Quote from Borachon »
What's people's thoughts on Moonring Island? Is occasionally checking the top of their deck (e.g. before a V-Clique) worth making one of the sixteen islands come in tapped in a mono-U deck like this? Is that more or less useful than, say, a Faerie Conclave, which doesn't count as an island?
Quote from brendaxmodern »Renier can I ask why you are running Faerie Imposter? I've always thought it was just a much worse quickling.
Quote from Bluesy_92 »My current list:
My toughest decision was putting in the Aether Vials and Ninja. I like Quickling being protection at any time, and the ability to be buffed by Scion, so didn't want to cut them completely, and went from 3 to 2 to fit in 1 Ninja. As far as Aether Vial, I dropped the land count to 21 from 22, and dropped a pestermite. While I like the ability, I feel a 2/1 for 3 isn't powerful, even in the sense of Faeries. I'm not sure I made the right cuts, as 2x Quickling seems low, along with 21 lands. I haven't been able to playtest the deck in this iteration yet, so I'd like some feedback from anyone more experienced with the deck
Tempo is a non-intuitive way to gain card advantage, which aim to gain card advantage by using their cards faster than their opponent. If a player loses the game with cards in their hand, those cards are "lost", similar to losing them through other more conventional forms of card advantage like removal or discard. Therefore, if one spends their cards winning the game before the opponent can spend their own, they have gained virtual card advantage in the process. In Magic, this is typified by the "Burn" archetype, which uses cheap spells like Lightning Bolt to damage the other player directly, instead of affecting the board state. The burn player is effectively taking an 0-for-1 every time they do this, seemingly generating card disadvantage for themselves, but because they end the game before the other player's cards can affect the board state in a significant way, none of the card advantage their opponent may have had matters. Similarly, a spell like Remand does not generate card advantage one way or another; the tempo player and their opponent both spend a card and replace it. However, if the tempo player has a stronger board (perhaps because their creatures are small and aggressive), this enables them to retain the status quo for longer, shortening the game's length and indirectly gaining them card advantage.
Quote from FlabcasterMage »Hey Renier, cheers for the write up!
Last time you said you were going to try Spell Pierce over Spell Snare. How did the Pierces perform?
Against the UR Gifts Storm did you side in Relic of Progenitus? I am as yet to tussle with the deck but part of my plan is to side out creature control for counters and Relic in order to stop Past in Flames shenanigans. What do you think?
Glad to see the deck going well. I reckon you should chuck in a Pendelhaven though, it's great
Quote from FlabcasterMage »[quote]This is exactly why I love the deck. Being able to discern who's the beatdown is imperative to playing this deck well, and it really is capable of playing both when required. I like the way you can change gears in a game depending on the game state and transition from control to aggro or vice versa. You can turn the corner really quickly and without your opponent having much chance to respond thanks to the deck playing basically at instant speed. I just wish Merfolk wasn't a thing
Quote from user_84544 »My take on the grindy list with 2 Revelers for mid-late game gas.
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
Creatures4 Delver of Secrets4 Young Pyromancer4 Snapcaster Mage1 Vendilion Clique2 Bedlam Reveler4 Scalding Tarn4 Polluted Delta3 Steam Vents2 Sulfur Falls4 Island1 Mountain4 Serum Visions4 Gitaxian Probe4 Lightning bolt3 Spell Snare2 Remand2 Mana Leak1 Deprive1 Spell Pierce2 Vapor Snag2 Electrolyze1 Flame Slash1 Forked Bolt
Quote from MRdown2urthIt's BS that they errata'd GT to be an activated ability (and therefore taxable and counterable).