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Feb 16, 2018definitely not saying it looks bad but it looks painful. 4 thoughtseize, dismember, bitterblossom. I guess as long as they're preventing more damage than they causing then its irrelevant but that has the potential to be a bunch of self inflicted damage. That being said would love to here your thoughts after playing cause no one yet has really written about how they found jace to actually play out in faeries.Posted in: Aggro & Tempo
Feb 13, 2018Posted in: Aggro & TempoQuote from Aureoloss »
So, I definitely agree, but my concern is adding another 4 drop. Do we cut something? Does our curve just look super crazy now? Is Jace going to let us hinge solely on Bitterblossoms as the main wincon? The deck struggles due to the lack of a closer other than Mistbind (that can be punishing to you as well in some cases).
What are everyones thoughts on this?
I agree, i dont know how he would be fit into the deck. Trying to play jace and cryptic and mist bind is a ton of 4 drops. maybe a heavier end than faeries can handle. I was more commenting as an update to myself since it was not even a week ago i made a post about how i think discard is/was the weakest part of faeries and that is might be worth dropping. Now with jace its less of a problem.
Feb 11, 2018didn't see you didn't have that either, should probably go in too hahaPosted in: Aggro & Tempo
your previous list looked very creature/agro oriented but faeries generally get outclassed in those fields, so you gotta play the tempo plan, so snaps and cryptic go a long way there.
also faeries is pretty knowledge dependent. You can have the "established" best version, but without a lot of practice and matchup knowledge small misplays will really punish you. but that will come so dont let a 0-5 get you down friend
Feb 10, 2018I think your own analysis is pretty good. Look at what you keep side boarding out, as you say you kept taking bontu out, so thats probably a sign if youre always bringing something better in. Tar pits would be better than conclaves. quickling can save and rebuy our creatures which sounds appealing on paper but it works against our own tempo plan (incidentally same as bontu, slowing ourselves down). If you have more spots to fill faeries generally likes interaction of some sort. generally faeries has filled that with counterspells, kill spells, or discard. swords have been played in the past but can be difficult cause they're a little mana intensive for the deck. usually its a single sword only if they get played but find what works best for you.Posted in: Aggro & Tempo
biggest card missing from the deck is 3-4 snap caster mages
Feb 9, 2018ancestral visions is another awkward card faeries does/doesnt play. It is absolutely bonkers if you can play it in about the first three or four turns, but like the discard suite its value drops of the closer to the end of the game you get (obviously if you're holding parity late game its going to pull you ahead) but if were being pressured a late game ancestor visions won't help us unless we can hold out for 4 more turns. I always felt like if i ran ancestral visions i had to run lili main and vice-versa since AV is essentially our Bob, and in that case yes i do think the deck plays more of a jund style in which case it also wants discard.Posted in: Aggro & Tempo
just curious, what do you feel it is about a URW or esper midrange list that is able to utilize spell queller more efficiently than faeries is able too?
Feb 8, 2018Posted in: Aggro & TempoQuote from Metillon »
It's good to be innovative! The best white splashes for Faeries I've seen so far are with a minimal splash in the form of Path to Exile and maybe Lingering Souls/Queller. In your current list, I feel there is a heavy colour taxing on curve. You'll want UU/UB turn 2 (with least a card in the yard), UBW turn 3, then UUU turn 4. I am not reallsy sure of the odds. To me, at least getting rid of Esper Charm would alleviate things. With regards to playstyle, Faeries more resemble Jund than they do Esper/UWR Control. This means that tempo plays are more rewarding than grinding card for card, which the core cards are already good at.
I am curious what your sideboard plans would be. Rest in Peace/Stony Silence/Blood Baron?
I think traditionally faeries sort of plays a jundish style, but i dont know if thats necessarily a beneficial thing. Jund/junk wants to drop an early powerhouse threat like tarmogoyf and then sit back and strip everyones hands with discard and lilis. They then have the ability to run dark confidant to keep drawing cards, which we cant because we already lose life to BB. So even if they draw some dead discard late game they still have options and outdraw the opponent. Faeries doesn't have early threats that we can really ride to victory the same way, we dont slam a spell stutter like they slam goyf and just need to protect it for several turns. Whereas junk is proactive in their discard i think faeries is reactive in the tempo plan. For that reason we need every card to be live and its bad to draw dead with late game discard.
Now faeries is obviously also not the control focus plan that esper and UWR control are either. I think where faeries finds its niche is truly the tempo plan. We take minimal incremental gains as we slow down the opponent so here i think taking the flash aspect to the extreme could be a strategy. As you pointed out mana absolutely needs to be addressed, Esper charm might be too restrictive, but we have other options. for the time being its versatility is at least appealing. 2 card draw at instant speed for 3 mana is as good of value as wizards hands out. But sometimes even more important is the instant speed mind rot ability on the opponents draw step when they have 2 cards left in hand. and enchantment destruction main is just a cherry. But is its mana playable? im at least going to keep testing it for the time being. The entire deck only has 9 black mana symbols and 6 white mana symbols. so two very small splashes.
Im still actively working on the side board, between UWB theres pretty much an option for everything we could want. I think we have explored the UB options but some white cards that might deserve consideration are
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards Potential sideboard for a white splash
1 Kambal, Consul of allocation
1 blood baron of vizkopa
1 azorius charm
1 blessed alliance
1 celestial purge
1 hindering light (i REALLY like this one)
1 stony silence
1 sorin, solemn visitor
1 sorin, lord of innistrad
1 ojutai's command (probably trash but interesting plays with snap and spellstutter)
1 detention sphere
Feb 7, 2018I wanted to explore and develop an esper list with you guys.Posted in: Aggro & Tempo
First of all I think the mana base can handle it but lets ignore that for the time being and just discuss why would we want white in the deck. What do we gain and what do we lose.
The biggest reason to include white is to gain access to path to exile which is premier removal in the format no questions asked. Fatal push helped us out a lot but doesn't hit everything, path is also one mana and catches the rest. Secondly is spell queller. If this card was a faerie we would be splashing for it. If it was just blue, we would be running it, but i believe its still good enough. 3 mana can be a tough slot in faeries, pretty much only occupied by clique. Queller keeps our tempo plan, denying pressure and advancing our own and everything about it screams Fae, flash, flying and disruption, it wants to be a faerie so bad. Finally esper charm probably the weakest of the inclusions but as an old esper control player its arguably the centrepiece of that deck. It lets us draw, something Faeries isn't the best at, mind rot and catch enchantments. Finally white gives some outstanding sideboard hate like stony silence.
To fit this in the deck the compromises are relatively minor. Path just upgrades things like go for the throat, doom blade or murderous cut. The biggest exclusion is any discard. I don't like discard. Its bad to terrible to draw one late game when the opponent is top decking. even early game it doesn't stop threats. It doesn't force the opponent to spend mana which puts a greater need to catch up on us. I think its more beneficial to be responding to their threats as they are played. Either kill spells or counters, force them to spend their turn but deal with their threat. its why fatal push has become so important. It gives us tempo as we deal with their card for less then it cost them to cast it. Disruption is fundamentally the opposite. We always pay more to deal with a threat then the opponent since it came out of their hand. Additionally discard i think primarily shines in combo oriented decks, something we dont necessarily struggle with anyways, so we can put it in the SB. The biggest downside is the loss of information disruption granted for the rest of their hand.
The most intriguing thing with this list i think is that it can play at 100% instant speed (minus bitterblossom) Something about every spell being an instant or flash creature makes our tempo plan very appealing as we only have to commit resources once we know what the opponent wants to do. It makes the deck very hard to play around and not having to do anything on our turn should force the opponent to slow down to not play into counters, while we can still apply pressure end of turn if they pass.
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards Creatures (13)
4 spellstutter sprite
3 snapcaster mage
2 vendilion clique
2 spell queller
2 mistbind clique
3 fatal push
2 path to exile
3 mana leak
2 logic knot
2 esper charm
3 cryptic command
4 polluted delta
3 flooded strand
2 watery grave
1 hallowed fountain
2 drowned catacomb
1 glacial fortress
2 creeping tar pit
So this is where im looking to take the deck. Would love to spark some debate around it
Jun 30, 2016The new evolution card looks exciting, its like a single use birthing pod for 3 mana, lets you tutor away useless dorks, finks becomes more valuable like the old pod days were you can persist and evolve, i like that for 3 mana you can jump 2 evolutions and go straight from a finks to a kiki. Clearly not as busted as pod and instant of chord is huge but i can see myself suplimenting the deck with probably 2 of themPosted in: Combo
Apr 28, 2016I'm pretty sure no matter how many start in your deck (60, 61, 62) you still get 15 in the sideboard.Posted in: Combo
the reason people play 61, 62 main is because there is just too much good stuff the put in the deck so too some people those last few cuts are impossible. and with a chord package even if you dilute the density a bit you still have a relatively easier time compared to a traditional deck at finding that stuff.
Apr 24, 2016i played a lot with dormi trying to make him ok and thats why i started very skeptical about nahiri, because dormi was never that great. i found his +1 fluffed far too often and his -2 usually meant trading in one of your creatures. at least with nehiri you've got a choice of card looted, and her removal doesn't cost you (or even require) a creature to be on the battlefield. still haven't played a ton with her, but she seems good and jeffs got some neat lines with her on stream you should check out, might start to change you're mindPosted in: Combo
Apr 23, 2016watched some of jeffs games on his twitch, say some nice plays with her. the amount of times he threw a dork under the bus just too save himself 2-4 dmg surprised me but the deck seemed to be working well, and i saw nehiri contributing therePosted in: Combo
Apr 23, 2016thanks for the reply! ill give her a try. How reliable do you ever get to ult her though, thats like rule #1 of walkers, never play them for their ult. her -2 seems comparable to ajani, harder removal with the condition of creatures being tapped, and i was never very enthused by ajar so this didn't seem like a huge an upgrade there. and paying 4 mana to simply loot once or twice seemed pretty weak as well.Posted in: Combo
all that said, I haven't played her, so i am more than ready for my preconceived notions to be proven wrong!
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