Looks like Standard is finding an answer to Fae, according to the Nat's results. Look at all the red! It may be time for a Fae evolution.
This cardset proposes exchanging the counter theme for a "put that on top of your library theme" to increase tempo advantage. Shadow Guildmage combos with Sower, Mistbind Clique, or Dominus for a stifling soft-lock, and the supporting Consign to Dream theme should slow the opponent down to near-snail speed. Dominus can be cast with Red mana, making this useful vs. RDW's MotM.
This is back-of-the-napkin (i.e, incomplete), so I look forward to the critique and additional card suggestions.
The way this is supposed to play is to remove the greatest threats from opponent's hand with Thoughtsieze or Vendilion Clique, then prevent opponent from digging into their library for as long as possible with Consign to Dream and Shadow Guildmage tricks, then finish with the Mistbind Clique or Dominus of Fealty.
I wouldn't main board Consign to a dream, plus I'd try taking out the guildmages...
-4 Shadow Guildmage
+1 Dominus of Fealty
+3 Greater Gargadon
-4 Consign to a dream
+4 Rune Snag/Broken Ambitions/Spellstutter Sprite
Take out the guildmages... Really? I thought since they combo with every creature card in the deck, and bury the opponent's library they would be extremely useful.
I could see sideboarding Consign to Dream, but since it plays into the theme and wrecks green and red decks I'll leave it in for now.
Take out the guildmages... Really? I thought since they combo with every creature card in the deck, and bury the opponent's library they would be extremely useful.
I could see sideboarding Consign to Dream, but since it plays into the theme and wrecks green and red decks I'll leave it in for now.
Stealing creatures, attacking someone with it and then sacking it to speed up your 9/7 with haste isn't good?
I just wouldn't want to run into a deck that Consign to a Dream would be just an over-costed Boomerang.
Stealing creatures, attacking someone with it and then sacking it to speed up your 9/7 with haste isn't good?
I think gary is great actually, I'm just a big fan of Guildmage in this particular case. He's makes Sower reusable, makes Dominus ridiculously useful, and can bounce Mistbind for reuse as well as trigger whetever comes back. That kind of versatility is valuable. Just ask Cryptic Command.
i agree with Monoblackout, and its been done before... Greater Gargadon is just awesome with control magic effects. i would actually even put in Mulldrifter if you do add Gargadon. i'd also remove all 7 bounce effects (the ones that are NOT Cryptic Command) and put in 4 Rune Snag and 3 Terror.
Why not splash red here, to get the most out of the guildmage (especially for the fae matchup), not to mention the addition of Incinerate which could help you considerably. Red also has access to puncture blast, sudden shock, and flame jab, all of which could be ridiculously nice sideboard options depending on your meta.
At that point, you have access to a sideboard including the following:
Peppersmoke Flame Jab
Sudden Shock
Sulfurous Blast
Mogg Fanatic
Faerie Macabre
Extirpate
Snakeform Greater Gargadon (which is nutty, as you already run Sower)
Nameless Inversion
Rune Snag Spellstutter Sprite (which should be maindecked, might I add)
Nameless Inversion
Shriekmaw
Tombstalker
Murderous Redcap (which can be hardcast painlessly with the red splash) Puncture Blast
Firespout (for Elves / Kithkin / Merfolk)
Browbeat Fulminator Mage (see Murderous Redcap)
Remove Soul/Negate
and probably a lot of other stuff I'm forgetting.
Anyway, a couple filter lands would probably be all you would need to make the splash, and it just adds so much to the deck already. With the changes above, you have Psionic Blast as a tool to get rid of Chameleon Colossus, not to mention Puncture Blast off the sideboard to do the same. Red just seems to cover all the holes in Faerie's gameplan right now, so a mutated version of the same deck could probably benefit from the same sort of change.
Wouldn't running 4 Unsummon and Boomerang be better than Consign to Dream and Whirlpool Whelm? I get that you're going for the whole "screw their draws by forcing them to re-draw the same creature" approach but Whirlpool Whelm is very swingy due to clash and why pay 1U for something you may win only 50% of the time when you could just pay U to return it to their hand.
i agree with Monoblackout, and its been done before... Greater Gargadon is just awesome with control magic effects. i would actually even put in Mulldrifter if you do add Gargadon. i'd also remove all 7 bounce effects (the ones that are NOT Cryptic Command) and put in 4 Rune Snag and 3 Terror.
How about Threaten as a SB option if he decides on Gargadon? It's lower in the curve the the sower and can again him some early game tempo?
Mulldrifter is also a great idea with Gargadon, I didn't think about that.
How about Threaten as a SB option if he decides on Gargadon? It's lower in the curve the the sower and can again him some early game tempo?
Mulldrifter is also a great idea with Gargadon, I didn't think about that.
Sower's only redeeming quality over threaten in this deck is that it functions incredibly well with Shadow Guildmage. Taking their colossus and sacrificing it when they firespout, only to return the Sower to your hand before it can resolve? Nucking futs.
Dead/Gone could be a suitable alternative for consign to dream.
It gives you the option of bouncing big creatures or killing small ones, just for losing the ability to bounce your own creatures.
Quick question What Do you champion with the mistbind which you have four of and i see no way of you to use it properly.
Championing your Bitterblossom Token: 1 turn, 1 life, 2 mana
Championing your other cliques: 3U
Championing your opponents Chameleon Colossus: Priceless
There are some things money cant buy. If you're broke, play RDW.
This cardset proposes exchanging the counter theme for a "put that on top of your library theme" to increase tempo advantage. Shadow Guildmage combos with Sower, Mistbind Clique, or Dominus for a stifling soft-lock, and the supporting Consign to Dream theme should slow the opponent down to near-snail speed. Dominus can be cast with Red mana, making this useful vs. RDW's MotM.
4 Shadow Guildmage
3 Vendilion Clique
4 Mistbind Clique
3 Sower of Temptation
2 Dominus of Fealty
4 Thoughtsieze
4 Bitterblossom
3 Whirlpool Whelm
4 Consign to Dream
4 Cryptic Command
This is back-of-the-napkin (i.e, incomplete), so I look forward to the critique and additional card suggestions.
The way this is supposed to play is to remove the greatest threats from opponent's hand with Thoughtsieze or Vendilion Clique, then prevent opponent from digging into their library for as long as possible with Consign to Dream and Shadow Guildmage tricks, then finish with the Mistbind Clique or Dominus of Fealty.
-4 Shadow Guildmage
+1 Dominus of Fealty
+3 Greater Gargadon
-4 Consign to a dream
+4 Rune Snag/Broken Ambitions/Spellstutter Sprite
Take out the guildmages... Really? I thought since they combo with every creature card in the deck, and bury the opponent's library they would be extremely useful.
I could see sideboarding Consign to Dream, but since it plays into the theme and wrecks green and red decks I'll leave it in for now.
Stealing creatures, attacking someone with it and then sacking it to speed up your 9/7 with haste isn't good?
I just wouldn't want to run into a deck that Consign to a Dream would be just an over-costed Boomerang.
I think gary is great actually, I'm just a big fan of Guildmage in this particular case. He's makes Sower reusable, makes Dominus ridiculously useful, and can bounce Mistbind for reuse as well as trigger whetever comes back. That kind of versatility is valuable. Just ask Cryptic Command.
Teneb Reanimator EDH
Sunforge Mystic toolbox Casual
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-3 Whelm, -4 Consign
+3 Psionic Blast, +4 Incinerate
At that point, you have access to a sideboard including the following:
Peppersmoke
Flame Jab
Sudden Shock
Sulfurous Blast
Mogg Fanatic
Faerie Macabre
Extirpate
Snakeform
Greater Gargadon (which is nutty, as you already run Sower)
Nameless Inversion
Rune Snag
Spellstutter Sprite (which should be maindecked, might I add)
Nameless Inversion
Shriekmaw
Tombstalker
Murderous Redcap (which can be hardcast painlessly with the red splash)
Puncture Blast
Firespout (for Elves / Kithkin / Merfolk)
Browbeat
Fulminator Mage (see Murderous Redcap)
Remove Soul/Negate
and probably a lot of other stuff I'm forgetting.
Anyway, a couple filter lands would probably be all you would need to make the splash, and it just adds so much to the deck already. With the changes above, you have Psionic Blast as a tool to get rid of Chameleon Colossus, not to mention Puncture Blast off the sideboard to do the same. Red just seems to cover all the holes in Faerie's gameplan right now, so a mutated version of the same deck could probably benefit from the same sort of change.
How about Threaten as a SB option if he decides on Gargadon? It's lower in the curve the the sower and can again him some early game tempo?
Mulldrifter is also a great idea with Gargadon, I didn't think about that.
Sower's only redeeming quality over threaten in this deck is that it functions incredibly well with Shadow Guildmage. Taking their colossus and sacrificing it when they firespout, only to return the Sower to your hand before it can resolve? Nucking futs.
It gives you the option of bouncing big creatures or killing small ones, just for losing the ability to bounce your own creatures.
Championing your Bitterblossom Token: 1 turn, 1 life, 2 mana
Championing your other cliques: 3U
Championing your opponents Chameleon Colossus: Priceless
There are some things money cant buy. If you're broke, play RDW.