I'll give it the fact that this may have done well enough to place highly but the deck itself is pretty atrocious, the curve and the colors are just plain awful. If I wanted to spend a lot of money I would rather spend it on a good deck, not a tier 3 deck's landbase. The first deck posted has to play artifact accelerators to curve into 3 drops and a tapland on turn 3 (TOO SLOW). The second deck, with the dedicated wish package is too slow, and admittedly versatile, will roll over to decks that cast things that attack before turn 3. It may sound harsh, but it's true, and these decks have a very hard time against faeries (from experience), the spells cost a lot and don't do very much individually. Sometimes this deck just wins, early, or on a lategame topdeck, or in the case of the Enchanted wipes the board with persist guys on the field, but not very often because of how slow/fragile the combo is. It's sad to see this FUN deck (and from experience the deck is pretty fun to play when you aren't staring down a ferie deck), but I wouldn't play it if I wanted to top 8, or in a field full of faeries. And because the push of faeries the 420 pieces will probably rotate out of standard before it even has an opportunity to be viable. If you had to run this deck though (as I know some still will want to) I would probably some number of ronom unicorns to combat the bitterblossoms, shields of the oversoul, seismic assault, oblivion rings, manabarbs, and various other enchantments you should expect to see in the format or against this deck.
Sorry that was a bit of a ramble...Anyways here is a good list that I feel should have been on the first post. Created/Developed/Played by KeySam here it is:
the main reason for ramgang was basically just wither, to help out the blowfly and stop persist, as well as weaken fatties. Marauders doesn't do that. I was also worried that ramgang was too many 3cc for the deck (the others being infestation, torment, and javelin). As another note I also cut the encampents and maniacs for thier vulnerabilities on a board of x/1s with infestation in play. Also, encampment is activated less due to more 3 drops.
I was just exploring new ways to better the game against faeries and other aggro decks that usually have to be raced. This is what I came up with...It uses blowfly infestation+puncture bolt or blowfly + everlasting torment + burn to wrath faerie's board. The puncture bolts help against things like redcaps, finks, etc. Thoughtsieze is to take out lifegain , threats (i.e vanquisher, goyf) or counterspells. Everlasting is useful to weaken opponent's creatures, helping the deck last longer and stop life gain. Just trying something new with the SH stuff, lemme know what you think. At the heart it is a RDW splash black for Blowfly and Thoughtsieze.
I think that this deck was just a good metagame choice, it uses all the best cards of faeries and splashes in the some of the most powerful cards in standard in its colors. That metagame (or atleast the T8) was chock full of Reveillark and Big Mana. Faeries just beats Reveillark, but this version utilizes the clique quite effectively IMO. Big Mana and Reveillark often have very shaky hands (leaning on that Into the North or Mulldrifter) or, in the case of Big Mana, very few bombs, so hitting one can be devastating. It also lets you steal their turn 3/4 play so you can squeeze in a Mistblind Clique (Clique synergy!). Shriekmaw gives some extra late game umph, and will stay on the board post-Thresher (on a side note, kudos to the MG Big Mana with all the artifact dudes, anti-terror ftw). Mannequin gives some good late game versatility, which I have found faeries to be lacking (need counters, well I have a terror :/). Puppeteer Clique (so many cliques in that deck !) is also a bomb against Rev and sometimes Big Mana dudes (No Thresher thx). I felt the lack of scions was prolly a smart play as it won't stop a thresher/sulf blast/damnation, etc. Most people use mass removal and not targetted against faeries, I have always found it to just push more damage, whose role is filled by vendilion cliques.
Leave it to the japanese to pile on the tech :).
@Galle, aggroatheart,
No aggro in that meta. Scions much better due to all the targetted removal in aggro.
Got me 1st place at an FNM last night in a field of U/W aggro control, Reveillark, 2 Merfolk Decks, a Faerie deck, and a couple of elf decks. I beat the Merfolk deck, drew against faeries (need more Threshers!) and beat the U/W aggro control. I comboed twice.
The deck is basically centered around comboing with Archdruid. Use Commands and removal to clean the board once all lands are stolen. The deck can take a much more controlling role in games 2 and 3 with the sideboard.
I know the deck is a little bit different than the other builds here. If I was to make the deck more aggressive I would probably cut some number of harbingers and druids for Vanquishers.
I was playing Reveillark deck recently (I never got to play against Mana Ramp FYI), but found that deck died to Faeries, which, in addition to merfolk, will constitute most of the meta for my city champs. I was considering this deck because it seems like it has a good matchup against faeries, but what is your experiences in that matchup?
Wow, I have to say, this deck has some stupid plays, I had one game vs rogues, He rapes me with discard, I turn 3 riftwatcher to crush his life advantage, turn 5 reveillark, before my turn 7 blink get back riftwing and venser, flashback to get riftwacher and mulldrifter. Untap drop entity, win with massive fliers.
Seems like a Careful Consideration but with some nice tricks. It can be a fog, or a blink, I think two is probably the correct number. Also especially nice if you have some stocked up mana and use it on your turn. Kinda sucks on a Doran though.
I really think that the blue splash is worth it in this deck. Because you have to run so many 1 mana enablers they can be quite awful late game, extra card drawing and the addition of Psi Blast give a little more reach. I have always found Morsel Theft to be amazing in that it pushes through non-combat damage and gets you an extra card.
The comments/questions:
1) Are 4 mana artifacts enough?
2) Against faeries or UB rogue, can't we sb disenchant for Bitterblossom.
3) Is Pithing Needle necessary in the side?
thanks
I think Oblivion Ring is more widely useful than disenchant. I find that 4 is usually enough 4 me, especially if they are mind stones so that you can burn extras, I never find a use for more than 8 mana. The needle is prolly meta dependant. It stops planeswalkers and gargadons, utility lands, really depends on how many you intend to face.
My Props play of the tournament: Setting up my combo in response to opponent casting Gifts Ungiven.
My Slops play of the tournament: Ideal player at two life, I have mogg fanatic on the board and erratic explosion in hand. Erratic a Summoner's Pact:-/. Am I ever glad he decided to pop a fetchland
The cunning wish package is so good, so many times it was turn 2/3 wish for 1/2 of my combo, next turn go off. I don't have 4 living wih, maybe an insidious dreams or footsteps of the goryo could be cut for one more.
I recently played this deck and quite liked it. The ability to play a good deck with an auto-win built in is quite good. I did well against all the decks I played against except for that new Mono black rogues deck. What tech do you play in that matchup? Sadly I have no Teferi's Moat.
Sorry that was a bit of a ramble...Anyways here is a good list that I feel should have been on the first post. Created/Developed/Played by KeySam here it is:
http://www.deckcheck.net/deck.php?id=15690
It plays much like Mana Ramp.
another possibility for this archetype that hasn't really been explored: Mannequin (good with persist)
Chau!
2 Gravern Cairns
4 Sulfurous Spring
7 Mountain
3 Swamp
4 Mogg Fanatic
4 Keldon Marauders (Boggart Ram-Gang?)
4 Blowfly Infestation
3 Everlasting Torment
4 Thoughtsieze
4 Rift Bolt
2 Shard Volley
4 Incinerate
3 Flame Javelin
I think that this deck was just a good metagame choice, it uses all the best cards of faeries and splashes in the some of the most powerful cards in standard in its colors. That metagame (or atleast the T8) was chock full of Reveillark and Big Mana. Faeries just beats Reveillark, but this version utilizes the clique quite effectively IMO. Big Mana and Reveillark often have very shaky hands (leaning on that Into the North or Mulldrifter) or, in the case of Big Mana, very few bombs, so hitting one can be devastating. It also lets you steal their turn 3/4 play so you can squeeze in a Mistblind Clique (Clique synergy!). Shriekmaw gives some extra late game umph, and will stay on the board post-Thresher (on a side note, kudos to the MG Big Mana with all the artifact dudes, anti-terror ftw). Mannequin gives some good late game versatility, which I have found faeries to be lacking (need counters, well I have a terror :/). Puppeteer Clique (so many cliques in that deck !) is also a bomb against Rev and sometimes Big Mana dudes (No Thresher thx). I felt the lack of scions was prolly a smart play as it won't stop a thresher/sulf blast/damnation, etc. Most people use mass removal and not targetted against faeries, I have always found it to just push more damage, whose role is filled by vendilion cliques.
Leave it to the japanese to pile on the tech :).
@Galle, aggroatheart,
No aggro in that meta. Scions much better due to all the targetted removal in aggro.
3 Llanowar Wastes
2 Gemstone Mine
2 Mutavault
1 Swamp
1 Pendelhaven
7 Forest
4 Heritage Druid
4 Boreal Druid
4 Llanowar Elves
4 Civic Wayfinder
4 Elvish Harbinger
4 Imperious Perfect
4 Gilt-Leaf Archdruid
1 Eyeblight's Ending
3 Harmonize
3 Primal Command
4 Thoughtseize
4 Stupor
3 Nameless Inversion
1 Shriekmaw
1 Primal Command
3 Krosan Grip
2 Extirpate
1 Cloudthresher
The deck is basically centered around comboing with Archdruid. Use Commands and removal to clean the board once all lands are stolen. The deck can take a much more controlling role in games 2 and 3 with the sideboard.
I know the deck is a little bit different than the other builds here. If I was to make the deck more aggressive I would probably cut some number of harbingers and druids for Vanquishers.
Questions, Comments?
I think Oblivion Ring is more widely useful than disenchant. I find that 4 is usually enough 4 me, especially if they are mind stones so that you can burn extras, I never find a use for more than 8 mana. The needle is prolly meta dependant. It stops planeswalkers and gargadons, utility lands, really depends on how many you intend to face.
1. Don't build the deck at 11:00 the night before the tournament and then test it for three hours.....
<ahem />
...better and brighter things now....
I had a fairly standard list but here is what I would have played after the testing I put in at the tournament:
3 Sulfur Vent
2 Ancient Spring
4 City of Brass
3 Tinder Farm
4 Gemstone Mine
2 Boseiju, Who Shelters All
3 Yavimaya Coast
Creatures
2 Carrion Feeder
2 Reveillark
1 Mogg Fanatic
2 Body Double
3 Protean Hulk
1 Draco
1 Rakdos, the Defiler
3 Cunning Wish
3 Chrome Mox
3 Living Wish
4 Seething Song
2 Summoner's Pact
3 Through the Breach
3 Footsteps of the Goryo
3 Careful study
2 Insidious Dreams
1 Erratic Explosion
1 Protean Hulk
1 Chain of Vapor
1 Summoner's Pact
1 Through the Breach
1 Insidious Dreams
1 Extirpate
1 Krosan Grip
1 Wispmare
1 Shriekmaw
1 Shifty Doppelganger
1 Ingot Chewer
1 Harmonic Sliver
1 Boseiju, Who Shelters All
1 Tarnished Citadel
1 Yixlid Jailer
My Slops play of the tournament: Ideal player at two life, I have mogg fanatic on the board and erratic explosion in hand. Erratic a Summoner's Pact:-/. Am I ever glad he decided to pop a fetchland
The cunning wish package is so good, so many times it was turn 2/3 wish for 1/2 of my combo, next turn go off. I don't have 4 living wih, maybe an insidious dreams or footsteps of the goryo could be cut for one more.