[quote from="Ivenl »" url="http://www.mtgsalvation.com/forums/the-game/modern/developing-competitive-modern/542105-ub-x-faeries?comment=6455"]Trying to comment on all ideas:
Edit: I think in response to Drekavac's comment, I think what we need is a creature that is a faerie that says faeries cost 1 less to cast. Mana acceleration would help this deck a lot.
I agree, preferent a 1cmc 0/2 faire will do or a 0/1 with hexprof (to dream about it is free untill Wizzards finds a way to charge us also for that)
I like Æther Vial because it serves differents functions:
1st: instead of dropping in turn 1 a 1/1 for 1, I can drop it in turn 2 and getting it transformed AEOT with 2 free manas for incinerate, or droping another 1cmc and getting 1 mana for bolts.
I run only 2 because after turn 3 or 4 is a dead card to draw and because of the uneven cmc of my creatures.
Against heavy aggro scepter/moonmist scepter/incinerate has proveen to be very efective, so now I just need to figure out a way to protect the scepter against artifact hate.
I hope this new expation gets us more playable wolves
I am trying to make a competitive wolf tribal deck, the problems I am founding are basically 2, 1st I just can not get back of a board wipe and 2nd. the optimal aggro decks are just too fast for it.
So I came up with this idea and I am looking for feedback (I am not on a budget so feel free to suggest any card)
Exactly this, late game I've even flashed in a scion before dmg, waiting to end the game, waiting for shenanigans then flashed in a 2nd one went from 4 dmg to 12 and ended the game
I am still in love wtih the card, but sometimes I ended sideboarding 2 of them in game 2, so maybe 2 copies should be the perfect fit for the main.
I dissagre about that is a bad "topdeck" when we are behind, In late if we are behinda mana leak would not save us neither, I normally use the scions as "counterspell" for decay, or other removals and off course, to swing with 2 tokens and a mutavault for 7 instead of 4
Monastery siege was wondefull not only against burn.
I will try -4 remand +4 removals (Still meditating which ones, but maybe 2 disfigures + Damnations).
Normally I use Scions not at turn 3 but very late in game as an answer to abrupt decay, naturalize, other removals or even just to go for a big hit with my mutavaults and tokens/faires.
I just main one spell snare, 2 in the side vs others controls/mirror/etc.
You say my mana base is bad, I dont realize how much can I improve it, I am reluctant to dismiss the tectonics for 2 watery graves, pendelheven has proveen to be worthwhile when my 1/1 tokens can block a 2/2 or even a Scion can survive some removal.
I run only a few basic lands that also I am a little bit reluctant to drop them because of the blood moon.
I have seen your decklist, having a single copy of a cards is something I am not confortable with, I cannot rely having in my sideboard 1 Sower because the odds to draw it is very low. I rather have 2 or none.
Damnations and Scion of Oonas don't pair well together.
If you use them for lategame, why are you running 4 of them?
Negate is far stronger against control. The mirror is generally an irrelevant match: it's hardly ever played. 3 strikes me as too many, as there's a moderate chance of drawing multiples at 3 copies, and multiple Spell Snares is often weak.
There are a lot of things you can do to improve the manabase. It ultimately comes down to that your current configuration doesn't work. If you can't find a way to make it work, your deck is weak and isn't competitive. All you have to do to make it work, is run one more Swamp source. You can do this by changing one Island, to any dual. If you want more protection against Blood Moon, then Polluted Delta is a fine option. Replacing one Island for one Polluted Delta would fix your problem.
If you want more blue, to be able to support Cryptic Command, then you need to fundamentally alter your deck.
Then run 0: as is, your deck doesn't support two. Having sideboard single copy of some cards can sometimes be best, regardless of how often that relates to being able to draw it. Let's say I have, for example, 4 cards I want to side out against burn, 3 against affinity, and 2 against tron. Against Burn and Affinity, I want to add quick creature removal: disfigure. I might place two in the side for that. I want to also be able to counter burn's burn. I will use a Dispel for that. Tron requires unique answers. Disfigure and Dispel are dead against it. Pithing Needle, on the other hand, can be effective as a one of against Tron, and Affinity. I wouldn't want to draw two copies of it, and I don't need anymore cards to bring in against Affinity. Now, burn and Tron need one card: a single Negate can be an effective card to side in against them both. It's all I need to cover those matches. If I wish to more reliably draw Negate for whatever reason, if it's some crucial part of my plan, then I would be inclined to run more copies of it.
Playing single copies of cards is most effective in decks that have a high capacity to draw/manipulate the library. The mentality you have is one that is generally ideal for those playing aggro decks, which generally have little, to no capacity to draw/manipulate the library.
There are certain cards that synergise with more single card philosophies: cards like Serum Visions, and in the case of instants/sorceries, Snapcaster Mage. Your deck happens to run neither, so having more copies of a card is more important. You must learn to recognise these sorts of mechanics, to know when to run what numbers of things and what not.
Thank you for your answers, I will try a few suggestions from you and from @Storyteller
First Ill add 1 more land (a shockland), then I'll cut one ghost quarter for another shockland so hopefully Ill fix the manabase.
The Scions normally comes to play at turn 5 or more, maybe I can cut one, and maybe like Storyteller says I may be able to cut one Mistbind.
The thing with damnation is that sometimes you are overrun by an army of creatutes at turn4 so a mass removal is the only answer besides fliping the table
Monastery siege was wondefull not only against burn.
I will try -4 remand +4 removals (Still meditating which ones, but maybe 2 disfigures + Damnations).
Normally I use Scions not at turn 3 but very late in game as an answer to abrupt decay, naturalize, other removals or even just to go for a big hit with my mutavaults and tokens/faires.
I just main one spell snare, 2 in the side vs others controls/mirror/etc.
You say my mana base is bad, I dont realize how much can I improve it, I am reluctant to dismiss the tectonics for 2 watery graves, pendelheven has proveen to be worthwhile when my 1/1 tokens can block a 2/2 or even a Scion can survive some removal.
I run only a few basic lands that also I am a little bit reluctant to drop them because of the blood moon.
I have seen your decklist, having a single copy of a cards is something I am not confortable with, I cannot rely having in my sideboard 1 Sower because the odds to draw it is very low. I rather have 2 or none.
In a heavy aggro meta sometimes I get overrun but a huge amount of creatures by turn 3/4 so I need to get rid of them to be able to stabilize the board, If I can get turn 4 with more than 10 points of life then normally I can get the game on the proper course, but sometimes (more often than I like) I take huge hits before turn 4 and its quite complicated to turn it back.
I am looking for a few additions, I was hoping that Wizz would unban Jitte last january but I was wrong so I am still stucked with the Sword of light and shadow .
I am thinking adding one whip of erebos to gain some lifelink but I dont know if 2BB is not too much of tempo loss
Jitte is never getting unbanned (don't mention bannings here). Sword of light and shadow is your best bet other than vampiric link to be honest. Tribute to hunger is a decent card to mainboard since it hits boggles and it gains you back some life.
I love Sword of light and shadow but I normally feel that 5 in a turn (to drop and equip) is a little bit too slow and because the life gaining effect (and the other) just triggerd if the combat damage is dealt to a player and not to creatures just bothers me so much.
I tried vampire link and seems good enought in the right creature, but it still weak
I am also considering 1 or 2 Wurmcoil engines to fix the "life problems" too
I am looking for a few additions, I was hoping that Wizz would unban Jitte last january but I was wrong so I am still stucked with the Sword of light and shadow .
I am thinking adding one whip of erebos to gain some lifelink but I dont know if 2BB is not too much of tempo loss
So, if I play an instant the opponent just cannot respond until I say so? so I can cast 3 o 4 instants to a target and when I say so the opponent can respond?
My question is, once the card has zero counters is mandatory to cast it or Can I choose when to do it?
I mean, at my main turn4 I will be able to cast it,can I just skip it and choose to cast it at turn 6 at the EOTof my oponnent?
EDIT:
Can I give it flashback with snapcaster mage?
Well, y question is basically the one in the title, Brain in a Jar 1st activated ability is not clear to me
I also run 1 tragic slip, sometimes I think peppersmoke is better but... I am still remain unconvinced of it
I agree, preferent a 1cmc 0/2 faire will do or a 0/1 with hexprof (to dream about it is free untill Wizzards finds a way to charge us also for that)
Something like this:
I like Æther Vial because it serves differents functions:
1st: instead of dropping in turn 1 a 1/1 for 1, I can drop it in turn 2 and getting it transformed AEOT with 2 free manas for incinerate, or droping another 1cmc and getting 1 mana for bolts.
I run only 2 because after turn 3 or 4 is a dead card to draw and because of the uneven cmc of my creatures.
Against heavy aggro scepter/moonmist scepter/incinerate has proveen to be very efective, so now I just need to figure out a way to protect the scepter against artifact hate.
I hope this new expation gets us more playable wolves
So I came up with this idea and I am looking for feedback (I am not on a budget so feel free to suggest any card)
4 forest
2 Stomping ground
1 temple of abandon
4 Karplusan forest
3 rootbound crag
2 raging ravine
2 kessig wolf run
2 Lightning bolt
4 incinerate
4 Moonmist
ARtifacts
2 Aether vial
4 Isochron scepter
Creatures
4 wolfbitten captive
4 Reckless waif
4 mayor of avabruck
4 Immerwolf
4 HUntmaster of the fells
2 Domri rade
The idea is getting maximun value from scepter/vial.
The vial is not working as well as Melforks because of the uneven CMC of my creatures and thats is why I am running only 2.
The scepter is a wincon if no abbrupt decay is around, being able to imprint Moonmist is a one sided fog.
I used to play 4 atarkas command but i rather use incinerate to be able to burn the face of the opponent if needed.
I am thinking also putting 4 mutavaults but in that case I think I am going to need a few more double R/G sources
Any ideas to improve it?
Why Clever Impersonator instead of Phyrexian metamorph?
Wich mana base would be good for 3 colors in a "normal" faire deck (mistbinds, vendillion, etc) plus some white spells (wrath, condemn, etc.)
I am still in love wtih the card, but sometimes I ended sideboarding 2 of them in game 2, so maybe 2 copies should be the perfect fit for the main.
I dissagre about that is a bad "topdeck" when we are behind, In late if we are behinda mana leak would not save us neither, I normally use the scions as "counterspell" for decay, or other removals and off course, to swing with 2 tokens and a mutavault for 7 instead of 4
Thank you for your answers, I will try a few suggestions from you and from @Storyteller
First Ill add 1 more land (a shockland), then I'll cut one ghost quarter for another shockland so hopefully Ill fix the manabase.
The Scions normally comes to play at turn 5 or more, maybe I can cut one, and maybe like Storyteller says I may be able to cut one Mistbind.
The thing with damnation is that sometimes you are overrun by an army of creatutes at turn4 so a mass removal is the only answer besides fliping the table
I will try -4 remand +4 removals (Still meditating which ones, but maybe 2 disfigures + Damnations).
Normally I use Scions not at turn 3 but very late in game as an answer to abrupt decay, naturalize, other removals or even just to go for a big hit with my mutavaults and tokens/faires.
I just main one spell snare, 2 in the side vs others controls/mirror/etc.
You say my mana base is bad, I dont realize how much can I improve it, I am reluctant to dismiss the tectonics for 2 watery graves, pendelheven has proveen to be worthwhile when my 1/1 tokens can block a 2/2 or even a Scion can survive some removal.
I run only a few basic lands that also I am a little bit reluctant to drop them because of the blood moon.
I have seen your decklist, having a single copy of a cards is something I am not confortable with, I cannot rely having in my sideboard 1 Sower because the odds to draw it is very low. I rather have 2 or none.
4x Island
3x Darkslick Shores
4x Secluded Glen
2x Creeping Tarpit
1x Faerie Conclave
3x Mutavault
1x Pendelheaven
2x Ghost Quarter
2x Vendilion clique
4x Spellstutter Sprite
4x Scion of Oona
4x Mistbind clique
2x Monastery Siege
1x Spell snare
2x Mana Leak
4x Remand
3x Thoughtseize
1x Duress
2x Smoother
1x Hero's downfall
2x Dissmember
1x Sword of light and shadow
2x Spell snare
3x Hurkyl's recall
3x Extirpate
3x Despise
2x Sower of Temptation
2x Tragic slip
I am maining 2x Monastery Siege because it was proved to be awesome in almost every game normaly for Khans but against burn Dragons area wesome.
I was not running any scion of oona but since I tried it they proved also to be a really awesome card
Extirpate Is IMHO the best of his kind, allowing us to extirpate even Emrakul itself.
I cuted 1 mutavault to add my second Ghost quarter
I think I need more early removal in my main but I am not yet sure about which one, I am thinking in 2X Disfigure, maybe a couple of Tragic slip, victim of the night or even 3 Languish or Damnation
In a heavy aggro meta sometimes I get overrun but a huge amount of creatures by turn 3/4 so I need to get rid of them to be able to stabilize the board, If I can get turn 4 with more than 10 points of life then normally I can get the game on the proper course, but sometimes (more often than I like) I take huge hits before turn 4 and its quite complicated to turn it back.
I am thinking adding 1 or 2 Cryptic command instead of one or 2 remand
I am tired of T1 kird ape, vampire lacerator, goblin guide and others so I am seriously considering 3x or even 4 Kraken Hatchling
Any suggestions?
I love Sword of light and shadow but I normally feel that 5 in a turn (to drop and equip) is a little bit too slow and because the life gaining effect (and the other) just triggerd if the combat damage is dealt to a player and not to creatures just bothers me so much.
I tried vampire link and seems good enought in the right creature, but it still weak
I am also considering 1 or 2 Wurmcoil engines to fix the "life problems" too
I am thinking adding one whip of erebos to gain some lifelink but I dont know if 2BB is not too much of tempo loss