So I've been seeing this flying around the place (no pun intended), since they finally reprinted one of the best anthems ever! (Also up for debate)
So, after messing around with pirates and trying to make UB work, I came up with a UW list that looks a little more solid. Skyship Plunderer still looks kind of funny in there, though. Been thinking of having Dovin Baan or something to tick up in the sideboard for a longer match up.
I went with white due to having an answer to Carnage Tyrant and just really aggressive decks in general that are likely going to be everywhere (including this one). Red has some good answers, but white is just nuts right now with Settle the Wreckage, Slash of Talons, Fumigate, and multiple exile effects. That and Kinjalli's Sunwing is arguably one of the best flying creatures in the format right now next to Aerial Responder. Also, as for why Skyship Plunderer is in there, I needed more pirates to make sure the Lookout's Dispersal actually costs 2 mana and the alternatives for 2 mana were... underwhelming? (Oh, hey there Stormfront Pegasus, when did you get reprinted? Oh the welcome deck.)
Anyone else go a different direction?
Private Mod Note
():
Rollback Post to RevisionRollBack
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
I feel like Favorable Winds decks need speed, especially if it's up against Dinos/Gifts/Second Sun. I think throwing in Red gives you more removal in Lightning Strike/Shock but these spells can also be used to hit the player. On top of that there is Dinosaur Stampede which can really do some unexpected damage.
To me the only problem with the Favorable Winds type deck is it is really a race against the clock.
Basically, yes. Outright the creatures can't really race well without the enchantment, so basically the idea is to try and stall them as much as possible. Slash of Talons is a pretty weak card, but it is one of the only good ones available to UW at one mana instant speed. As for why Dreamcaller Siren and not Curator of Mysteries, it acts as a way to tap down attackers before combat or open up the air if they have fliers. A 4/4 in the air that can be cast at instant speed is pretty decent.
Also, I'm thinking I'm probably main decking the Nimble Obstructionist as the spell vs creature ratio is a bit off. I still like this form better than UB favorable winds, as that required too many filler cards to make it work right.
The right move may just be to move away from the pirates and go with the Aerial Responder as well.
The reason to run Failure // Comply is carnage tyrant. It's a way to delay it long enough to potentially finish the game and it also can help stop / slowdown other unwanted things like Hostage Taker, Hazoret, etc.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
I have been playing favorable winds deck sense release with lots of success you don't need it to win cause your playing tempo favorable winds is just the icing on the cake. Here's my list so far
Lands 21
Creatures.
4 siren stormtamer
4 Storm chaser aerialist
4 nimble obstructionist
4 dreamcaller siren
1 hostage taker(need more card is great)
1 scarab god
Spells
4 chart a course
4 fatal push
4 lookout dispersal
1 varakas contempt
As for why Dreamcaller Siren and not Curator of Mysteries, it acts as a way to tap down attackers before combat or open up the air if they have fliers. A 4/4 in the air that can be cast at instant speed is pretty decent.
Some more 4-drop options in white can be Aetherstorm Roc and Angel of Condemnation that can also mess with combat and the first also gets bigger while the second can be a form of removal.
To support the Roc there are some decent energy cards that are pretty playable regardless like: Aethersphere Harvester (should probably be in every flying deck anyway), Aether Meltdown and Glimmer of Genius
and if you go deeper there is Aether Swooper as an additional 2-drop
(although Skyship Plunderer can also generate energy if it connects).
It can be a really strong curve-topper in the deck.
I think another overlooked option for this deck is Angel of Invention. Sure, it only has 3 toughness when not using the servo mode, but with favorable winds it's got enough survivability to eat a lightning strike and still stay in place.
Private Mod Note
():
Rollback Post to RevisionRollBack
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
At 5-mana I'm not sure it is worth it, not only it is pretty high on the curve but there are other options at 5-mana like Angel of Sanctions or even Glyph Keeper which have arguably better upsides (removal and pseudo-shroud)
I do like the looks of glyph keeper. Right now there isn't lot of removal in the format and most top end creatures I'm valuing about as much as a sorcery. In a more creature heavy build with go wide strategies I think angel of invention is worth looking at. The big take away is it works with dusk to dawn. Attrition against board sweeps is something to look at.
Private Mod Note
():
Rollback Post to RevisionRollBack
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
I've been doing alright with an all-in pirates list. Right now there aren't a lot of flying Pirates in Mono U, but Pirates get an extra lord in Fell Flagship. It's been tempting to go UB for Kitesail Freebooter, but if you're splashing black, then you might as well play UB Pirate God instead. I'm hoping Rivals gets 1-2 more decent flying Pirates, but until then here's my list.
I Run Angel of Sanctions because it comes with a cast out.
5 mana is scary, right? Dowsing Dagger Often times I will play, equip, and attack with dowsing dagger turn 4 for at least 5 or 6 damage, and then flip it and play another creature or save the mana for an instant spell on their turn.
Also, OP, I would run more creatures. I am running about 23-24 in my list including Aethersphere Harvester
Also need that 2/3 3CMC white flyer with vigilance and lifelink....Sometimes I will have 2 of those out with a favorable winds, thats 6 Lifelink damage a turn and you can still block with them.
I tried running red too, it did not work out that well, but it was nice to play Hualti, and the 2/2 RW menace flyer, and lightning strike. In the end UW was more reliable.
As for why Dreamcaller Siren and not Curator of Mysteries, it acts as a way to tap down attackers before combat or open up the air if they have fliers. A 4/4 in the air that can be cast at instant speed is pretty decent.
Some more 4-drop options in white can be Aetherstorm Roc and Angel of Condemnation that can also mess with combat and the first also gets bigger while the second can be a form of removal.
To support the Roc there are some decent energy cards that are pretty playable regardless like: Aethersphere Harvester (should probably be in every flying deck anyway), Aether Meltdown and Glimmer of Genius
and if you go deeper there is Aether Swooper as an additional 2-drop
(although Skyship Plunderer can also generate energy if it connects).
It can be a really strong curve-topper in the deck.
Also, I keep my counterspell cards in the sideboard, and just run 4x Ixalan Binding in the main deck. It may take more land, but thanks to dowsing dagger it isnt that bad. I may play around with subbing in cast out but I like IB better. Nothing feels as good as playing an IB on a hazoret.
Also, thanks to this current meta, I do not see a lot of enchantment destruction. YMMV
I also run a couple of Ice over to take care of early Red creatures (the downside is they have to have attacked)
I prefer creatures with toughness that can keep them out of Lightning Strike range when you have a winds or two out. Nothing like having Ramunap red spend 4 mana and 2 lightning strike to kill one creature of yours...
Throne of the God-Pharaoh act as 5-6 Favorable wind .. we have many creatures, and this helps in the race.
Maybe deck i need 1-2 more bombs, but is a fun deck for now and i want make it work. last day i start to think try make and Grixis Fly to put removes like AbradeFiery Cannonade and things like Whirler Virtuoso ..
Its almost a blue artifact deck rather than a favorable wind's deck since I had originally wanted to put the antiquities war and Glint-nest crane in the deck. Being able to cheat out a 5/6 flier on turn 4 with no ramp is pretty sweet. If I have a favorable winds out its already a 6/7 turn 4. I also just really like the Tempest Djinn in the deck as well. always at least a 3/4 flier for 4 that only gets bigger. a 4/5 flier turn 3 is also good.
With only 8 Pirates, I don't think you can count on Lookout's Dispersal to be very cheap, very often. I'd use a different counterspell, I think. Probably Negate. I think I'd also run Blink of an Eye over Unsummon.
I went 3-2 last night at FNM running the deck below. My 2 losses were to an Esper control and an odd R/W aggro deck. I'm missing 2 cards from the main deck, just posting from memory as I threw it together a couple of nights ago.
So, after messing around with pirates and trying to make UB work, I came up with a UW list that looks a little more solid. Skyship Plunderer still looks kind of funny in there, though. Been thinking of having Dovin Baan or something to tick up in the sideboard for a longer match up.
2 Field of Ruin
4 Glacial Fortress
3 Irrigated Farmland
6 Island
3 Plains
1 Scavenger Grounds
3 Shefet Dunes
Enchantments
4 Favorable Winds
Instants
3 Failure // Comply
3 Lookout's Dispersal
3 Opt
2 Settle the Wreckage
2 Spell Pierce
2 Unsummon
3 Dreamcaller Siren
3 Hope of Ghirapur
3 Kinjalli's Sunwing
4 Siren Stormtamer
3 Skyship Plunderer
3 Storm Fleet Aerialist
2 Angel of Sanctions
2 Chart a Course
2 Essence Scatter
1 Negate
3 Nimble Obstructionist
1 Settle the Wreckage
3 Slash of Talons
1 Spell Pierce
2 Aethersphere Harvester
2 Angel of Condemnation
2 Cast Out
4 Stormfront Pegasus
3 Unquenchable Thirst
I went with white due to having an answer to Carnage Tyrant and just really aggressive decks in general that are likely going to be everywhere (including this one). Red has some good answers, but white is just nuts right now with Settle the Wreckage, Slash of Talons, Fumigate, and multiple exile effects. That and Kinjalli's Sunwing is arguably one of the best flying creatures in the format right now next to Aerial Responder. Also, as for why Skyship Plunderer is in there, I needed more pirates to make sure the Lookout's Dispersal actually costs 2 mana and the alternatives for 2 mana were... underwhelming? (Oh, hey there Stormfront Pegasus, when did you get reprinted? Oh the welcome deck.)
Anyone else go a different direction?
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
You can switch to Supreme Will/Disallow and run better creatures like Aerial Responder and Nimble Obstructionist in the maindeck.
Dreamcaller Siren looks really underwhelming as a 4-drop (I'd prefer Nimble Obstructionist or even Curator of Mysteries)
and I'm not sure that Kinjalli's Sunwing is better than Aerial Responder.
Slash of Talons looks pretty weak, much worse than the rotated Searing Light (which no one played because of Blessed Alliance/Immolating Glare).
I'd probably prefer Aether Meltdown or Farm // Market in this slot.
More removal options to consider can be Thopter Arrest (the worse Banishing Light) and Skywhaler's Shot for big creatures.
There is always Cast Out/Ixalan's Binding as well though you have Angel of Sanctions that covers similar uses.
Failure // Comply doesn't seem great unless you are looking to stop a specific combo, I'd probaly play more Unsummon or Censor/Spell Pierce (or Negate) instead.
To me the only problem with the Favorable Winds type deck is it is really a race against the clock.
Also, I'm thinking I'm probably main decking the Nimble Obstructionist as the spell vs creature ratio is a bit off. I still like this form better than UB favorable winds, as that required too many filler cards to make it work right.
The right move may just be to move away from the pirates and go with the Aerial Responder as well.
The reason to run Failure // Comply is carnage tyrant. It's a way to delay it long enough to potentially finish the game and it also can help stop / slowdown other unwanted things like Hostage Taker, Hazoret, etc.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Lands 21
Creatures.
4 siren stormtamer
4 Storm chaser aerialist
4 nimble obstructionist
4 dreamcaller siren
1 hostage taker(need more card is great)
1 scarab god
Spells
4 chart a course
4 fatal push
4 lookout dispersal
1 varakas contempt
Some more 4-drop options in white can be Aetherstorm Roc and Angel of Condemnation that can also mess with combat and the first also gets bigger while the second can be a form of removal.
To support the Roc there are some decent energy cards that are pretty playable regardless like:
Aethersphere Harvester (should probably be in every flying deck anyway), Aether Meltdown and Glimmer of Genius
and if you go deeper there is Aether Swooper as an additional 2-drop
(although Skyship Plunderer can also generate energy if it connects).
It can be a really strong curve-topper in the deck.
It can look something like this:
4x Siren Stormtamer
2x Hope of Ghirapur
4x Skyship Plunderer
4x Aerial Responder
4x Nimble Obstructionist
3x Aetherstorm Roc
Enchantment (7)
4x Favorable Winds
3x Aether Meltdown
Artifact (2)
2x Aethersphere Harvester
3x Unsummon
3x Supreme Will
Sorcery (2)
2x Chart a Course
Land (22)
4x Aether Hub
4x Glacial Fortress
4x Irrigated Farmland
5x Island
3x Plains
2x Shefet Dunes
2x Cast Out
2x Settle the Wreckage
2x Essence Scatter
3x Negate
3x Kinjalli's Sunwing
1x Angel of Sanctions
2x Glimmer of Genius
I'm not really sure if Skyship Plunderer or Storm Fleet Aerialist should be the 2-drop as I wanted both of the good 3-drops in
Nimble Obstructionist and Aerial Responder.
Also, with only 8x pirates remaining Lookout's Dispersal loses its value and Supreme Will becomes the better option.
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
Angel of Sanctions or even Glyph Keeper which have arguably better upsides (removal and pseudo-shroud)
1. (Ravnica Allegiance): You can't keep a good esper control deck down... Or Wilderness Reclamation... or Gates...
2. (War of the Spark): Guys, I know what we need! We need a cycle of really idiotic flavor text victory cards! Jace's Triumph...
3. (War of the Spark): Lets make the format with control have even more control!
17 Island
4 Desert of the Mindful
Creatures:
4 Siren Stormtamer
4 Storm Fleet Aerialist
4 Skyship Plunderer
4 Siren Lookout
3 Dreamcaller Siren
4 Opt
4 Favorable Winds
3 Chart a Course
1 Perilous Voyage
4 Fell Flagship
CCL Winner- July '08, Aug '08 Sept '08, Oct '08
Survivor- CCS: Lost in Takenuma, CCS: Stranded In Tolaria
5 mana is scary, right? Dowsing Dagger Often times I will play, equip, and attack with dowsing dagger turn 4 for at least 5 or 6 damage, and then flip it and play another creature or save the mana for an instant spell on their turn.
Also, OP, I would run more creatures. I am running about 23-24 in my list including Aethersphere Harvester
The deck has lots of potential.
4x Hope of Ghirapur to shutdown Ramunap Red, along with a turn 3 Kinjalli's Sunwing and they will be hating you.
Also need that 2/3 3CMC white flyer with vigilance and lifelink....Sometimes I will have 2 of those out with a favorable winds, thats 6 Lifelink damage a turn and you can still block with them.
I tried running red too, it did not work out that well, but it was nice to play Hualti, and the 2/2 RW menace flyer, and lightning strike. In the end UW was more reliable.
Dreamcaller Siren Have won me a few games by themselves...
This deck is hugely underrated in this meta with the right sideboard cards for the various net decks that people play.
I would go with the aerialist...
Also, I keep my counterspell cards in the sideboard, and just run 4x Ixalan Binding in the main deck. It may take more land, but thanks to dowsing dagger it isnt that bad. I may play around with subbing in cast out but I like IB better. Nothing feels as good as playing an IB on a hazoret.
Also, thanks to this current meta, I do not see a lot of enchantment destruction. YMMV
I also run a couple of Ice over to take care of early Red creatures (the downside is they have to have attacked)
Nimble Obstructionist gets lightning struck even with 2 Favorable Winds out
I prefer creatures with toughness that can keep them out of Lightning Strike range when you have a winds or two out. Nothing like having Ramunap red spend 4 mana and 2 lightning strike to kill one creature of yours...
If I have to guess I will be playing against:
Sultai Energy
Sultai Energy
More Sultai Energy
Maybe Ramunap red.
my last list
1x Fetid Pools
2x Ifnir Deadlands
8x Island
3x Swamp
4x Unclaimed Territory
2x Throne of the God-Pharaoh
4x Lookout's Dispersal
4x Siren's Ruse
2x Aethersphere Harvester
4x Dreamcaller Siren
3x Hostage Taker
4x Kitesail Freebooter
3x Nimble Obstructionist
4x Siren Stormtamer
4x Storm Fleet Aerialist
I miss Fatal Push in this for know, but in favor:
Siren's Ruse tricks is very usefull with Hostage Taker,Kitesail Freebooter and Dreamcaller Siren this trick with Hostage wins me some games (and its is a card advantage)
Throne of the God-Pharaoh act as 5-6 Favorable wind .. we have many creatures, and this helps in the race.
Maybe deck i need 1-2 more bombs, but is a fun deck for now and i want make it work. last day i start to think try make and Grixis Fly to put removes like Abrade Fiery Cannonade and things like Whirler Virtuoso ..
4 Kitesail Corsair
4 Warkite Marauder
4 Siren Stormtamer
4 Skyship Plunderer
4 Storm Fleet Aerialist
4 Nimble Obstructionist
4 Hope of Ghirapur
4 Favorable Winds
Instant:
4 Opt
4 Admiral's Order
Lands:
16 Island
4 Sunscorched Desert
https://www.mtggoldfish.com/deck/1069675#paper
22 Island
Creatures
2 Hope of Ghirapur
4 Ornithopter
4 Artificer's Assistant
4 Siren Stormtamer
4 Warkite Marauder
4 Tempest Djinn
2 Zahid, Djinn of the Lamp
3 Heart of Kiran
Enchantments
4 Favorable Winds
Instant/Sorceries
4 Unsummon
3 Lookout's dispersal
Its almost a blue artifact deck rather than a favorable wind's deck since I had originally wanted to put the antiquities war and Glint-nest crane in the deck. Being able to cheat out a 5/6 flier on turn 4 with no ramp is pretty sweet. If I have a favorable winds out its already a 6/7 turn 4. I also just really like the Tempest Djinn in the deck as well. always at least a 3/4 flier for 4 that only gets bigger. a 4/5 flier turn 3 is also good.
4 Siren Stormtamer
4 Glint Nest Crane
4 Storm Fleet Aerialist
4 Tempest Djinn
2 Zahid, Djinn of the Lamp
3 Exclusion Mage
4 Favorable Winds
Instant/Sorceries
4 Sycopate
4 Unsummon
3 Secrets of the Golden City
3 Traveler's Amulet
19 Island