was thinking. Bellows is a card I want to try anyways,i think I'll try two and see where it goes.
Since I have those four slots open I thought I'd mess around.If anyone has any other suggestions I'd like to hear them.
Also my SB,i have a leyline and two cages,but I have a full set of crypt incursion that look really appealing,has anyone tried them yet?
Hey everyone,ive just managed to piece all the cards together,i even had all the cards for the mana base but I can't find a single fulminator,can I get away with practicing the deck without them at FNM?
I was going to use avalanche riders instead for the time being until I can trade for fulminators.
I also have stingmoggie, mournwhelk,spitebellows and faultgrinder.
Grinder and the moggie stay on the land destruction idea but the whelk could be a one of is what I was thinking. Bellows is a card I want to try anyways,i think I'll try two and see where it goes.
Since I have those four slots open I thought I'd mess around.If anyone has any other suggestions I'd like to hear them.
Also my SB,i have a leyline and two cages,but I have a full set of crypt incursion that look really appealing,has anyone tried them yet?
You can try Avalanche Riders, but you need the full Beast Within first. Fulminator Mage is good because it has applications in a lot of matchups, besides of keeping your opponent without blue mana and returning with Living End to detain your opponent gameplan a few turns until you beat them with draft fodder. I wouldn't play any of the other cards you mentioned. I like to play this deck as a combo, not a LD deck (at least game 1). You can get away with 0 Fulminators, but fill those slots with good cards for this deck:
-Simian Spirit Guide, to combo faster (actually, SSG is quite nice with Fulminator Mage :p)
-Faerie Macabre, against Dredge or things that put creatures in the GY like Affinity.
-Blood Moon, if you have a fetchland heavy manabase and SSG.
-Shriekmaw, good against Burn and creature decks in general.
-Anger of the Gods, or Jund Charm. Sweeper and GY hate in one card.
-More cyclers (besides of the main 16), like Jungle Weaver, Pale Recluse, Twisted Abomination, Valley Rannet, Igneous Pouncer
Also, don't play Cage unless you want to cascade into it. I would rather run Leyline or Ravenous Trap, though
Thanks guys for the feedback. I absolutely agree that improvements can (and will) be made. Although one note: my list can't get screwed off of Fulminator Mage because I only run one non R or B land (basic forest). As long as I get to 3 lands I can cast it for sure. Any tips on the sideboard? I have extra copies of things just in case. I'm looking to run this at a pptq this weekend, not super familiar with the meta though.
Your SB looked fine. If you are feeling wacky you can try some things like 3 Kor Firewalker (removing LE) against Burn, the Platinum Emperion+Madcap Experiment Package, Anger of the Gods or Ravenous Trap
I believe WoTC's new policy is to make sure that every color can enjoy the exciting gameplay mechanic of making undercosted dudes and then turning them sideways. Clearly the future of magic.
Quote from "Kakaroto" »
Quote from "Disco Stu" »
Podríamos hacer un topic donde marquemos los peores horrores de ortografía.
Im running 4 SSG now,so I can't add more,however going with the moon idea,I do have a bloodmoon as well as 2 magus of the moon I could include to replace fulminator.Just playtested against goblins and stingmoggie was to slow,it requires mana I wanted for other things.
How much do I need to adjust the manabase to run the moon package?
Earlier today WotC released some cards from Aether Revolt and Yahenni's Expertise caught my attention. I know the card is not great at all for our deck,but if Wizard decides to print a cycle for this efect I could see the green or red one be played to get rid of Living Ends from our hand.
Furthermore, we might be able to cast Fulminators and cascade spells in case we have no Living End in our hand.
Im running 4 SSG now,so I can't add more,however going with the moon idea,I do have a bloodmoon as well as 2 magus of the moon I could include to replace fulminator.Just playtested against goblins and stingmoggie was to slow,it requires mana I wanted for other things.
How much do I need to adjust the manabase to run the moon package?
I'd have to see your list. Chances are you'll be running more fetches and/or basics.
I believe WoTC's new policy is to make sure that every color can enjoy the exciting gameplay mechanic of making undercosted dudes and then turning them sideways. Clearly the future of magic.
Quote from "Kakaroto" »
Quote from "Disco Stu" »
Podríamos hacer un topic donde marquemos los peores horrores de ortografía.
Earlier today WotC released some cards from Aether Revolt and Yahenni's Expertise caught my attention. I know the card is not great at all for our deck,but if Wizard decides to print a cycle for this efect I could see the green or red one be played to get rid of Living Ends from our hand.
Furthermore, we might be able to cast Fulminators and cascade spells in case we have no Living End in our hand.
I would like to hear your thoughts on the card.
Yes! I was also overwhelmed with this Aether Revolt spoiled card:
Yahenni's Expertise
2BB
Sorcery
All creatures get -3/-3 until end of turn.
You may cast a card with converted mana cost 3 or less from your hand without paying its mana cost.
I believe this is a game breaking card for LE players in modern. I can attest that one of the greatest fear of an LE player on each draw instances is to draw the LE itself (a weird thing for a deck not to have its namesake card on the hand. Hahaha.), specially on tight situations where resorting to suspend it as the only best play possible, or even having the 2 of it in your opening hand is cringy in itself, and these situations, at times, even results to game loss. Given the second rule text of the Yahenni's Expertise ('YE' for brevity) and considering its a 4CMC card (making it includable in an LE deck), this allows us to free cast the LE itself from the hand thus answering our common "LE in the hand" problem in the deck. However, one must note that YE's first rule text is a -3/-3 non exiling sweeper effect makes the LE effectivity reduced (if it is for casting LE or casted pre-LE) if the opponent's board have relevant or/and numerically significant 3 thoughness non-token creature/s as compared to the post-LE creature outputs from the yard. This setup calls then for mainboarding fairy macabre (at least 2) if your mainboard has none.
Based on my playtesting so far, it reveals that devoting 2 or 1 slot for YE (mainboard) mitigates the "LE in the hand" problem. Considering the YE's innate sweeper functionality and 'free-cast for 3CMC and below' effect, I prefer to have 2 of it in mainboard (cutting 1 Demonic Dread and using a flex spot), as this allows me to control the pre/post-LE boardstate if the opponent is a creature-based one (the common aggro meta currently) and lets me cast functional 3CMC cards such as Fulminator Mage. On a creatureless pre/post-LE opponent's boardstate, YE serves best as a reserved 'life-line' in case of "drawing LE" scenarios, which is still a win-win for me.
This is a situational Card.
I expect it to be good against Remand - cascading into LE, Remand and then resolving LE on our turn looks appealing to me.
The sweeper-effect depends entirely on the situation.
Anyways, as i got salted about teh deck some weeks ago (even after buying 2 grove of the burnwillows) i want to comeback with it.
Architects (2-of) will likely leave my maindeck because they never paid off really. I opt for 2 Jungle Weaver again and my sideboard Blood Moon (which is nowadays a great inclusion).
I still need to figure out / finalize my sideboard-plans as i felt i over-sideboarded / took out teh wrong Cards in teh past.
Keep you updated as soon as there are new results.
Got 2 questions, both regarding teh Landbase: 1st:Murmuring Bosk
I sneaked some Hoogland Lists and asked myself if this isn't strictly better than a single temple garden?
2nd:Dryad Arbor over Kessig Wolf Run
You know, Wolf Run is ok'ish because i ran into a couple lingering souls-decks every now and then.
But i always had teh feeling that Arbor is teh more well-rounded Card in this Slot (tutorable, chumps, attacks).
It's only okay. Being able to insta-cast Living End from your hand if you draw it is nice, but the global -3/-3 can actually be sort of problematic if you're trying to make it profitable. I suppose it would depend on what kinds of creatures you find yourself wrathing away on a regular basis. Ironically, it's better against decks whose creatures don't die to the -3/-3.
@Polymorph:
Question the 1st: Not "strictly better." Please remove that phrase from your Magic vocabulary. Murmuring Bosk taps for an extra color, but it always comes in tapped. It's up to you to determine if you feel that's worth the risk.
Something else pops into my mind:
I was looking for a sweet 1-of Maindeck to stifle the lifeloss of street wraith, my maindeck dismember and shocklands.
The usual suspects are ok'ish, but i had teh feeling that i need soemthing more versatile.
I really like to test kitchen finks as a 1-of. Stops the bleeding, trades favorable with goblin guide and is a fine Midgame-Tool. Thoughts?
So i've tested Kitchen Finks Maindeck today for a couple of Matches.
Seems to be my new Pet-Card for now...until i got blessed with greater wisdom
Edit:
The great Woo-Wizard had given some thoughts to Finks a couple of years ago: 3 Kitchen Finks Sideboard
Right now i'm thinking of cutting a faerie macabre (it's mediocre in the actual Meta) and therefore
replace it with a 2nd Copy of Finks. Keep you updated guys
4 Architects of Will
4 Deadshot Minotaur
4 Monstrous Carabid
4 Street Wraith
2 Pale Recluse
3 Jungle Weaver
2 Faerie Macabre
3 Fulminator Mage
1 Twisted Abomination
Instants (7)
4 Violent Outburst
3 Beast Within
4 Demonic Dread
3 Living End
Lands (19)
2 Foreboding Ruins
7 Mountain
4 Blooming Marsh
1 Forest
1 Swamp
1 Blood Crypt
1 Overgrown Tomb
2 Llanowar Wastes
2 Shriekmaw
3 Ricochet Trap
3 Ingot Chewer
3 Brindle Boar
2 Faerie Macabre
2 Jund Charm
I wouldn't play Foreboding Ruins, even with fetchlands. That 7 Mountain count is quite strange too You can see the 'right' manabase a few pages back, but since you are on a budget I would buy 4 Fetchland first (BR, I think), and add 1 Stomping Ground if you can (in place of 5 Mountains). I you could add a couple more Fetchlands, remove all but 1 mountain, the Foreboding Ruins and lastly the Llanowar Wastes.
Also, six 2-mana cyclers may be too much. You are going to need the 4th Fulminator Mage, and personally I play 4 Beast Within too.
PS: Copperline Gorge was 2 bucks last time I checked, what happened? o.O
Hey Ion, thanks for sharing your list!
Blooming Marsh is a fine substitute for the other fastlands, since it comes in untapped early and can cycle all of your guys.
I'm in agreement with Kramer in that a set of fetches should be your first upgrade - either Bloodstained Mire or Wooded Foothills, since those are the cheapest. I think you'll find that they'll be the single best improvement to your manabase. Of the two, Mires are slightly cheaper.
A single copy of Stomping Grounds will run you about $12 USD - it lets your Pale Recluses find red mana. Cutting a Mountain for it essentially adds three G/R sources to your deck.
Six two-mana cyclers is a tad slow (I've only very recently gone down to five - 3 Pale Recluse and 2 Jungle Weaver), but you should be okay. There's not much to do in the way of changing that up until you optimize the mana (in which case you could probably cut a Recluse or Twisted Abomination.)
The 4th Fulminator will set you back about 20 bucks, but I've seen lists get away with running three. You could always look into Avalanche Riders if you're in the market for additional land-death. They're kind of slow in non-Simian Spirit Guide builds, though.
At the end of the day, I'd save up for some number of fetches and a Stomping Ground. That will probably get you the most "win%," as you put it.
The thing is that you need 14 B sources to cycle Architects turn 1, 14 and 14 for Carabid and Minotaur (these are achieved when you get the other requirements), almost every source in your deck for your Fulminators, and 12 R, B and G for the cascaders. You aren't running SSG either.
1 Fetchland can give you virtually 3 sources (1 of each color), with a good color source per slot ratio. Also, you can use those fetchlands in other modern decks or sell them easily later. That's why if you can only buy a set of lands, Bloodstained Mire should be your choice.
These numbers vary a little bit while you cycle through your deck in the first turns, but they are a good metric.
I'm also updating it with the latest tech, new card releases (which for us is just Blooming Marsh, but hey), and matchups. Notably, I've added a section on how to fight against Suicide Zoo.
Please read it and shower it with likes so I can continue to improve my status on teh interwebs.
I was going to use avalanche riders instead for the time being until I can trade for fulminators.
I also have stingmoggie, mournwhelk,spitebellows and faultgrinder.
Grinder and the moggie stay on the land destruction idea but the whelk could be a one of is what I was thinking. Bellows is a card I want to try anyways,i think I'll try two and see where it goes.
Since I have those four slots open I thought I'd mess around.If anyone has any other suggestions I'd like to hear them.
Also my SB,i have a leyline and two cages,but I have a full set of crypt incursion that look really appealing,has anyone tried them yet?
You can try Avalanche Riders, but you need the full Beast Within first. Fulminator Mage is good because it has applications in a lot of matchups, besides of keeping your opponent without blue mana and returning with Living End to detain your opponent gameplan a few turns until you beat them with draft fodder. I wouldn't play any of the other cards you mentioned. I like to play this deck as a combo, not a LD deck (at least game 1). You can get away with 0 Fulminators, but fill those slots with good cards for this deck:
-Simian Spirit Guide, to combo faster (actually, SSG is quite nice with Fulminator Mage :p)
-Faerie Macabre, against Dredge or things that put creatures in the GY like Affinity.
-Blood Moon, if you have a fetchland heavy manabase and SSG.
-Shriekmaw, good against Burn and creature decks in general.
-Anger of the Gods, or Jund Charm. Sweeper and GY hate in one card.
-More cyclers (besides of the main 16), like Jungle Weaver, Pale Recluse, Twisted Abomination, Valley Rannet, Igneous Pouncer
Also, don't play Cage unless you want to cascade into it. I would rather run Leyline or Ravenous Trap, though
Your SB looked fine. If you are feeling wacky you can try some things like 3 Kor Firewalker (removing LE) against Burn, the Platinum Emperion+Madcap Experiment Package, Anger of the Gods or Ravenous Trap
How much do I need to adjust the manabase to run the moon package?
Earlier today WotC released some cards from Aether Revolt and Yahenni's Expertise caught my attention. I know the card is not great at all for our deck,but if Wizard decides to print a cycle for this efect I could see the green or red one be played to get rid of Living Ends from our hand.
Furthermore, we might be able to cast Fulminators and cascade spells in case we have no Living End in our hand.
I would like to hear your thoughts on the card.
I'd have to see your list. Chances are you'll be running more fetches and/or basics.
4 Blackcleave Cliffs
4 Verdant Catacombs
1 Forest
2 Swamp
1 Kessig Wolf Run
1 Blood Crypt
1 Overgrown Tomb
1 Stomping Ground
Does this look like a good manabase for this deck? Is Blooming Marsh necessary?
RGTron
UGInfect
URStorm
WUBRAd Nauseam
BRGrishoalbrand
URGScapeshift
WBGAbzan Company
WUBRGAmulet Titan
BRGLiving End
WGBogles
Yes! I was also overwhelmed with this Aether Revolt spoiled card:
Yahenni's Expertise
2BB
Sorcery
All creatures get -3/-3 until end of turn.
You may cast a card with converted mana cost 3 or less from your hand without paying its mana cost.
I believe this is a game breaking card for LE players in modern. I can attest that one of the greatest fear of an LE player on each draw instances is to draw the LE itself (a weird thing for a deck not to have its namesake card on the hand. Hahaha.), specially on tight situations where resorting to suspend it as the only best play possible, or even having the 2 of it in your opening hand is cringy in itself, and these situations, at times, even results to game loss. Given the second rule text of the Yahenni's Expertise ('YE' for brevity) and considering its a 4CMC card (making it includable in an LE deck), this allows us to free cast the LE itself from the hand thus answering our common "LE in the hand" problem in the deck. However, one must note that YE's first rule text is a -3/-3 non exiling sweeper effect makes the LE effectivity reduced (if it is for casting LE or casted pre-LE) if the opponent's board have relevant or/and numerically significant 3 thoughness non-token creature/s as compared to the post-LE creature outputs from the yard. This setup calls then for mainboarding fairy macabre (at least 2) if your mainboard has none.
Based on my playtesting so far, it reveals that devoting 2 or 1 slot for YE (mainboard) mitigates the "LE in the hand" problem. Considering the YE's innate sweeper functionality and 'free-cast for 3CMC and below' effect, I prefer to have 2 of it in mainboard (cutting 1 Demonic Dread and using a flex spot), as this allows me to control the pre/post-LE boardstate if the opponent is a creature-based one (the common aggro meta currently) and lets me cast functional 3CMC cards such as Fulminator Mage. On a creatureless pre/post-LE opponent's boardstate, YE serves best as a reserved 'life-line' in case of "drawing LE" scenarios, which is still a win-win for me.
Anymore insights from you guys?
I expect it to be good against Remand - cascading into LE, Remand and then resolving LE on our turn looks appealing to me.
The sweeper-effect depends entirely on the situation.
Anyways, as i got salted about teh deck some weeks ago (even after buying 2 grove of the burnwillows) i want to comeback with it.
Architects (2-of) will likely leave my maindeck because they never paid off really. I opt for 2 Jungle Weaver again and my sideboard
Blood Moon (which is nowadays a great inclusion).
I still need to figure out / finalize my sideboard-plans as i felt i over-sideboarded / took out teh wrong Cards in teh past.
Keep you updated as soon as there are new results.
Got 2 questions, both regarding teh Landbase:
1st: Murmuring Bosk
I sneaked some Hoogland Lists and asked myself if this isn't strictly better than a single temple garden?
2nd: Dryad Arbor over Kessig Wolf Run
You know, Wolf Run is ok'ish because i ran into a couple lingering souls-decks every now and then.
But i always had teh feeling that Arbor is teh more well-rounded Card in this Slot (tutorable, chumps, attacks).
What's better in an open Meta?
Green @ it's best
It's only okay. Being able to insta-cast Living End from your hand if you draw it is nice, but the global -3/-3 can actually be sort of problematic if you're trying to make it profitable. I suppose it would depend on what kinds of creatures you find yourself wrathing away on a regular basis. Ironically, it's better against decks whose creatures don't die to the -3/-3.
@Polymorph:
Question the 1st: Not "strictly better." Please remove that phrase from your Magic vocabulary. Murmuring Bosk taps for an extra color, but it always comes in tapped. It's up to you to determine if you feel that's worth the risk.
Question the 2nd: Why not both?
Here's what my Manabase is right now:
2 grove of the burnwillows
3 blackcleave cliffs
1 blooming marsh
4 verdant catacombs
1 stomping ground
1 overgrown tomb
1 blood crypt
1 temple garden
1 swamp
1 forest
1 mountain
1 Dryad Arbor
Something else pops into my mind:
I was looking for a sweet 1-of Maindeck to stifle the lifeloss of street wraith, my maindeck dismember and shocklands.
The usual suspects are ok'ish, but i had teh feeling that i need soemthing more versatile.
I really like to test kitchen finks as a 1-of. Stops the bleeding, trades favorable with
goblin guide and is a fine Midgame-Tool. Thoughts?
Green @ it's best
Seems to be my new Pet-Card for now...until i got blessed with greater wisdom
Edit:
The great Woo-Wizard had given some thoughts to Finks a couple of years ago:
3 Kitchen Finks Sideboard
Right now i'm thinking of cutting a faerie macabre (it's mediocre in the actual Meta) and therefore
replace it with a 2nd Copy of Finks. Keep you updated guys
Green @ it's best