Creatures.Snapcaster is pretty self explanatory in this deck. Recurring Kolaghan's Command, Cryptic Command, or even the (surprisingly achievable) Cruel Ultimatum is a good late game plan, and sometimes you can just slide into the Bolt-Snap-Bolt position to close games fast. Don't be afraid to trade a Snapcaster Mage off to protect your life total, as you do want some value if you draw Kolaghan's Command. Next up is Niv-Mizzet, Parun. This is just a fun-of I wanted to test, so it's probably not correct. I've cast it 3 times, and won, lost, and drew those three games. It does put a small strain on the mana, where you need to focus on getting triple R quickly, which also can lead to issues casting certain combinations of spells. I'm going to continue playing him for a few more weeks of testing, but it may be correct to swap in a Vendilion Clique (or maybe go back to the other fun-of, Nicol Bolas, the Ravager).
Enchantments and Planeswalkers. I'm going to cover these three all at once, as they basically fill the same role in the deck: Card Advantage. Ral is even sometimes a decent removal spell. There isn't much to go over about the planeswalkers or Search that haven't already been said in articles about other decks, but in this deck, you can pretty much slam on down if you can protect it. With Jace, brainstorming is usually the way to go (though 'fateseal' first if against a Bolt deck), as you can usually win the game without his ultimate. You have enough fetchlands to shuffle away cards you don't need, and finding the spells to protect Jace and yourself is more important than trying to ult. Ral, Izzet Viceroy, on the other hand, is definitely worth trying to ultimate. Not only does it go ultimate in about half the time as Jace, but he also nets a card each time. His ultimate may not win the game as quickly as Jace, but it's a pretty negligible difference, the opponent is dead anyway. Search for Azcanta is pretty much an auto include in any blue based control deck, and I originally started with two, but I always found the second one never did anything, and I wasn't relying on the first one as much as I thought. It's good to have in the opening hand or in the first couple of turns. It's less good late, paradoxically, as you want to leave mana open for other spells, though if you can sneak it in the curve, it's basically confirmed to flip the next turn. In control mirrors especially, Search can just snowball in your favor.
Spells. The spells category is pretty self explanatory, though some of the numbers may seem a little weird. Lets break them down into the groups:
Card Draw- Opt is basically the only dedicated card draw spell on the deck. It slots into the curve pretty nice, helps filter excess lands/spells you don't need, nice and cheap to pair with Snapcaster Mage. I've tweaked the numbers a few times, first having two, then four, and now I've settled on three. I have considered cutting one for a Think Twice, to have a more pure card advantage spell, but I haven't decided yet.
Removal- No deck is good in modern without at least some removal. I've eschewed the typical suite of board wipes in favor of some spot removal. Bolt, Fatal Push, and Terminate do a good job keeping things under control, while Dreadbore and Hero's Downfall are your anti planeswalker spells. Kolaghan's Command, while not solely removal, does a very good job in many match ups. Electrolyze is probably the weakest, and I have considered cutting it, but it mostly earns it's keep. The games you get to kill two x/1s are the games you wish you had more Electrolyze. I chose 3 Lightning Bolt over 4, as the extra one is never really a game changer, and something needed to be cut for other spells. 2 Fatal Push is pretty standard nowadays, but I could drop to 1 if the meta shifted away from creatures. It has come in handy against Izzet Phoenix, as Thing tn the Ice dies to it. Terminate rounds out the typical removal slots. I used to have 3, but cut one to make room for the Dreadbore, which does mostly the same job.
Counterspells- I don't know if this deck has too few counters, or two many. It's one of those questions that everyone has different answers to. I originally had 2 Mana Leak, 2 Logic Knot, and 2 Spell Snare. I found that the only matches that counterspells really mattered in, Mana Leak and Logic Knot under performed. The opponent could easily pay for the Mana Leaks, or I didn't fill my graveyard enough to delve a lot with Knot. I decided to swap them to hard counters. Negate does a great job, and there are very few matches where it is stone dead. Counterflux is a new addition, and is pretty solid (and the overload text isn't always ignored). Cryptic Command is wonderful, and while I used to have the full set, I think 3 is the perfect number, as the curve does start to get clunky with multiple 4+ cost spells. Usually, it's a counter/draw sort of spell, but often you'll use it to tap creatures to buy a turn, and I've also used it to bounce problem stuff. It's an all around great card, and I can't see this deck without it.
Lands. Arguably the most important cards in this deck. The lands are the hardest thing to get right, as the color requirements are difficult to manage. The fetchlands are key, make sure to fetch blue lands first do you can cast Cryptic Command on time, Blood Crypt is usually the last shock you'll need/want to fetch. If you can avoid it, don't fetch-shock. If you really need to cast a spell end of turn, get a basic land, especially if under pressure. You're better off fetching the shock lands into play tapped, as I've found the life total really starts to matter. I've thought myself safe to shock for less important spells, and found myself nearly being burned out, even against control. Creeping Tar Pit is great for getting chip damage in, but I've found myself not attacking when I can, in favor of holding up counters or removal. Sulfur Falls and Drowned Catacomb are better than expected, usually coming into play untapped. I was originally playing a 1-1 split, but I added an extra Sulfur Falls to add an extra R source for Niv-Mizzet. I had considered Dragonskull Summit but the blue source is more important than another black.
Now, lets go into the sideboard guide for a minute.
Burn:
Surprisingly, I've won games with Cruel Ultimatum in this match. Collective Brutality and Kalitas are key here, and Dispel is handy to have. Take out some of the more expensive spells, don't be too adverse to using Snapcaster as Ambush Viper, and try to keep the opponent from stockpiling a grip of spells to overwhelm you with. I always take out at least one of the Ultimatums. Leaving one in is acceptable, just be cognizant of Skullcrack or having it jam up your hand.
Ironworks:
Pretty much the same sideboard plan as Tron (so I won't repeat myself), except you probably won't just get wrecked super quick. You can stunt the early development with a few well placed counterspells (I usually focus on the Wellsprings and mana and card draw artifacts). As with Tron, you will need to get aggressive. Kolagahn's Command is wonderful here.
I had ideas about Thief of Sanity as well, but I think it might be too slow/small for it's cost for modern. If it was maybe 3 power I'd be more inclined to like it, but as it is, it doesn't slot into the flash/instant speed style of deck I've built for Faeries, nor does it get any of the synergies. I can see it as a sideboard choice, but there's stronger sideboard options. Keep us informed on how it performs.
I was playing a Wizard's Retort for a few weeks but found it too cute and not pulling it's weight. I replaced it with a 25th land, Field of Ruin, which I hope will help my land light draws as well as provide a small edge vs big mana decks.
I've been able to have a slightly narrow edge against Humans, though it is a very difficult match up if you fall even a little bit behind. Tron and the Eldrazi decks are a bit of a nightmare to play against, but if you aggressively mulligan to a hand that can pressure them and they get unlucky, you can pull out a win. I haven't played against much Mardu yet, but that might be a fairly even, or slightly favored match, since Bitterblossom trumps their one for one removal, and if you're aware, you can fetch around Blood Moon. Jeskai Control is another match that I haven't gotten to face, and I'm actually not sure whose favored. I used to feel Faeries was a slight favorite in the match, but no it really depends on builds, plus Jeskai got some nice stuff lately.
At the last Modern night I played, I went 2-2. I beat a Collected Company humans deck and a newer player with a deck built of draft chaff and assorted bulk rares. I lost to both Tron and GR Scapeshift/Through the Breach, never keeping an opening hand against either. I've noticed I've needed to mulligan a huge amount of one landers, which is why i moved toward playing the 25th land. I didn't want another land that could end up coming into play tapped. Playing another colorless land is a bit worrying, but at least this one can get me a basic in a pinch, and can take down some trouble some creature lands or a Tron land. I'll see how it plays and will evaluate things after.
Hello guys. Does anybody runs smuggler's copters with faeries nowadays ? If smuggler's copter still viable, when and with witch build should I run it ?
I've never like Smuggler's Copter, as it relies on you having another threat on the battlefield along side it. Paulo Vitor explained it in his article on CFB (it's a little out of date now, what with he unbannings and all), which really resonated with me.
1
4 Snapcaster Mage
1 Niv-Mizzet, Parun
Enchantments (1)
1 Search for Azcanta
Planeswalkers (2)
1 Jace, the Mind Sculptor
1 Ral, Izzet Viceroy
Spells (26)
1 Counterflux
1 Logic Knot
2 Spell Snare
1 Hero's Downfall
2 Kolaghan's Command
1 Negate
3 Lightning Bolt
1 Electrolyze
1 Mana Leak
2 Fatal Push
3 Cryptic Command
2 Terminate
3 Opt
2 Cruel Ultimatum
1 Dreadbore
3 Island
1 Mountain
3 Swamp
2 Creeping Tar Pit
1 Bloodstained Mire
4 Polluted Delta
2 Steam Vents
1 Blood Crypt
2 Watery Grave
4 Scalding Tarn
1 Drowned Catacomb
2 Sulfur Falls
1 Kalitas, Traitor of Ghet
2 Nihil Spellbomb
1 Engineered Explosives
2 Countersquall
1 Dispel
1 Disdainful Stroke
2 Ceremonious Rejection
1 Jace's Defeat
1 Anger of the Gods
2 Collective Brutality
1 Damnation
Lets start from the top and work down shall we?
Creatures. Snapcaster is pretty self explanatory in this deck. Recurring Kolaghan's Command, Cryptic Command, or even the (surprisingly achievable) Cruel Ultimatum is a good late game plan, and sometimes you can just slide into the Bolt-Snap-Bolt position to close games fast. Don't be afraid to trade a Snapcaster Mage off to protect your life total, as you do want some value if you draw Kolaghan's Command. Next up is Niv-Mizzet, Parun. This is just a fun-of I wanted to test, so it's probably not correct. I've cast it 3 times, and won, lost, and drew those three games. It does put a small strain on the mana, where you need to focus on getting triple R quickly, which also can lead to issues casting certain combinations of spells. I'm going to continue playing him for a few more weeks of testing, but it may be correct to swap in a Vendilion Clique (or maybe go back to the other fun-of, Nicol Bolas, the Ravager).
Enchantments and Planeswalkers. I'm going to cover these three all at once, as they basically fill the same role in the deck: Card Advantage. Ral is even sometimes a decent removal spell. There isn't much to go over about the planeswalkers or Search that haven't already been said in articles about other decks, but in this deck, you can pretty much slam on down if you can protect it. With Jace, brainstorming is usually the way to go (though 'fateseal' first if against a Bolt deck), as you can usually win the game without his ultimate. You have enough fetchlands to shuffle away cards you don't need, and finding the spells to protect Jace and yourself is more important than trying to ult. Ral, Izzet Viceroy, on the other hand, is definitely worth trying to ultimate. Not only does it go ultimate in about half the time as Jace, but he also nets a card each time. His ultimate may not win the game as quickly as Jace, but it's a pretty negligible difference, the opponent is dead anyway.
Search for Azcanta is pretty much an auto include in any blue based control deck, and I originally started with two, but I always found the second one never did anything, and I wasn't relying on the first one as much as I thought. It's good to have in the opening hand or in the first couple of turns. It's less good late, paradoxically, as you want to leave mana open for other spells, though if you can sneak it in the curve, it's basically confirmed to flip the next turn. In control mirrors especially, Search can just snowball in your favor.
Spells. The spells category is pretty self explanatory, though some of the numbers may seem a little weird. Lets break them down into the groups:
Card Draw- Opt is basically the only dedicated card draw spell on the deck. It slots into the curve pretty nice, helps filter excess lands/spells you don't need, nice and cheap to pair with Snapcaster Mage. I've tweaked the numbers a few times, first having two, then four, and now I've settled on three. I have considered cutting one for a Think Twice, to have a more pure card advantage spell, but I haven't decided yet.
Removal- No deck is good in modern without at least some removal. I've eschewed the typical suite of board wipes in favor of some spot removal. Bolt, Fatal Push, and Terminate do a good job keeping things under control, while Dreadbore and Hero's Downfall are your anti planeswalker spells. Kolaghan's Command, while not solely removal, does a very good job in many match ups. Electrolyze is probably the weakest, and I have considered cutting it, but it mostly earns it's keep. The games you get to kill two x/1s are the games you wish you had more Electrolyze. I chose 3 Lightning Bolt over 4, as the extra one is never really a game changer, and something needed to be cut for other spells. 2 Fatal Push is pretty standard nowadays, but I could drop to 1 if the meta shifted away from creatures. It has come in handy against Izzet Phoenix, as Thing tn the Ice dies to it. Terminate rounds out the typical removal slots. I used to have 3, but cut one to make room for the Dreadbore, which does mostly the same job.
Counterspells- I don't know if this deck has too few counters, or two many. It's one of those questions that everyone has different answers to. I originally had 2 Mana Leak, 2 Logic Knot, and 2 Spell Snare. I found that the only matches that counterspells really mattered in, Mana Leak and Logic Knot under performed. The opponent could easily pay for the Mana Leaks, or I didn't fill my graveyard enough to delve a lot with Knot. I decided to swap them to hard counters. Negate does a great job, and there are very few matches where it is stone dead. Counterflux is a new addition, and is pretty solid (and the overload text isn't always ignored). Cryptic Command is wonderful, and while I used to have the full set, I think 3 is the perfect number, as the curve does start to get clunky with multiple 4+ cost spells. Usually, it's a counter/draw sort of spell, but often you'll use it to tap creatures to buy a turn, and I've also used it to bounce problem stuff. It's an all around great card, and I can't see this deck without it.
Lands. Arguably the most important cards in this deck. The lands are the hardest thing to get right, as the color requirements are difficult to manage. The fetchlands are key, make sure to fetch blue lands first do you can cast Cryptic Command on time, Blood Crypt is usually the last shock you'll need/want to fetch. If you can avoid it, don't fetch-shock. If you really need to cast a spell end of turn, get a basic land, especially if under pressure. You're better off fetching the shock lands into play tapped, as I've found the life total really starts to matter. I've thought myself safe to shock for less important spells, and found myself nearly being burned out, even against control. Creeping Tar Pit is great for getting chip damage in, but I've found myself not attacking when I can, in favor of holding up counters or removal. Sulfur Falls and Drowned Catacomb are better than expected, usually coming into play untapped. I was originally playing a 1-1 split, but I added an extra Sulfur Falls to add an extra R source for Niv-Mizzet. I had considered Dragonskull Summit but the blue source is more important than another black.
Now, lets go into the sideboard guide for a minute.
Control:
Countersquall, Dispel, Disdainful Stroke, and Jace's Defeat all come in, usually replacing various removal spells and at least one Cryptic Command (I don't like being the player with Cryptic in a counterspell war, but I like having them around). Jace's Defeat is pretty nice, as it's basically a hard counter, being able to even hit a Vendilion Clique or Snapcaster Mage. Regarding control matches, I always leave in the Dreadbore and Hero's Downfall (to kill Jace or Teferi), and at least one Fatal Push and a Terminate (Fatal Push to kill a Celestial Colonnade or Snapcaster Mage, and Terminate for any sideboarded Lyras or Baneslayers). Usually, I cut one Cruel Ultimatum, but you don't have to. it may win the game, but you really have to know where to pick your fights. In this match, I've thrown Kolaghan's Commands at the opponent to run them low on cards before picking a counter war, but depending on the opponent, that plan may not work out.
Creature based decks:
Damnation, Engineered Explosives, Kalitas, Anger of the Gods, occasionally Collective Brutality (depending on what creature's you're against). Basically, cut the counterspells and at least one Cruel Ultimatum, as most creature decks right now are running Cavern of Souls or Aether Vial, bring in things to kill dorks with. Kalitas is basically your way to victory. If you can cast a removal spell right away with him, you're in a pretty good spot.
Tron:
Bring in Ceremonious Rejection, Disdainful Stroke, and Countersquall. Hope you don't get cheesed, and get aggro with Snapcaster Mage. If you live long enough to get a Cruel Ultimatum off, you'll be in good shape, but this isn't a good match.
Burn:
Surprisingly, I've won games with Cruel Ultimatum in this match. Collective Brutality and Kalitas are key here, and Dispel is handy to have. Take out some of the more expensive spells, don't be too adverse to using Snapcaster as Ambush Viper, and try to keep the opponent from stockpiling a grip of spells to overwhelm you with. I always take out at least one of the Ultimatums. Leaving one in is acceptable, just be cognizant of Skullcrack or having it jam up your hand.
Ironworks:
Pretty much the same sideboard plan as Tron (so I won't repeat myself), except you probably won't just get wrecked super quick. You can stunt the early development with a few well placed counterspells (I usually focus on the Wellsprings and mana and card draw artifacts). As with Tron, you will need to get aggressive. Kolagahn's Command is wonderful here.
Izzet Pheonix:
Countersquall, Nihil Spellbomb, Anger of the Gods, Kalitas, Dispel, Collective Brutality. Take out a Cryptic Command, one or both Cruel Ultimatums, Dreadbore, Electrolyze, and anything else you think you can do without. Fatal Push Thing in the Ice when you can, try and hit Arclight Phoenix with Spellbomb or Anger, and Spell Snare is great at hitting Manamorphose. You can try and run them out of cards with Collective Brutality and Kolaghan's Command, but always make sure you can't get punked by a good chain of spells from their side. I've lost games to a Crackling Drake and double Lightning Bolt when I've been at a high life total.
1
1
2 Snapcaster Mage
2 Vendilion Clique
2 Mistbind Clique
4 Bitterblossom
2 Watery Grave
1 Secluded Glen
4 Mutavault
2 Creeping Tar Pit
2 Darkslick Shores
4 Island
2 Flooded Strand
4 Polluted Delta
1 Scalding Tarn
1 Field of Ruin
2 Swamp
1 Hero's Downfall
4 Cryptic Command
4 Fatal Push
1 Cast Down
2 Thoughtseize
3 Inquisition of Kozilek
1 Collective Brutality
1 Liliana, the Last Hope
2 Nihil Spellbomb
1 Engineered Explosives
2 Countersquall
1 Dispel
3 Ceremonious Rejection
1 Deathmark
1 Collective Brutality
1 Damnation
2 Liliana of the Veil
I was playing a Wizard's Retort for a few weeks but found it too cute and not pulling it's weight. I replaced it with a 25th land, Field of Ruin, which I hope will help my land light draws as well as provide a small edge vs big mana decks.
I've been able to have a slightly narrow edge against Humans, though it is a very difficult match up if you fall even a little bit behind. Tron and the Eldrazi decks are a bit of a nightmare to play against, but if you aggressively mulligan to a hand that can pressure them and they get unlucky, you can pull out a win. I haven't played against much Mardu yet, but that might be a fairly even, or slightly favored match, since Bitterblossom trumps their one for one removal, and if you're aware, you can fetch around Blood Moon. Jeskai Control is another match that I haven't gotten to face, and I'm actually not sure whose favored. I used to feel Faeries was a slight favorite in the match, but no it really depends on builds, plus Jeskai got some nice stuff lately.
At the last Modern night I played, I went 2-2. I beat a Collected Company humans deck and a newer player with a deck built of draft chaff and assorted bulk rares. I lost to both Tron and GR Scapeshift/Through the Breach, never keeping an opening hand against either. I've noticed I've needed to mulligan a huge amount of one landers, which is why i moved toward playing the 25th land. I didn't want another land that could end up coming into play tapped. Playing another colorless land is a bit worrying, but at least this one can get me a basic in a pinch, and can take down some trouble some creature lands or a Tron land. I'll see how it plays and will evaluate things after.
I've never like Smuggler's Copter, as it relies on you having another threat on the battlefield along side it. Paulo Vitor explained it in his article on CFB (it's a little out of date now, what with he unbannings and all), which really resonated with me.