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    posted a message on [Primer] UB/x Faeries
    Yeah but considering it as a give and take perspective you would probably have an easier time hitting double black on turn 4 for damnation or getting ratchet bomb/Engineered Explosives to 1 or 2 counters than splashing white, and still be comfortably positioned to continue using your removal spells and creatures to stay ahead.
    Posted in: Aggro & Tempo
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    posted a message on [Primer] UB/x Faeries
    I feel like the archetype really gets there when it is pretty much kept simple. Knowing what your opponent is trying to do and using each of your card slots to slow your opponent enough to kill said opponent feels like the better way to look at things. It feels like batterskull is very slow, but useful if you can consistently get it into play and get an attack in (It seems that I cannot). Some of the gimmicky angles are completely unnecessary also. 24 lands was agreed to be the optimal land amount, and some run 25 to make sure they see lands, and a lot of the time you can be stuck with these cards in your hand, but the cards you want to play can come down in a timely manner or create such an advantage just by your opponent knowing you are casting it or resolving it. Pack Rat definitely sat there as a 1/1 on the ground, so unless you were dumping cards into it the card was outclassed very easily (which isnt saying much because spellstutter sprite gets outclassed easily, but it produces value and holds swords or gets pumped by pendelhaven). I'm really not impressed by the cards in white outside of azorius charm or even batterskull here personally (bigger fan of it in things like Gifts Tron and Scapeshift because they guarantee lands).

    I like simple things like reducing my opponent's options and killing my opponent with more subtle cards, and it really feels like Mistbind Clique and Cryptic Command are all the haymaker-like effects we need, but we might need to find ways to make them more consistent (not counting matchup-specific tech, which batterskull can be...just not for me), or have cards that turn on until they become active (which is where my interest in liliana of the veil came from i think).
    Posted in: Aggro & Tempo
  • 1

    posted a message on [Primer] UB/x Faeries
    I feel like the burn matchup can be made more comfortable knowing that the burn player might be top decking faster than other decks. When i play sgainst burn its basically liliana's job to pitch their cards and kill their goblin guides mainly. If you manage to handle the permenant sources of damage like goblin guide with removal and could counter a few of the 3 damage sources with spell stutter; mitigating the threat of top deck burn is easier.
    Posted in: Aggro & Tempo
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    posted a message on [Primer] UB/x Faeries
    Spellstutter sprite just got the bump to be a good card again and someone already is thinking about cutting it because mutavault gets in the way of effectively going tri-color (thats basically what it boils down to)? lol sorry I wasnt buying into the tri-color debate much from the get-go, but I understood and agreed that it was a viable option when I wrote the primer. But the "verbal PvP matches" have done nothing to get us anywhere, and I think the direction of the deck is being lost.

    On the discard issue, I have found that the information which the 1cmc spells give you is what makes the deck run so well. Information is one of the tools the player of the deck uses to maneuver around the opponent and go on an offensive. Even in the aggressive matchups inquisition rips a few of the earlier plays out of the opponent's hand while still leaving mana open to interact with whatever card is topdecked in turns 1-3
    Its a tool I cant see myself not using. As a UWR player and an Ex-UR faeries player I cant tell you how often bolt has been the card to see, but with regard to the other red cards you really have to understand what the card does for the deck it is in, and that includes what effort is being put forth to accomodate the card. Honestly the deck cant be perfect so its a decision of IF you can use the cards you are considering to create advantage in your environment. When my environment becomes overly aggressive I will probably consider grixis myself honestly, but right now I am completely okay with Disfigure because playing the card leaves me with more breathing room and time in the form of bitterblossom tokens.

    But I would like to bring attention to another frame of the discussion. I am a player who considers psychological effect of an opponent seeing a card very important when building a deck (which is why I have been reconsidering Secluded Glen as a part of my manabase, but that is a different discussion)
    ANYWAY. How many cards do you all believe this deck has which have the potential to take over a game? And how many do you feel the deck needs? This question disregards the effect of Creeping Tar Pit as it takes up a land slot, but it should be included with regard to the aggressive capabilities of the deck...as it puts games away very well. Shouta Yasooka played two Liliana of the veil and two sword of feast and famine in his list to compliment Mistbind Clique and Vendilion Clique. Our more common lists have gone the route of swords like Fire and Ice and Light and Shadow to race and produce more options to consider in our hand of cards, but the strong question in my wordy explanation would be "how many threatening cards do you think compliment tight play without hindering it?"
    Posted in: Aggro & Tempo
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    posted a message on [Primer] UB/x Faeries
    Minor oversight, people in the past have made it before, so whatever. Please dont insult his intelligence on it. Anyway, speaking of decks where Grafdiggers Cage may be good, is there anyone here who has any insight into playing against the gifts control/rock strategy (Seems pretty good)? It feels like the deck attacks from too many minor angles that can put a wrench in our lines of play at certain stages of the game. Lingering Souls tokens pretty much cause problems for your aggressive gameplan with bitterblossom tokens, a well-timed liliana strips your hand and Elesh Norn/Iona CAN basially wipe our board or stop us in our tracks. It really feels like sword of light and shadow is really good here though because the big issue is the lingering souls tokens basically buying them a boatload of time to set up. I am trying to look at all the angles but correct/enlighten me if I am missing something
    Posted in: Aggro & Tempo
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    posted a message on [Primer] UB/x Faeries
    Just to let you know, you have Mistbind Clique posted in your lands section as well as your dudes section. But other than that our lists do look very similar lol I have been planning on just playing 1 sword 1 batterskull for the longest time though so you might like trying it as is
    Posted in: Aggro & Tempo
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    posted a message on Thinking of making a Faerie deck. Any thoughts?
    http://forums.mtgsalvation.com/showthread.php?t=379200 I would suggest reading through some of this thread to get a better idea on what you want your deck to do (there are many versions) then when you get an idea post there and most of the people who believe faeries can get there will be able to give you some real advice. Off the bat I would say you want 1 more spellstutter sprite and switch unsummon for vapor snag, and you'll probably have a better understanding of why if you take a look at the link.
    Posted in: Modern
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    posted a message on Is Modern an unstable format?
    The elf isnt the point, but i'll chime in here...as i think it is a matter of perspective. Bloodbraid Elf is a dynamic advantage (comparative to most other effects and cards pushed to make the game interesting with power creep as an assistant principle). It seems that modern is becoming a format where dynamic advantage of the 'cards they used to create interest in the game' causes problems. Remember thopter foundry+sword of the meek? imagine if that deck had $600 worth of card value in it before they banned it. The dynamic advantage that made the deck what it was, and worth investing $600 in is gone...even though the card itself only reached 3$.

    The difference here is that jund had no obvious deck edit or sideboard plan to defeat it,like the original copter control decks did...but both decks apparently made the game unfun, so Im not against them doing something to lessen the dominance of jund, but the way they did this was out of left field. I thought it would have been better to give us more power to play with
    Posted in: Modern
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    posted a message on [[Official]] RtR: Ready to Rumble! (Return to Ravnica Discussion)
    I swear rumor season makes me hate this game a little bit, but im still rolling up my sleeves. And people complaining in the rumor mill always gives that bad taste in my mouth when cards i do like come out (even some of the non-blue cards even...because blue players can use some of them to our advantage too)
    I think abrupt decay is going to give me a fairly large headache in this format. And im not seeing much that I am psyched for (nothing psyches me anymore lol, new jace is interesting izzet charm in storm yada yada)

    I guess my opinion will change when i find cards good in naya pod or something that makes me want to build with heartbeat of spring. Control does seem to be a friendlier concept in modern but most of the good ones are pushed towards midrange, the new jace and abrupt decay make me think a bug control deck could be really good in modern but tarmogoyf is a serious problem because he seems to be the only relevant threat.

    Also i would really like to see return to ravnica split apart the melding of the delver deck and the zoo deck because they are getting too friendly lol tribal flames midrange just seems to be the best direction for both in all honesty, and that kinda scares my bank account ($400 on 4 cards doesnt sound fun)
    Posted in: Modern
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