Thanks for the responds, but actually I've beat aggro , MBR, and a burn deck, and someother stuff.
But the man problem I had was Revealark Deck with its crazy card/creature advantage
and the life lose from the cards in the deck
Maby I Should add Deserts, but really 20 Lands might be to much especially when I keep drawing into them late game, just look at the mana curve its mostly 1&2 drops
Also I havn't used the sideboard Its all just maybe's I'll cut out the Linessas
This deck is designed to Discard the opponents plans within a few turns while being able to bounce and discard anything else while wittling away their life with flying fairies and the rack
4x of each
==Mana==
Island
Swamp
Secluded Glen
Underground River
River of Tears
==discard==
thoughtsieze
Auger of Skulls
oona's blackgaurd
==Bounce==
Dispers
Linessa Zephyr Mage
==Counter==
Spellstutter Sprite
=draw=
dream salvage
Ancestral Vision
=win cons=
Bitterblossom
the rack
====SB====(just thrown together)
4xMindstab
3xLiliana Vess
3xCounterbore
3xCryptic Command
2xOona, Queen of the Fae
To be blunt, it's not a Faerie deck, so it shouldn't be in this thread and also, it looks horrible. You have 8 win cons, 4 of which are The Rack when you're running 0 discard? It looks like you hope to stall using Disperse and Linessa, which is a bad tactic when you could just be running counters and Cryptic Commands. Your spellstutters are only useful when you have BB down, whereas in Faeries you have support from other faeries too.
You're not that many cards off making a Faerie Deck, so I suggest you look back through this thread and look at some decklists.
sorry my post got messed up and the discard spells were left out, but i fixed the decklist, so give it another look
I was thinking of adding Shimian Specter or Ghost Lord of Fugue somewhere
and something to offset the loss of life as well as something VS life gain, maybe Magus of the Mirror
but yea it doesn't seem to much like a fairie deck as its only got 3 different fairie cards
Fairies Is extremely powerful and very diverse ways to build it i see.
I've been trying to make a deck and it ended up being a fairies type deck
Its Aggro/Combo/Control
I don't wanna post a list before i do more testing
Is their any newer builds out there I can compare to
but it runs mostly 1-2 ccc cards
which is awsome
B2theD
its supposed to have a suprising theme to go with the gothic horror style art.
I'm betting a Removed from game theme.
theres Already the delve machanic witch was from shadowmoor.
But besides the coolness that awaits us in shadowmoor i can't help to get the feeling that magic is loosing its inspiration and origanality, its becoming perpetual and loopy.
I want new and evolving magic, not "ok every color will what it normally does just alittle different this set around"
agains Sonic Boom Add Take Possesion and Sudden death, 2 of each should suffice, But maybe 3 Sudden deaths Just to make shure you can kill his teferi the turn after its out.
Spawning Pools can help you block that Guile, and I read that when Guil goes to the grave before he is reshuffled you can Extirpate him, Is this true?
this deck might be possible with O-rings and Reality Acid and utility bounce, so you can deal with any permenant, and of course thoughtsieze so you know when its safe to unleash the ZUR
try those dream stalkers they're good anti aggro
and for massive counterspell decks play Split Second spells like take possesion and sudden death, and maybe a Teferi of your own, and ofcourse your own counterspells
Why not go on and make anti-Affinity that cares for stuff your opponent controls???
I think that covers the boundaries - there is some meddling room in between, but somewhere there will be the line - how many interesting iterations of Affinity you find in there, that aren't one-ofs?
Z
well their kinda already is an old style of affinity way before Mirrodin. it was the avatars cycle
Avatar of Might cost GG if the opponent has 4 more creatures then yourself ( which was reprinted in Tenth Edition.
Avatar of Will wanted the opponent to have no hand before it costed UU
so maybe just maybe they will rework this whole afffinity thing and give us some good stuff to combine with Delve
Like maybe a really powerful sorcery that can be cheaper if the situation is Dire like cost 1 less for each life point below 10 your at.
but anyways maybe that AVATAR OF MIGHT was a subtle hint
ok let me take a crack at this card creation thing.
Serene Suffocation - 2GG
Enchantment
players may only play basic lands
simplisity-(this spel may only be played with mana from basic lands)
Shadow Scyth - 3
Artifact equipment
Equip = BB
Equiped creature gets +2/+0, shroud, First Strike, and whever this creature destroys another creature put a Shadowling token into play thats a copy of that creature.
Whever a shadowling is targeted sacrifice it.
Mana Fusion Matrix - 2
artifact
pay UB - add a Sapphire mana to your mana pool
pay GR - add a Morganite mana to your mana pool
pay WB - add a Platinimum mana to you mana pool
pay UG - add a Turquoise mana to you mana pool
pay BR - add a ruby mana to your mana pool
pay WU - add a Moonstone mana to your mana pool
pay UR - add a Kunzite mana to your mana pool
pay BG - add a Perido mana to your mana pool
pay RW - add a Heliodor mana to your mana pool
pay GW - add a Emerald mana to your mana pool
the Mana fusion matrix could be split into 2 or 4 different cards to ristric the awsomeness of what could be used for the fusion mana, nothing like this has ever been thought of, but its an easy way to add additional colors to the pie without accually doing it. now another thing could be this scpecial fusion mana won't empty out your pool like normal from a flavor view it will be crystalised mana
ok well some or most might favor more sorcery based proactive cards I favor more Reactive cards like how this deck was intended to be played Draw GO style
how the deck plays
==========
Early Game
=========
you start out Rune Snaging anything bigger than a 1/1, beacuse your Deserts and spawning pools can hold those off easily and if not you have Damnation to make it all go splat
and don't forget about Dreadship reef your gonna need some stored mana for some Mid Game Teachings
but save some snags for plainswalkers because this next combo can handle waves of creatures
=======
Mid game
=======
Shriekmaw+Grim Harvest=grim massacre : You'll probly have already Evoked a Shriekmaw by now so just tutor up that Grim Harvest and get this slaughter house spinnin, 7 mana is what you need to loop this every turn, 5 mana for everyother turn
This deck is also all about CA if you got the Card advantage your sitting pretty
an easy way to achieve this is to Dismal Failure when you know they have no land in hand, this is an easy 2for1.
Now your opponent probly knows your packing loads counterspells by know, so they won't be in a hurry get their babies Runed Snaged, they'll probly just try to beat you to death with whatever creature they get to stick and pass the turn, Now here is where Venarian Glimmer comes in. You get to view what they're packen so you know what to expect thus being well prepared before they can pull a fast one, and you get to proactivley counter a spell. this can also hit those Split second spells like Extirpate and Molten Disaster with little mana investment.
========
Late Game
========
Late game gets abit dangerouse if you don't have the Card Advantage because you will have already exausted abunch of your counters by now, but if you've been doing well late game should be a breeze
The one thing to worry about is your life total by now its probly about 10, so pull out that Tendrils of Corruption and raise it back to 20 with the help of Urborg, Tomb of Yawgmoth.
meanwhile, you should have Teferi out by now
so if they still got some fight left in them Teachings up that OG Dralnu and your spell book will be necrofied back to countrol the living to hell.
Now you wanna go for the kill, you have a couple of Massive Elemantals you could use, but if you want to make this quick Mystical Teachings up Phage, The Untouchable, and flash her out with all the stored up mana on your Dreadship Reefs
Flashback a Cryptic Command to tap all their guys so Phage has an Easy ride, and you win, even if they reach infinite Life, YOU WON the end, GAME OVER
After reworking the whole teachings Idea to hell creating some weird U/B/W Oriss Teachings that does fairly well at staving off almost everything, I went back to the origanal IDEA of the dec. which proves to be very strong even without Rewind.
I played a few games with this list, one was against some weird multi planswalker control
plainswalkers are the NUTZ. but anyways I had to mull to 4 and still put up a fight
and In another game i had to mull to 4 also and I won that one , i think it was vs W/B Martyr, it had akromas and wrath, and G2 they extirpated my Teachings and Commands, but i still had my teferi and arcanis so i pulled through unscathed
anyways the only thing i think is wrong is i couldn't find a place for some delays at least 2 MD
for land Deserts and Spawning Pools are awsome, can work most creatures that slip out with just your lands
But the man problem I had was Revealark Deck with its crazy card/creature advantage
and the life lose from the cards in the deck
Maby I Should add Deserts, but really 20 Lands might be to much especially when I keep drawing into them late game, just look at the mana curve its mostly 1&2 drops
Also I havn't used the sideboard Its all just maybe's I'll cut out the Linessas
4x of each
==Mana==
Island
Swamp
Secluded Glen
Underground River
River of Tears
==discard==
thoughtsieze
Auger of Skulls
oona's blackgaurd
==Bounce==
Dispers
Linessa Zephyr Mage
==Counter==
Spellstutter Sprite
=draw=
dream salvage
Ancestral Vision
=win cons=
Bitterblossom
the rack
====SB====(just thrown together)
4xMindstab
3xLiliana Vess
3xCounterbore
3xCryptic Command
2xOona, Queen of the Fae
sorry my post got messed up and the discard spells were left out, but i fixed the decklist, so give it another look
I was thinking of adding Shimian Specter or Ghost Lord of Fugue somewhere
and something to offset the loss of life as well as something VS life gain, maybe Magus of the Mirror
but yea it doesn't seem to much like a fairie deck as its only got 3 different fairie cards
4x of each
==Mana==
Island
Swamp
Secluded Glen
Underground River
River of Tears
==discard==
thoughtsieze
Auger of Skulls
oona's blackgaurd
==Bounce==
Dispers
Linessa Zephyr Mage
==Counter==
Spellstutter Sprite
=draw=
dream salvage
Ancestral Vision
=win cons=
Bitterblossom
the rack
====SB====(just thrown together)
4xMindstab
3xLiliana Vess
3xCounterbore
3xCryptic Command
2xOona, Queen of the Fae
I've been trying to make a deck and it ended up being a fairies type deck
Its Aggro/Combo/Control
I don't wanna post a list before i do more testing
Is their any newer builds out there I can compare to
but it runs mostly 1-2 ccc cards
which is awsome
B2theD
I'm betting a Removed from game theme.
theres Already the delve machanic witch was from shadowmoor.
But besides the coolness that awaits us in shadowmoor i can't help to get the feeling that magic is loosing its inspiration and origanality, its becoming perpetual and loopy.
I want new and evolving magic, not "ok every color will what it normally does just alittle different this set around"
Tamanoa+ManaBarbs+Pyrohemia = Helixes for everyone
Braids of Fire + Torchling + Fire whip = Demonfireball every turn
x2Oriss, Samite Guardian + Teferi, Zalfir mage + Undertaker = Full Mental Lock
Megrim + Magus of the JAR = old schooled
Spawning Pools can help you block that Guile, and I read that when Guil goes to the grave before he is reshuffled you can Extirpate him, Is this true?
try those dream stalkers they're good anti aggro
and for massive counterspell decks play Split Second spells like take possesion and sudden death, and maybe a Teferi of your own, and ofcourse your own counterspells
I like phage in this deck to she works well with grim harvest too
its an Instant booyeah in your Face, I win or a real scary threat that they must chump block until no end
these cards are great vs control if you manage them past their counters ofcourse
well their kinda already is an old style of affinity way before Mirrodin. it was the avatars cycle
Avatar of Might cost GG if the opponent has 4 more creatures then yourself ( which was reprinted in Tenth Edition.
Avatar of Will wanted the opponent to have no hand before it costed UU
so maybe just maybe they will rework this whole afffinity thing and give us some good stuff to combine with Delve
Like maybe a really powerful sorcery that can be cheaper if the situation is Dire like cost 1 less for each life point below 10 your at.
but anyways maybe that AVATAR OF MIGHT was a subtle hint
Serene Suffocation - 2GG
Enchantment
players may only play basic lands
simplisity-(this spel may only be played with mana from basic lands)
Shadow Scyth - 3
Artifact equipment
Equip = BB
Equiped creature gets +2/+0, shroud, First Strike, and whever this creature destroys another creature put a Shadowling token into play thats a copy of that creature.
Whever a shadowling is targeted sacrifice it.
Mana Fusion Matrix - 2
artifact
pay UB - add a Sapphire mana to your mana pool
pay GR - add a Morganite mana to your mana pool
pay WB - add a Platinimum mana to you mana pool
pay UG - add a Turquoise mana to you mana pool
pay BR - add a ruby mana to your mana pool
pay WU - add a Moonstone mana to your mana pool
pay UR - add a Kunzite mana to your mana pool
pay BG - add a Perido mana to your mana pool
pay RW - add a Heliodor mana to your mana pool
pay GW - add a Emerald mana to your mana pool
the Mana fusion matrix could be split into 2 or 4 different cards to ristric the awsomeness of what could be used for the fusion mana, nothing like this has ever been thought of, but its an easy way to add additional colors to the pie without accually doing it. now another thing could be this scpecial fusion mana won't empty out your pool like normal from a flavor view it will be crystalised mana
Here's my example of the OG Dralnu style deck but with Lorwyn
4 rune snags
4 cryptic commands
3 Dismal Failure
3 Venarian Glimer
2 Pact of Negation
1 Drainning Welk
Removal=9
3 Shriekmaw
2 nameless Inversion /or/ 2 Damnation
2 Tendrils of Corruption
1 Slaughter Pact
1 Psionic Blast
Utility=10
4 Mystical Teachings
1 Grim Harvest
1 Makeshift Manniquin
1 Sower of Temptation
1 Aeon Chronicler
1 Guile
1 Dread
1 Teferi, Mage of Zhalfir
1 Dralnu, Lich Lord
1 Phage, the Untouchable
1 Venser, Shaper Savant
1 Arcanis, the Omnipotent
Land=25
4 Deserts
4 Dreadship Reef
4 Spawning Pool
4 River of Tears
4 Vivid Creek
2 Tolaris West
2 Urborg, Tomb of Yawgmoth
1 Urza's Factory
2 Take Possesion
3 Bottle Gnome
1 Hanuting Hymn
2 Darkness
1 Undertaker
1 Wipe Away
2 Linessa, Zephyr Mage
1 Extirpate
1 Mulldrifter
1 Wisper of the Muse
ok well some or most might favor more sorcery based proactive cards I favor more Reactive cards like how this deck was intended to be played Draw GO style
how the deck plays
==========
Early Game
=========
you start out Rune Snaging anything bigger than a 1/1, beacuse your Deserts and spawning pools can hold those off easily and if not you have Damnation to make it all go splat
and don't forget about Dreadship reef your gonna need some stored mana for some Mid Game Teachings
but save some snags for plainswalkers because this next combo can handle waves of creatures
=======
Mid game
=======
Shriekmaw+Grim Harvest=grim massacre : You'll probly have already Evoked a Shriekmaw by now so just tutor up that Grim Harvest and get this slaughter house spinnin, 7 mana is what you need to loop this every turn, 5 mana for everyother turn
This deck is also all about CA if you got the Card advantage your sitting pretty
an easy way to achieve this is to Dismal Failure when you know they have no land in hand, this is an easy 2for1.
Now your opponent probly knows your packing loads counterspells by know, so they won't be in a hurry get their babies Runed Snaged, they'll probly just try to beat you to death with whatever creature they get to stick and pass the turn, Now here is where Venarian Glimmer comes in. You get to view what they're packen so you know what to expect thus being well prepared before they can pull a fast one, and you get to proactivley counter a spell. this can also hit those Split second spells like Extirpate and Molten Disaster with little mana investment.
========
Late Game
========
Late game gets abit dangerouse if you don't have the Card Advantage because you will have already exausted abunch of your counters by now, but if you've been doing well late game should be a breeze
The one thing to worry about is your life total by now its probly about 10, so pull out that Tendrils of Corruption and raise it back to 20 with the help of Urborg, Tomb of Yawgmoth.
meanwhile, you should have Teferi out by now
so if they still got some fight left in them Teachings up that OG Dralnu and your spell book will be necrofied back to countrol the living to hell.
Now you wanna go for the kill, you have a couple of Massive Elemantals you could use, but if you want to make this quick Mystical Teachings up Phage, The Untouchable, and flash her out with all the stored up mana on your Dreadship Reefs
Flashback a Cryptic Command to tap all their guys so Phage has an Easy ride, and you win, even if they reach infinite Life, YOU WON the end, GAME OVER
4 rune snags
4 cryptic commands
3 Dismal Failure
3 Venarian Glimer
2 Pact of Negation
1 Drainning Welk
Removal=9
3 Shriekmaw
2 nameless Inversion /or/ Damnation
2 Tendrils of Corruption
1 Slaughter Pact
1 Psionic Blast
Utility spells=10
4 Mystical Teachings
1 Grim Harvest
1 Makeshift Manniquin
1 sower of temptation
1 Aeon Chronicler
1 Guile
1 Dread
1 Teferi, Mage of Zhalfir
1 Dralnu, Lich Lord
1 Phage, the Untouchable
1 Venser, Shaper Savant
1 Arcanis, the Omnipotent
Land=25
4 Deserts
4 Dreadship Reef
4 Spawning Pool
4 River of Tears
4 Vivid Creek
2 Tolaris West
2 Urborg, Tomb of Yawgmoth
1 Urza's Factory
2 Take Possesion
3 Bottle Gnome
1 Hanuting Hymn
2 Darkness
1 Undertaker
1 Wipe Away
2 Linessa, Zephyr Mage
1 Extirpate
1 Mulldrifter
1 Wisper of the Muse
I played a few games with this list, one was against some weird multi planswalker control
plainswalkers are the NUTZ. but anyways I had to mull to 4 and still put up a fight
and In another game i had to mull to 4 also and I won that one , i think it was vs W/B Martyr, it had akromas and wrath, and G2 they extirpated my Teachings and Commands, but i still had my teferi and arcanis so i pulled through unscathed
anyways the only thing i think is wrong is i couldn't find a place for some delays at least 2 MD
for land Deserts and Spawning Pools are awsome, can work most creatures that slip out with just your lands