Just to start off, the general seemed like the best place this according to the rules.
I know for a fact I want to play faeries in my local game store. However I am not sure which direction to take with it. And I am limiting myself to a $600 budget for now.
Major questions
Goyf included in this?
If not should I keep mono I U?
This needs to be a semi competitive deck, however since this is my lgs first modern tournament, there is no meta so far.
3 Vendilion Clique - $35 each - $95 total
4 Mutavault - $40 each - $160 total
4 Scion of Oona - $5 each - $20 total
4 Cryptic Command - $18 each - $72 total
4 Remand - $6 each - $24 total
4 Spell Snare - $11 each - $44 total
4 Mistbind Clique - $3 each - $12
3 Vedalken Shackles - $15 each - $45 total
That's $472 so far. Everything else should be pretty cheap. Those are big ticket items that you need.
I'm pretty sure I built my Mono-U Faeries from start to finish around $500 total. If you've got around $600, you should have some change left over.
The only splash Faeries need is Red, which is for MD Lightning Bolt, and a lot of really good SB cards. The Mono-U version has more top 8 appereances, but it's a meta call. Once a card can slip past you, it's hard to deal with unless you have big Faeries or a Cryptic Command ready.
Some people have fiddled around with white-splash for Path to Exile, and even Restoration Angel...
Um, you definitley need 4 Cryptic Commands. I played quite a bit of monoblue Fae, and Cryptic was always amazing. I'd definitley run 3-4 Vedalken Shackles as well. It answers everything but Geist of Saint Traft, and no offense, he shouldn't be resolving against Faeries. Get some amount of Spell Pierces too, at least for the sideboard. It really helps versus decks like Jund when your on the play. Some Fae play Spellskite, at least in the sideboard and Threads of Disloyalty.
Shackles sucks for this deck. When everything has flash or is an instant, you never want to tap out on your turn. Shackles should pretty much never come down before turn 5, which makes it the worst card in the deck.
Cryptic is not necessary. I was playing Fae for a while without it and did just fine. Eventually I did cut my Shackles for Cryptics, but still never ran a full set and that was never a problem.
actually, shackles is arguably the best card in the deck. you resolve it against a creature based deck, you're going to win that game. of course, depending on the match up, you side out some or all of them. without shackles, some match ups are absolutely terrible. with shackles, those match ups become manageable or even in our favor.
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I speak in sarcasm because calling people ******* ******** is not allowed.
Shackles is byfar the best card in the deck. How much have you played Modern? Both RUG Delver and Faeries playing Shackles in the late game completely changes the situation. It's a game changer.
You don't play Shackles early. You never fully tap out. Shackles is for late-game, which is every game for Fae's.
And yes Cryptic Command and Spell Snare are needed. Most lists that top 8 run 4 of each. Spell Snare is a hard counter that wins counter-wars (good bye Mana Leak and Remand), and says "No" to 'Goyf, Bob, among other things.
Mutavault is necessary too. If anything, the usual 1-of of Faerie Conclave can be given up. But jesus, are you really suggesting taking Mutavault out of Mono-U?
I honestly just think you're trolling and trying to upset the Fae's players.
I never said Mutavault should not make the build. I said that it doesn't have to be a 4 of (I run 3 in my build).
What makes Shackles not good is that you can't just play it. You have to sit on it until you have the mana to either play it and activate it, or play it and have counter magic to back it up. That means Shackles sits in your hand until turn 5 at the earliest. Some decks it is completely worthless against. I am against running cards that are only good in x situation.
Cryptic does not have to be an auto 4 of. That is my opinion. Don't like it? Too bad.
Spell Snare is a sideboard card, and even then, its not an auto include. If you are on the draw, and will be at 1 mana when your opponent plays their 2 drop, it can be good to have. If you are playing against a deck that runs 4x Remand, 4x Mana Leak, 4x Snapcaster Mage, you probably want to board it in. I would very very rarely run it maindeck, if at all.
actually, dropping shackles on 3 changes the whole dynamic of the game. odds are you killed their 1 drop or something, countered their 2 drop, and they want to play something decent on their 3 drop. but you drop shackles. anything short of thrun or geist in their hand will make them hesitate about dropping it. this is obviously a match up dependent line of play, but against creature based decks or any deck that runs creatures that don't have hex proof/shroud, it becomes a sub game. "yeah sure, they can resolve their creature, but is it worth letting them steal it the next turn? or is it better to play a smaller creature, have them take that, play the bigger creature, then..... etc" more often than not, you stole their next dropped creature, countered their next creature, then proceeded to beat them to death with their own creature while denying them playing anything.
this happens more than you'd think. but you need to understand how the deck works and what it can handle. its not something you get from playing it a few times.
so you run 3 mutavaults, not 4 cryptics, no shackles. what do you use in those slots?
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I speak in sarcasm because calling people ******* ******** is not allowed.
Theres green splashes. And they are good, just a bit more wacky, but its done well online. Yes, theres goyf, but also cool things like Voidslime and Scryb Ranger
Vedalken Shackles, best card aside from Vendilion Clique and Cryptic Command. I'm also still runnning 2 Spellskite as well (another amazing card for Faeries). Faeries is, at the end of the day a Control deck. It has a very Tempo element, but still contains the hard control cards like Cryptic Command and Vedalken Shackles. You would be throwing games without those cards for no reason. Cryptic Command and Vedalken Shackles are so powerful you simply turn games around when they stick.
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I know for a fact I want to play faeries in my local game store. However I am not sure which direction to take with it. And I am limiting myself to a $600 budget for now.
Major questions
Goyf included in this?
If not should I keep mono I U?
This needs to be a semi competitive deck, however since this is my lgs first modern tournament, there is no meta so far.
Here's a link to the Fae thread, maybe you'll find some help there.
"Stoned players can't attack, block, or play spells or abilities."
4 Mutavault - $40 each - $160 total
4 Scion of Oona - $5 each - $20 total
4 Cryptic Command - $18 each - $72 total
4 Remand - $6 each - $24 total
4 Spell Snare - $11 each - $44 total
4 Mistbind Clique - $3 each - $12
3 Vedalken Shackles - $15 each - $45 total
That's $472 so far. Everything else should be pretty cheap. Those are big ticket items that you need.
I'm pretty sure I built my Mono-U Faeries from start to finish around $500 total. If you've got around $600, you should have some change left over.
The only splash Faeries need is Red, which is for MD Lightning Bolt, and a lot of really good SB cards. The Mono-U version has more top 8 appereances, but it's a meta call. Once a card can slip past you, it's hard to deal with unless you have big Faeries or a Cryptic Command ready.
Some people have fiddled around with white-splash for Path to Exile, and even Restoration Angel...
No 'Goyf splash.
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Legacy love.
I do however recommend running Snapcaster Mage, Aether Vial and a few Cavern of Souls.
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Cryptic is not necessary. I was playing Fae for a while without it and did just fine. Eventually I did cut my Shackles for Cryptics, but still never ran a full set and that was never a problem.
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You don't play Shackles early. You never fully tap out. Shackles is for late-game, which is every game for Fae's.
And yes Cryptic Command and Spell Snare are needed. Most lists that top 8 run 4 of each. Spell Snare is a hard counter that wins counter-wars (good bye Mana Leak and Remand), and says "No" to 'Goyf, Bob, among other things.
Mutavault is necessary too. If anything, the usual 1-of of Faerie Conclave can be given up. But jesus, are you really suggesting taking Mutavault out of Mono-U?
I honestly just think you're trolling and trying to upset the Fae's players.
ex-Moderator
Legacy love.
What makes Shackles not good is that you can't just play it. You have to sit on it until you have the mana to either play it and activate it, or play it and have counter magic to back it up. That means Shackles sits in your hand until turn 5 at the earliest. Some decks it is completely worthless against. I am against running cards that are only good in x situation.
Cryptic does not have to be an auto 4 of. That is my opinion. Don't like it? Too bad.
Spell Snare is a sideboard card, and even then, its not an auto include. If you are on the draw, and will be at 1 mana when your opponent plays their 2 drop, it can be good to have. If you are playing against a deck that runs 4x Remand, 4x Mana Leak, 4x Snapcaster Mage, you probably want to board it in. I would very very rarely run it maindeck, if at all.
FREE BLOODBRAID ELF
this happens more than you'd think. but you need to understand how the deck works and what it can handle. its not something you get from playing it a few times.
so you run 3 mutavaults, not 4 cryptics, no shackles. what do you use in those slots?
EDIT: I have played a good dozen or so games with Shackles. Didn't like it. It doesn't mesh well with my playing style when playing this deck.
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