Isn't faeries a tempo style deck though? Aren't sorceries frowned upon in tempo based strategies?
It's a bit more accurate to call Faeries a midrange deck with control and tempo attributes.
Also sorcery-speed effects are employed when they're deemed to be a sufficient mix of low cost, high impact, and/or value generating. The idea that Faeries is an archetype that purely plays on the opponent's end step is somewhat of a trap mentality, Faeries will take advantage of any opening to turn the corner from control to beatdown back to control.
Two full blocks and four full sets from back to back "Returns" without any noteworthy reprints from two of the most powerful and popular planes in the modern era of Magic, right after it's announced that core sets are no longer being made and reprints will be done through "Return" sets.
Only half of Innistrad was a return set, the other half was Battle for Zendikar set 3.
You mean Rise of the Eldrazi part 4 - the Fall of the Eldrazi.
Except Eldritch Moon didn't derail the flavor of a plane like ROE did.
Two full blocks and four full sets from back to back "Returns" without any noteworthy reprints from two of the most powerful and popular planes in the modern era of Magic, right after it's announced that core sets are no longer being made and reprints will be done through "Return" sets.
Return to New Phyrexia.
Deceiver Exarch reprint, upped to Mythic Rare.
I'm iffy on Imprisoned in the Moon for reasons I covered in a spoiler thread post (THAT I HAD TO HASTILY EDIT JUST NOW BECAUSE HOLY CRAP READING IS HARD).
I'm not quite sure we need it, but its existence is nonetheless appreciated.
On one hand it's slow as balls being a 3 mana card that replaces choice land/creature/planeswalker with half a Sol Ring, on the other it hits three different things.
But on the third tentacle, it's an aura. And it kinda ramps the opponent when used on non-land cards. And it doesn't disrupt Tron like a Spreading Seas does [DISREGARD THAT, READING IS HARD]. And it doesn't cantrip like Spreading Seas does.
So really I dunno. It's like, you're paying quite a bit upfront for a patchwork job of a card, but the design it's going for is still appreciated. It's just, would it kill it to go full Song of the Dryads and turn the enchanted card into a Waste so that it at least affects Urza lands? [DISREGARD THAT, READING IS HARD].
Or maybe be a bit cheaper?
Or be a non-Aura enchantment?
Or have Flash?
Really I'm looking at it and trying to figure out how you put Convincing Mirage and Hero's Downfall together and make something out of it that's slightly better than IitM, because IitM is like the rough draft concept of a card I would like to play (mind you, I don't think colorshifting Song of the Dryads gets me the card I want either. There's something missing to it...) CONSIDERING THAT READING IS HARD, I DUNNO. IT'S OK?
You are without a doubt on the right track, but I would add cryptic command to your md in place of 1 liliana and a peppersmoke. the batterskull (you have kalitas in the sb already) feels like its taking up valuable space aswell. and disfigure is better than collective brutality most often md. I would suggest trying to get inquisition of kozilek in your list aswell as these are invaluable additions.
If I were tweaking your list Id make these changes myself, but get a few games in and see where you are comfortable
Thanks appreciate it!
Isn't Cryptic too slow? What g1 matchups improve by having a 4 mana utility card? Old extended lists if I remember correctly played 3 but that format was slower.
Essentially, Cryptic Command is a 4 mana timewalk.
Paired with Mistbind Clique, which is also kinda a 4 mana timewalk, you get a particularly nasty crossup that can shut down huge chunks of the opponent's turn based on what they choose to do (cast spell on precombat main? Tap all your creatures. Go to combat and cast on postcombat main? Mistbind before declare attackers, crash it into one of your guys, enjoy your tapped lands.).
Like, the only problem with Cryptic is it costs 1UUU, so the moment some jerk ramps Blood Moon out from underneath you you're just staring at a dead card. But past that it's an excellent curve topper where every mode does a useful thing for us.
Holy *****. It's actually just Wild Mongrel. With reach?? Just so you can fight Affinity and Infect?
I think that's a format changer.
MARKET RESEARCH HAS SHOWN WE CAN STILL AFFORD TO GO ABSOLUTELY BAT***** INSANE ON SOME OF THE DRAFT CHAFF.
SO WE DECIDED TO MAKE ANOTHER WILD MONGREL. WHILE BEING FULLY AWARE OF HOW MUCH OF A MISTAKE WILD MONGREL WAS BACK IN THE DAY.
Actually a big reason why mongrel was strong was the color change ability which made it immune to most decent removal back then. So in context this card would have been weaker than mongrel was.
It would hold true in the world where Doom Blade was still a card too, but in the modern (Modern) context the color change aspect is kinda not really a big deal.
Also in context, Mongrel had Rootwalla, which as we all know was a hell of a combo.
Chaos Reveler is going to wreck face in burn/UR Delver.
I can sorta dig it, but at the same time it's still subject to "you could play 4 of Chaos Reveler and seal the game... or you could just play 4 more burn spells and win on the spot instead."
That said it's probably the best of the card drawing avenues open to Burn, what with being a 3/4 that could cost as little as RR to cast and will mini-Wheel of Fortune you into 3 cards that'll surely end the game when you untap.
New Lili seems like more of a sideboard card to me - it's actively not good against a number of matchups (ANY deck that doesn't run a bevy of x/1s) and it being a sorcery speed three drop doesn't jive well at all with the rest of our game plan. I'm very excited to try it out but I'm not terribly sure if we want it maindeck yet.
For what it's worth, you can just not target anything with her + ability, then either choose to build up towards her Super Bitterblossom emblem, or spam -2 to dig into more faeries to clock in with. Or you can still use the +1 to neuter a combat choice, which could result in anything from the opponent holding the afflicted creature back to you getting to trade up on threats because your normally 1/1 faerie is now able to take on something bigger.
Or in jank magical christmasland she helps to turn on the morbid for Tragic Slip, trading a chump faerie of yours to overkill some fatty of theirs.
So even at her worst she kinda helps to turn the gears, advancing the game out of the neutral for us in some fashion.
Around this point I start flailing around and mumbling about concepts such as what it means to be in the neutral vs what it means to have the advantage and all kinds of other mad ravings that only really make sense in the context of fighting games, but in the interest of preserving sanity:
The deadest that Last Hope is is in being a Bitterblossom with suspend, and that's a disingenuous simplification of what her emblem does.
They can choose not to play creatures.
They can choose to erase your graveyard.
They can't just tell an emblem that says "make zombies during your end step FOR FREE" to piss off. And in "time warp the opponent until they die: the deck," that's not the most unreasonable endgame I could think of if push comes to shove.
But yeah it's kinda not exactly the ideal situation for her...
Also should still die to Languish.
It's a bit more accurate to call Faeries a midrange deck with control and tempo attributes.
Also sorcery-speed effects are employed when they're deemed to be a sufficient mix of low cost, high impact, and/or value generating. The idea that Faeries is an archetype that purely plays on the opponent's end step is somewhat of a trap mentality, Faeries will take advantage of any opening to turn the corner from control to beatdown back to control.
You mean Rise of the Eldrazi part 4 - the Fall of the Eldrazi.
Except Eldritch Moon didn't derail the flavor of a plane like ROE did.
Return to New Phyrexia.
Deceiver Exarch reprint, upped to Mythic Rare.
I'm not quite sure we need it, but its existence is nonetheless appreciated.
On one hand it's slow as balls being a 3 mana card that replaces choice land/creature/planeswalker with half a Sol Ring, on the other it hits three different things.
But on the third tentacle, it's an aura. And it kinda ramps the opponent when used on non-land cards.
And it doesn't disrupt Tron like a Spreading Seas does[DISREGARD THAT, READING IS HARD]. And it doesn't cantrip like Spreading Seas does.So really I dunno. It's like, you're paying quite a bit upfront for a patchwork job of a card, but the design it's going for is still appreciated.
It's just, would it kill it to go full Song of the Dryads and turn the enchanted card into a Waste so that it at least affects Urza lands?[DISREGARD THAT, READING IS HARD].Or maybe be a bit cheaper?
Or be a non-Aura enchantment?
Or have Flash?
Really I'm looking at it and trying to figure out how you put Convincing Mirage and Hero's Downfall together and make something out of it that's slightly better than IitM, because IitM is like the rough draft concept of a card I would like to play (mind you, I don't think colorshifting Song of the Dryads gets me the card I want either. There's something missing to it...)CONSIDERING THAT READING IS HARD, I DUNNO. IT'S OK?I do like the interaction it has with Puresteel Paladin, though.
Maybe I'm just greedy and I want it to also have Steelshaper's Gift stapled onto it... dammit Stoneforge Mystic why did you have to be so cool.
Essentially, Cryptic Command is a 4 mana timewalk.
Paired with Mistbind Clique, which is also kinda a 4 mana timewalk, you get a particularly nasty crossup that can shut down huge chunks of the opponent's turn based on what they choose to do (cast spell on precombat main? Tap all your creatures. Go to combat and cast on postcombat main? Mistbind before declare attackers, crash it into one of your guys, enjoy your tapped lands.).
Like, the only problem with Cryptic is it costs 1UUU, so the moment some jerk ramps Blood Moon out from underneath you you're just staring at a dead card. But past that it's an excellent curve topper where every mode does a useful thing for us.
It would hold true in the world where Doom Blade was still a card too, but in the modern (Modern) context the color change aspect is kinda not really a big deal.
Also in context, Mongrel had Rootwalla, which as we all know was a hell of a combo.
MARKET RESEARCH HAS SHOWN WE CAN STILL AFFORD TO GO ABSOLUTELY BAT***** INSANE ON SOME OF THE DRAFT CHAFF.
SO WE DECIDED TO MAKE ANOTHER WILD MONGREL. WHILE BEING FULLY AWARE OF HOW MUCH OF A MISTAKE WILD MONGREL WAS BACK IN THE DAY.
I can sorta dig it, but at the same time it's still subject to "you could play 4 of Chaos Reveler and seal the game... or you could just play 4 more burn spells and win on the spot instead."
That said it's probably the best of the card drawing avenues open to Burn, what with being a 3/4 that could cost as little as RR to cast and will mini-Wheel of Fortune you into 3 cards that'll surely end the game when you untap.
JUDGE
For what it's worth, you can just not target anything with her + ability, then either choose to build up towards her Super Bitterblossom emblem, or spam -2 to dig into more faeries to clock in with. Or you can still use the +1 to neuter a combat choice, which could result in anything from the opponent holding the afflicted creature back to you getting to trade up on threats because your normally 1/1 faerie is now able to take on something bigger.
Or in jank magical christmasland she helps to turn on the morbid for Tragic Slip, trading a chump faerie of yours to overkill some fatty of theirs.
So even at her worst she kinda helps to turn the gears, advancing the game out of the neutral for us in some fashion.
Around this point I start flailing around and mumbling about concepts such as what it means to be in the neutral vs what it means to have the advantage and all kinds of other mad ravings that only really make sense in the context of fighting games, but in the interest of preserving sanity:
The deadest that Last Hope is is in being a Bitterblossom with suspend, and that's a disingenuous simplification of what her emblem does.
They can choose not to play creatures.
They can choose to erase your graveyard.
They can't just tell an emblem that says "make zombies during your end step FOR FREE" to piss off. And in "time warp the opponent until they die: the deck," that's not the most unreasonable endgame I could think of if push comes to shove.
But yeah it's kinda not exactly the ideal situation for her...