Since I was reading another post and there have been a minimum of three top 8's at states tournaments, I decided that it was time that we post a Faerie's build in the Competitive section. That being said here is a decklist...
This is roughly (made a couple of updates since the states tourney) the build that I piloted to a top 4 finish at the Illinois States this past weekend. I finished 6-1-1 in the swiss and made it to the top 4. The deck certainly has all of the tools to win any matchup and is very tempo oriented. Its also a fairly customizable deck, allowing you to try out a few other faeries and different control cards.
Here is a quick matchup breakdown, please note this is not considered to be an absolute list by anymeans...
TurboFog - Great: TurboFog is a great matchup for you. You have plenty of control and speed. Try to counter their early draw engines if you can, they really rely on them to be able to stop you. Mistbind Clique is king here though, tapping their lands down for the alpha strike generally is sufficient to pull in the win. Board in the pithing needles for this match and take out the removal because you're not likely to need it.
Elves - Even to Good: It depends on their build, but you are essentially a little faster. Depending on how much removal they are running you will probably be ok in this matchup. They're guys are a lot bigger though, so don't keep a hand that looks like it has bad tempo. Also, watchout for Garruk, the 4 counter ability could be bad for you. Cryptic Command shines here to give you another turn, as does peppersmoke slowing them down. Board in the Terrors and the Flashfreezes here.
G/R Greater Goyf - Not Good: They have a lot of burn and tarmogofy while not forgetting about that 9/7 thats going to come in and wreck your day. try to kill their fanatics as quick as you can because they kill pretty much your entire creature base. Also, like the elves deck, you'll need the tempo. Cryptic Command here should be amazing. Bring in the Terrors and Flashfreezes again, take out the psionic blasts, you can't afford to be taking an extra 2 to hit a critter.
U/W or U/B Control - Great: You completely curve out before they can even wrath. Just play this one smart, get a couple of your guys on the table and swing in. They're going to want to wrath your board, so be holding a counter by around turn 4 with the mana to cast it. Also, watch for condemn, if they us it, just be ready with a sprite. If you see a desert, sacred mesa, or any other activated abilities, bring in the Needles. Extirpate isnt bad here either, but its not really necessary either, if you have room to bring them in too though, go for it.
Pickles - Great: Play this just as you would the control matches above. Remember that the CMC of morph is 0 which is good for your sprites.
Please post your findings and results from states as the more we get the better. Thanks.
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EDH Decks:
UWMerfolk (Sygg, River Guide) B Vampires (Anowon the Ruin Sage) BRU Zombies! (Lord of Tresserhorn) WUBRG Allies (Karona, False God) W Soldiers (Darien, King of Kjeldor)
I went to a 4-2 Record at states before I decided to drop. I would have had no problem going 5-2 in my opinion as I believe that From what I saw that it would have been doable. I should have had a 6-1 Record but luck will get you everytime.
The keys to success in this version of the deck, being the more controling one, is First and foremost Desert. Desert gives you a solid threat Vs. Any of the new aggro decks plus it will almost single handedly kill the mirror.
Ponder is also Solid as it allows for great card quality. I have never been sad to have the card as It smooths mana in the first couple of turns, and it gives you an answer later in the game. I won games Piggy backing off of Ponder, finding either Scion or Psi Blast.
Kithkin - Pretty Easy. Keeping there board in check is the key. Desert helps this and keeping Ajani off the board as well as Mirror Entity will usually let you keep the game. Just watch out For Rebuff.
MBC - Easy almost a Bye. That Might sound a little harsh, but I have yet to have any other experience playing against MBC. Tendrils gets shut down by Scion, Snag, Command. Damnation is the biggest threat, But still not bad with the counter suit. I have played against this deck 20-30 times and lost once to mana screw.
Elves - I agree with the Even to Good. Smart plays win this game. And SB sower of temptation wins when they drop there Goyf.
UWG Blink - Hard. I could not beat this deck. The fliers that can keep ours in check are hard core, not to mention gaining life off of Riftwatchers. I think that this is very Winnable it is just going to take a little more testing. I even sidded in Trickery and Removed 2 Blinks from the game and still managed to loose.
G/B Control - Even. you both have removal and they have access to the best man land. I Think this is a little better for us than even but I need to test it a little bit more.
Angel Fire - Not to difficult. Like most control decks our cards on their EOT makes them unhappy. Plus with the loss of most of their great burn hurts allot. I lost 1 game to this deck by a Hellkite getting flashed in. Nothing to note here really. It plays allot like old Angelfire just not as good.
The U/B Control decks are just like stated are almost to slow to deal with the Faerie assault.
I'll post more results as I get them but this is what I have so far.
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Its not even that the U/W control, U/B control, Pickles, and other dedicated control decks are just slow, they're designed to be slow, hit them with some removal of the mass variety, or stall long enough to lock you out, and then just sit back and win the game. Other decks are as fast or faster than faeries, but they don't have the control aspect. We play as instants, we counter things, we tap their lands, its just a bad day for "traditional" control decks.
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EDH Decks:
UWMerfolk (Sygg, River Guide) B Vampires (Anowon the Ruin Sage) BRU Zombies! (Lord of Tresserhorn) WUBRG Allies (Karona, False God) W Soldiers (Darien, King of Kjeldor)
im glad to see that the Faeries held thier own i played at Ohios States but my story is not as sweet i ended up going 3-3 then dropping
Round 1 (0-0)
Mono Black Korlash (i lost to Loxodon Warhammer)
Game 1 he pounded me with a Loxodon enhanced Korlash i couldent keep up with his mass life gaining (0-1)
Game 2 i gave him a good old faerie pounding (1-1)
Game 3 again he snuck up with that damn Loxodon Warhammer plus i dident even have a counter spell in my had to counter it (1-2)
Round 2 (0-1)
some kind of blink reanimating deck
i swept him (2-0)
Round 3 (1-1)
Blue Black Green aggro deck
Game 1 i beat him up with the faeries (1-0)
Game 2 2x Eyes of the Wisent for the win i had to counter his tarm and troll i couldent draw a Damnation (1-1)
Game 3 luckly he dident see any of his Wisent and i saw almost all my counters (2-1)
Round 4 (2-1)
Blue White Control
Game 1 again faerie pounding (1-0)
Game 2 he managed to get out his Jotun Grunt and Crovax, Ascendant Hero along with a well placed Oblivion Ring on my Sower of Temptation (1-1)
Game 3 he only saw 2 land by turn 4 plus pestermite turn 3 to tap down 1 of his 2 lands (2-1)
Round 5 (3-1)
Blue White Blink
Game 1 he suspended 2x Riftwing Cloudskate but couldent keep up with the Faeries plus Psionic blast (1-0)
Game 2 Blink Blink Blink Riftwing Cloudskate along with his Venser, Shaper Savant, Mulldrifter and Aven Riftwatcher couldent get any creatures to stay let alone fly over (1-1)
Game 3 again Blink Blink Blink (1-2):mad:
I find it interesting that you had problems with Warhammer. I find that it is to slow and by the time they use it they are already dead. Pestermiting the Equiped creature before combat or ussing Cryptic to Tap the attacker and bounce the hammer. I saw it in Allot of aggro decks and some mid-range control decks and almost always found it a threat that I didn't have to worry about.
About Control Decks being "slow". I meant exactly what I said. They are to slow. There answers normaly cost allot of mana and given that Faeries play all sorts of fun tricks on the opponet and their mana we slow them down even more.
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I agree to the assessment of the warhammer. Its too little too late for those sorts of decks. They have to pump 6 mana into the thing. If I didnt get a great tempo draw then I might be in trouble, but for the most part its a non issue. The same is true of a few other green goodies like eyes of the wisent and Garruk. Garruk comes down no sooner than turn 3. I never even bothered to blast him. Either they untap once, and then start making guys, or start making guys. He's barely better than them running call of the herd against us. I'd only watch to make sure that they can't activate the overrun with lots of guys. I think I only played like 3 matches all day that I didnt have to try and deal with that guy, but I am in the midwest and it seems like we tend to be bizarro land for magic a lot of the time.
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EDH Decks:
UWMerfolk (Sygg, River Guide) B Vampires (Anowon the Ruin Sage) BRU Zombies! (Lord of Tresserhorn) WUBRG Allies (Karona, False God) W Soldiers (Darien, King of Kjeldor)
I never even thought about adding in Psionic Blasts, but I can definitely see the usefulness of that card for this deck when you need to get them down 4 life points, or if they have a super big creature like tarmogoyf on the board. I'm going to try to get a playset.
Against blink - I've been thinking about this problem for a while, and after looking through my faerie collection for a while, Faerie Trickery seems like a really good card to SB in, because it removes the Blink from play.
What's everyone's opinion on Familiar's Ruse? I can't decide whether to keep it in or out. On one hand, it can bounce a spellstutter and clique back to your hand, on the other, you might just end up bouncing an oona's prowler or a stinger, and that could lose you tempo.
Also @ cheddy: Would you explain your selection of peppersmoke a bit? how is peppersmoke so good? The cantrip is nice, but how many creatures in the environment are actually 1/1s? From what I've seen, there seem to be more 2/2's than anything else...
@Eyes of wisent: Well, it's not a good card for this deck to go against, but it's really not that big of a deal...because you can still play faeries during your turn. U/B dralnu should be more worried about that card.
I think I only played like 3 matches all day that I didnt have to try and deal with that guy, but I am in the midwest and it seems like we tend to be bizarro land for magic a lot of the time.
Haha I live in Wisconsin and I have to agree.. there are more people running around with random decks in the midwest then anywhere else. I was playing U/B/w Board Control with Haakon abuse built in, and went 4-0 and 1 game away from clinching top 8, but then got swept twice in a row by main decked detritivores.. I was like wtf were they thinking and how did they get past the first round?!?!? but w/e, they raped me.
On a related note.. you don't really need to worry about garruk.. hes utterly insane.. but fairies don't need to worry about 3/3 ground beasties or untapped lands for any matter. If they try to build up for overrun just hit garruk with 1 fairy, no harm done. this deck looks more solid then i originally thought.. the only thing i hate is that you need to run little crappers like cloud sprite and/or nightshade stinger, or there is like no curve and less chances of winning.
Hmm.. against chronicler.. he sure is a problem eh.. its not like you cant bounce him or tap him, he just gets resuspended and no damage done to you (besides L33T draw but thats not the point). If chronicler if that bad of a problem... board pongify, as horrible as it may seem.
I would say that if you are going to post a faeries deck with green in it in this thread you may want to post some results with it. Furthermore, I personally don't think that there is any advantage to the green splash. Mystic Snake and the scryb sprites don't gain you nearly the advantage of the blue and black faeries out there. Plus the green doesnt give you any options for removal.
Just my 2 cents.
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EDH Decks:
UWMerfolk (Sygg, River Guide) B Vampires (Anowon the Ruin Sage) BRU Zombies! (Lord of Tresserhorn) WUBRG Allies (Karona, False God) W Soldiers (Darien, King of Kjeldor)
Did a little research about peppersmoke question, and cheddy has a point about its utility. It can hit a lot of annoying goblins and 1 drops that faeries have trouble with like:
Although it does seem pretty weak against elves because they've got pretty large bodies this time around. Probably a good idea to swap the peppersmokes for terror.
Naw, you'd be surprised how useful it was against elves. Most of them play a turn 1 elf like Llanowar, we kill that. Also, I saw a lot of the 2/1 deathtouch reach elf, we kill that. They also produce lots of tokens lots of different ways. Against elves board out the rune snags for terrors. If you feel the need to board in the flashfreezes too, then go for it, I usually never know at this point what I want to cut for them though. Also, if sower of temptation is in your main or sideboard, this is a great match to use her.
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EDH Decks:
UWMerfolk (Sygg, River Guide) B Vampires (Anowon the Ruin Sage) BRU Zombies! (Lord of Tresserhorn) WUBRG Allies (Karona, False God) W Soldiers (Darien, King of Kjeldor)
FHIIIINALLY, the X has come BACK to SAL VAAAAAAH SHUN. I see that U/B fae finally got the cred they deserve with a sticky!! Finally everyone has stopped laughing at fae, I had to make about 190 people shut up at New York States when I top 8'd with them there. Constant heckling for playing fae, as I left many of them in the dirt. I went 6-1-1 , all but one of those wins were 2-0 steamrolls. This deck has so many answers to so many problems, expect alot of hate for this deck now, in the form of hurricanes, squall lines and cloudthreshers. Don't forget, NY has one of the biggest and most brutal fields of all states, and fae just brushed their shoulders off. Shaddock, if your worried about 1/1s, run deserts, I ran 4x in my build at states, it obliterated goblins, just don't let the auntie resolve. Also you deal with cronicler with terror SB , I ran 4x in my SB and they were amazing, that's also how you knock out a 10/2 elemental trampler that comes in then mosswort bridge is sacked and a boom/bust is played for free destroying all lands.....then it's just rebuild and kill em.
@Thedeadman
Nice to know that you were able to drop the "Faeries Elbow" on their Jabrony(sp?) Asses. I would be interested in seeing your list.
About Chronicler
I played against him a couple of times and this is what I found. Either A in response to him comming into play I would Flash Mistbind and then counter or B he would resolve and try and beat face. Cryptic command is also useful as a counter in this situation or counter the next spell they try and play and bounce the Chronicler. And some games you have to take a hit to win.
I will say that I hate playing against Blink decks though as they seem to give me some trouble as I can not always make there things stay dead.
About Eyes of the Wisent.
Does this card suck to play against? Yes. Does it stop us cold, not really. It just slows the clock a little bit. You give 4/4 When you have to and eliminate what you can. But normally if they are playing eyes Being a green deck you have boarded in Sowers of Temptation and take control of their tokens and beat them to death with them.
I like peppersmoke as I know that -1/-1 can make a difference, but I find Nameless to be a much more versatile spell, while running desert as a land.
Nameless with Desert can kill allot more creatures as well as hold off assaults. The upside is that desert can be used more than once and produces mana. The down side is that in can be needled and it does not draw you a card. Peppersmoke is an instant and can hit non-attacking creatures as well as attacking ones plus it draws a card. The downside is that it is Usable once only and kills on it's own a very limited number of creatures.
Edit: Just remembered somone mentioned Familliar's Ruse. Do not run this card. It messes with your tempo which is what you win on. I have played it and Ultimatly cut it as it ended up hurting the deck more than helping. Try it if you want but it lacks in actually winning and helping in general.
Nameless Inversion, Terror, Cruel Edict, Psionic Blast all got tested in the main. In the end, Psionic blast got the nod in the main deck because it kills 90% of the relevant opposing creatures and Kills 100% of the opponents who let their life = 4 or less. Terror got the nod in the sideboard over the other 2 due to versatility. Deathmark was tried, but I dropped it because it wasnt an instant and it didnt hit creatures that were red or blue.
On eyes of wisent, its definitely NOT the sideboard that you want if your playing against faeries. It doesnt even slow us down. The one game I had to deal with it was at FNM against U/G Scryb & Force. He was on the play. I had turn 1 cloud sprite, turn 2 he played eyes. Turn 2 I played Oona's Prowler. Turn 3 dont remember what he played. Turn 4 he went to psionic blast prowler on his turn, i said ***** it and played scion of oona to protect my guy, he gets a 4/4, my guy lives. I untap and swing, and untap and swing, and thats all she wrote.
The reason I don't like desert is too many cards that need blue and too many pain lands already that I want to tap for colorless if possible.
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EDH Decks:
UWMerfolk (Sygg, River Guide) B Vampires (Anowon the Ruin Sage) BRU Zombies! (Lord of Tresserhorn) WUBRG Allies (Karona, False God) W Soldiers (Darien, King of Kjeldor)
Nameless Inversion, Terror, Cruel Edict, Psionic Blast all got tested in the main. In the end, Psionic blast got the nod in the main deck because it kills 90% of the relevant opposing creatures and Kills 100% of the opponents who let their life = 4 or less. Terror got the nod in the sideboard over the other 2 due to versatility. Deathmark was tried, but I dropped it because it wasnt an instant and it didnt hit creatures that were red or blue.
On eyes of wisent, its definitely NOT the sideboard that you want if your playing against faeries. It doesnt even slow us down. The one game I had to deal with it was at FNM against U/G Scryb & Force. He was on the play. I had turn 1 cloud sprite, turn 2 he played eyes. Turn 2 I played Oona's Prowler. Turn 3 dont remember what he played. Turn 4 he went to psionic blast prowler on his turn, i said ***** it and played scion of oona to protect my guy, he gets a 4/4, my guy lives. I untap and swing, and untap and swing, and thats all she wrote.
The reason I don't like desert is too many cards that need blue and too many pain lands already that I want to tap for colorless if possible.
you only have 8 cards that hurt you for their effect. I have yet to have mana problems with my mana base as it stands but that is also because I am a mostly blue deck and I also run Urborg. I have found desert to be nothing but beautiful the whole time.
I know that Terror is better in the SB but Nameless Inversion is better in the MD instead of Peppersmoke. Inversion just kills more threats and is ultimatly useful against black based decks. The only down side is that it helps goyf, but even that is not that big of a deal.
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I see your point, but peppersmoke can be played on turn 1, and it generally cantrips. It was actually relevant in one match that I was able to hit a first turn birds of paradise with it. That play probably was enough to set me up for the win. Also, the cantripping is sort of relevant for me because peppersmoke went into the slot that was occupied by ponder initially.
Desert is your call, I'd rather not weaken the mana base and risk a match where I'm color screwed for the effect its giving me. Honestly, I think if I was going to play a card to kill creatures it'd be quicksand, but I don't know that I like that idea either.
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EDH Decks:
UWMerfolk (Sygg, River Guide) B Vampires (Anowon the Ruin Sage) BRU Zombies! (Lord of Tresserhorn) WUBRG Allies (Karona, False God) W Soldiers (Darien, King of Kjeldor)
so i went 2-2 at a tourny last night i cant get around Blue White Blink and i get smashed by mono red and so far out of all the matches ived played with my faeries ive lost thoses matches
i think im going to go Mono Red for city champs
I like the idea of peppersmoke as a first turn play, but it won't get you a cantrip turn 1. To me peppersmoke is cool, but doesn't do enough, I'd rather have a deathmark or a terror to completely remove a threat. Also to be honest, my turn 1 drop the nightshade stinger, was hardly ever in play, I won with almost never having that in turn 1, which makes me believe the deck might be able to go on without it at all. Spellsutters were still money cards, I remember countering a few key ***s with that sweet 1/1. Scion takes out the spot removal, pestermite annoys and beats as well as mistbind. As far as what to replace the nightshades with , I have no idea, notice I ran no cryptic commands or psi blasts in my build as command was too mana intensive for the deck I found out thru testing, although it's a great card. Psi blast just didn't do enough. I'd like to hear some arguments/opinions/suggestions because I'm going to be running this at FNM this week coming up so I want the deck to be in top condition. Gotta protect my title, every1 is going to be gunning for me.
I like the idea of peppersmoke as a first turn play, but it won't get you a cantrip turn 1. To me peppersmoke is cool, but doesn't do enough, I'd rather have a deathmark or a terror to completely remove a threat. Also to be honest, my turn 1 drop the nightshade stinger, was hardly ever in play, I won with almost never having that in turn 1, which makes me believe the deck might be able to go on without it at all. Spellsutters were still money cards, I remember countering a few key ***s with that sweet 1/1. Scion takes out the spot removal, pestermite annoys and beats as well as mistbind. As far as what to replace the nightshades with , I have no idea, notice I ran no cryptic commands or psi blasts in my build as command was too mana intensive for the deck I found out thru testing, although it's a great card. Psi blast just didn't do enough. I'd like to hear some arguments/opinions/suggestions because I'm going to be running this at FNM this week coming up so I want the deck to be in top condition. Gotta protect my title, every1 is going to be gunning for me.
As far as Psi-blast Goes.
1) Removal
I have used it in many instances to Clear a beater that I could not handle or just to take out a threat that I do not want to see.
2) Direct Damage
Finishes off games and Causes the opponent to re-evaluate decisions.
3) You are playing more aggro
Thus Char was good in Gruul Beats and it is just as effective here. It lets you end games quicker.
About the 1 Drops, I found them useless real quick. They do not do allot of damage, and you have to run 6-8 to ensure a second turn stutter for 2. They also do not block or have any abilities so top decking 1 later in the game sucks. Late game I am usually unhappy to see Prowler let alone a vanilla 1/1.
As far as your deck goes, I like the list. My 1st question would be how effective was MD Thoughtseize for you? I like the card, But I feel that it would be a better SB option than a MD one. I did test with it and just thought that it was a little underwhelming is several situations.
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4 Secluded Glen
4 Underground River
2 River of Tears
1 Pendelhaven
2 Faerie Conclave
6 Island
4 Swamps
Creatures
4 Cloud Sprite
4 Spellstutter Sprite
4 Oona's Prowler
4 Scion of Oona
3 Pestermite
3 Mistbind Clique
4 Rune Snag
4 Psionic Blast
4 Peppersmoke
3 Cryptic Command
4 Terror
3 Pithing Needle
3 Extirpate
3 Flashfreeze
2 Sower of Temptation
This is roughly (made a couple of updates since the states tourney) the build that I piloted to a top 4 finish at the Illinois States this past weekend. I finished 6-1-1 in the swiss and made it to the top 4. The deck certainly has all of the tools to win any matchup and is very tempo oriented. Its also a fairly customizable deck, allowing you to try out a few other faeries and different control cards.
Here is a quick matchup breakdown, please note this is not considered to be an absolute list by anymeans...
TurboFog - Great: TurboFog is a great matchup for you. You have plenty of control and speed. Try to counter their early draw engines if you can, they really rely on them to be able to stop you. Mistbind Clique is king here though, tapping their lands down for the alpha strike generally is sufficient to pull in the win. Board in the pithing needles for this match and take out the removal because you're not likely to need it.
Elves - Even to Good: It depends on their build, but you are essentially a little faster. Depending on how much removal they are running you will probably be ok in this matchup. They're guys are a lot bigger though, so don't keep a hand that looks like it has bad tempo. Also, watchout for Garruk, the 4 counter ability could be bad for you. Cryptic Command shines here to give you another turn, as does peppersmoke slowing them down. Board in the Terrors and the Flashfreezes here.
G/R Greater Goyf - Not Good: They have a lot of burn and tarmogofy while not forgetting about that 9/7 thats going to come in and wreck your day. try to kill their fanatics as quick as you can because they kill pretty much your entire creature base. Also, like the elves deck, you'll need the tempo. Cryptic Command here should be amazing. Bring in the Terrors and Flashfreezes again, take out the psionic blasts, you can't afford to be taking an extra 2 to hit a critter.
U/W or U/B Control - Great: You completely curve out before they can even wrath. Just play this one smart, get a couple of your guys on the table and swing in. They're going to want to wrath your board, so be holding a counter by around turn 4 with the mana to cast it. Also, watch for condemn, if they us it, just be ready with a sprite. If you see a desert, sacred mesa, or any other activated abilities, bring in the Needles. Extirpate isnt bad here either, but its not really necessary either, if you have room to bring them in too though, go for it.
Pickles - Great: Play this just as you would the control matches above. Remember that the CMC of morph is 0 which is good for your sprites.
Please post your findings and results from states as the more we get the better. Thanks.
UWMerfolk (Sygg, River Guide)
B Vampires (Anowon the Ruin Sage)
BRU Zombies! (Lord of Tresserhorn)
WUBRG Allies (Karona, False God)
W Soldiers (Darien, King of Kjeldor)
I would like to say congratualtions on your finish however.
3 Desert
3 Faerie Conclave
2 Secluded Glen
4 River of Tears
1 Urborg, Tomb of Yawgmoth
4 Underground River
4 Island
2 Swamp
Creatures: 20
4 Spellstutter Sprite
4 Oona's Prowler
4 Scion of Oona
3 Pestermite
3 Misbind Clique
2 Wydwen, the biting gale
3 Ponder
4 Rune Snag
3 Nameless Inversion
4 Psionic Blast
3 Cryptic Command
4 Deathmark
3 Faerie Trickery
3 Flash Freeze
3 Pithing Needle
2 Sower of Temptation
I went to a 4-2 Record at states before I decided to drop. I would have had no problem going 5-2 in my opinion as I believe that From what I saw that it would have been doable. I should have had a 6-1 Record but luck will get you everytime.
The keys to success in this version of the deck, being the more controling one, is First and foremost Desert. Desert gives you a solid threat Vs. Any of the new aggro decks plus it will almost single handedly kill the mirror.
Ponder is also Solid as it allows for great card quality. I have never been sad to have the card as It smooths mana in the first couple of turns, and it gives you an answer later in the game. I won games Piggy backing off of Ponder, finding either Scion or Psi Blast.
Kithkin - Pretty Easy. Keeping there board in check is the key. Desert helps this and keeping Ajani off the board as well as Mirror Entity will usually let you keep the game. Just watch out For Rebuff.
MBC - Easy almost a Bye. That Might sound a little harsh, but I have yet to have any other experience playing against MBC. Tendrils gets shut down by Scion, Snag, Command. Damnation is the biggest threat, But still not bad with the counter suit. I have played against this deck 20-30 times and lost once to mana screw.
Elves - I agree with the Even to Good. Smart plays win this game. And SB sower of temptation wins when they drop there Goyf.
UWG Blink - Hard. I could not beat this deck. The fliers that can keep ours in check are hard core, not to mention gaining life off of Riftwatchers. I think that this is very Winnable it is just going to take a little more testing. I even sidded in Trickery and Removed 2 Blinks from the game and still managed to loose.
G/B Control - Even. you both have removal and they have access to the best man land. I Think this is a little better for us than even but I need to test it a little bit more.
Angel Fire - Not to difficult. Like most control decks our cards on their EOT makes them unhappy. Plus with the loss of most of their great burn hurts allot. I lost 1 game to this deck by a Hellkite getting flashed in. Nothing to note here really. It plays allot like old Angelfire just not as good.
The U/B Control decks are just like stated are almost to slow to deal with the Faerie assault.
I'll post more results as I get them but this is what I have so far.
Current Decks:
:symu:Rule of One:symw:
:symu:Faeries:symb:
:symr:Chili Cookoff:symw:
Decks Working On:
:symu:Relic Control:symb:
:symr:Team Proxy Build:symw:
:symb:Team Proxy Build:symr:
"Who keeps a Mother F*****G RPG in a Mother F****G Backpack?"
UWMerfolk (Sygg, River Guide)
B Vampires (Anowon the Ruin Sage)
BRU Zombies! (Lord of Tresserhorn)
WUBRG Allies (Karona, False God)
W Soldiers (Darien, King of Kjeldor)
4 Secluded Glen
4 Underground River
4 River of Tears
3 Faerie Conclave
4 Island
4 Swamps
Creatures
4 Nightshade Stinger
2 Cloud Sprite
4 Spellstutter Sprite
4 Oona's Prowler
4 Scion of Oona
3 Pestermite
3 Mistbind Clique
2 Sower of Temptation
4 Rune Snag
3 Psionic Blast
4 Cryptic Command
4 Deathmark
4 Damnation
2 Sower of Tempation
4 Flashfreeze
1 Wydwen, the Biting Gale
im glad to see that the Faeries held thier own i played at Ohios States but my story is not as sweet i ended up going 3-3 then dropping
Round 1 (0-0)
Mono Black Korlash (i lost to Loxodon Warhammer)
Game 1 he pounded me with a Loxodon enhanced Korlash i couldent keep up with his mass life gaining (0-1)
Game 2 i gave him a good old faerie pounding (1-1)
Game 3 again he snuck up with that damn Loxodon Warhammer plus i dident even have a counter spell in my had to counter it (1-2)
Round 2 (0-1)
some kind of blink reanimating deck
i swept him (2-0)
Round 3 (1-1)
Blue Black Green aggro deck
Game 1 i beat him up with the faeries (1-0)
Game 2 2x Eyes of the Wisent for the win i had to counter his tarm and troll i couldent draw a Damnation (1-1)
Game 3 luckly he dident see any of his Wisent and i saw almost all my counters (2-1)
Round 4 (2-1)
Blue White Control
Game 1 again faerie pounding (1-0)
Game 2 he managed to get out his Jotun Grunt and Crovax, Ascendant Hero along with a well placed Oblivion Ring on my Sower of Temptation (1-1)
Game 3 he only saw 2 land by turn 4 plus pestermite turn 3 to tap down 1 of his 2 lands (2-1)
Round 5 (3-1)
Blue White Blink
Game 1 he suspended 2x Riftwing Cloudskate but couldent keep up with the Faeries plus Psionic blast (1-0)
Game 2 Blink Blink Blink Riftwing Cloudskate along with his Venser, Shaper Savant, Mulldrifter and Aven Riftwatcher couldent get any creatures to stay let alone fly over (1-1)
Game 3 again Blink Blink Blink (1-2):mad:
Round 6 (3-2)
Blue Green Beats
Game 1 had to mulligan down to 5 plus damn Scryb Ranger (0-1)
Game 2 at this point im on tilt dident see any damnation again along with this time Troll Ascetic with Loxodon Warhammer and a well placed Mystic Snake to Counter the Loxodon Warhammer (0-2)
Standing at 3-3 i decided to drop and go home
looking at the other builds im probally going to fit in Peppersmoke in MB and Extirpate in the SB
About Control Decks being "slow". I meant exactly what I said. They are to slow. There answers normaly cost allot of mana and given that Faeries play all sorts of fun tricks on the opponet and their mana we slow them down even more.
Current Decks:
:symu:Rule of One:symw:
:symu:Faeries:symb:
:symr:Chili Cookoff:symw:
Decks Working On:
:symu:Relic Control:symb:
:symr:Team Proxy Build:symw:
:symb:Team Proxy Build:symr:
"Who keeps a Mother F*****G RPG in a Mother F****G Backpack?"
UWMerfolk (Sygg, River Guide)
B Vampires (Anowon the Ruin Sage)
BRU Zombies! (Lord of Tresserhorn)
WUBRG Allies (Karona, False God)
W Soldiers (Darien, King of Kjeldor)
bounce with cryptic then counter?
basically, how bad is it if they're on the go and drop a t2 wisent.
SB Mind Bend if Eyes of the Wisent becomes too much of a problem?
Against blink - I've been thinking about this problem for a while, and after looking through my faerie collection for a while, Faerie Trickery seems like a really good card to SB in, because it removes the Blink from play.
What's everyone's opinion on Familiar's Ruse? I can't decide whether to keep it in or out. On one hand, it can bounce a spellstutter and clique back to your hand, on the other, you might just end up bouncing an oona's prowler or a stinger, and that could lose you tempo.
Also @ cheddy: Would you explain your selection of peppersmoke a bit? how is peppersmoke so good? The cantrip is nice, but how many creatures in the environment are actually 1/1s? From what I've seen, there seem to be more 2/2's than anything else...
@Eyes of wisent: Well, it's not a good card for this deck to go against, but it's really not that big of a deal...because you can still play faeries during your turn. U/B dralnu should be more worried about that card.
Haha I live in Wisconsin and I have to agree.. there are more people running around with random decks in the midwest then anywhere else. I was playing U/B/w Board Control with Haakon abuse built in, and went 4-0 and 1 game away from clinching top 8, but then got swept twice in a row by main decked detritivores.. I was like wtf were they thinking and how did they get past the first round?!?!? but w/e, they raped me.
On a related note.. you don't really need to worry about garruk.. hes utterly insane.. but fairies don't need to worry about 3/3 ground beasties or untapped lands for any matter. If they try to build up for overrun just hit garruk with 1 fairy, no harm done. this deck looks more solid then i originally thought.. the only thing i hate is that you need to run little crappers like cloud sprite and/or nightshade stinger, or there is like no curve and less chances of winning.
Hmm.. against chronicler.. he sure is a problem eh.. its not like you cant bounce him or tap him, he just gets resuspended and no damage done to you (besides L33T draw but thats not the point). If chronicler if that bad of a problem... board pongify, as horrible as it may seem.
:mad1:Apprentice of Lavamancy:mad1:
playing in standard:
Mono Black Control
(from hell):evil:
3x Faerie Conclave
1x Treetop Village
4x Yavimaya Coast
1x Pendelhaven
4x Secluded Glen
1x River of Tears
3x Forest
1x Vivid Creek
3x Island
Creatures (24)
4x Scryb Ranger
4x Birds of Paradise
3x Mystic Snake
4x Spellstutter Sprite
3x Scion of Oona
3x Mistbind Clique
3x Pestermite
4x Peppersmoke
3x Cryptic Command
4x Psionic Blast
4x Rune Snag
3x Sower of Temptation
3x Pithing Needle
4x Flashfreeze
4x Extirpate
1x Cryptic Command
Just my 2 cents.
UWMerfolk (Sygg, River Guide)
B Vampires (Anowon the Ruin Sage)
BRU Zombies! (Lord of Tresserhorn)
WUBRG Allies (Karona, False God)
W Soldiers (Darien, King of Kjeldor)
Facevaulter
Knucklebone Witch
Mudbottom Torchrunner
Everything else that isn't a 1/1 can most likely be countered with Rune Snag or spellstutter sprite.
Although it does seem pretty weak against elves because they've got pretty large bodies this time around. Probably a good idea to swap the peppersmokes for terror.
UWMerfolk (Sygg, River Guide)
B Vampires (Anowon the Ruin Sage)
BRU Zombies! (Lord of Tresserhorn)
WUBRG Allies (Karona, False God)
W Soldiers (Darien, King of Kjeldor)
4 peppersmoke
4 rune snag
4 psionic blast
3 cryptic command
Creatures [23]:
2 nightshade stinger
2 cloud sprite
4 spellstutter sprite
4 oona's prowler
3 pestermite
4 scion of oona
1 wydwen, the biting gale
3 mistblind clique
4 secluded glen
4 river of tears
4 underground river
2 urborg, tomb of yawgmoth
3 faerie conclave
5 island
3 extirpate
4 thoughtseize
4 faerie trickery
1 wydwen, the biting gale
3 sower of temptation
Nice to know that you were able to drop the "Faeries Elbow" on their Jabrony(sp?) Asses. I would be interested in seeing your list.
About Chronicler
I played against him a couple of times and this is what I found. Either A in response to him comming into play I would Flash Mistbind and then counter or B he would resolve and try and beat face. Cryptic command is also useful as a counter in this situation or counter the next spell they try and play and bounce the Chronicler. And some games you have to take a hit to win.
I will say that I hate playing against Blink decks though as they seem to give me some trouble as I can not always make there things stay dead.
About Eyes of the Wisent.
Does this card suck to play against? Yes. Does it stop us cold, not really. It just slows the clock a little bit. You give 4/4 When you have to and eliminate what you can. But normally if they are playing eyes Being a green deck you have boarded in Sowers of Temptation and take control of their tokens and beat them to death with them.
I like peppersmoke as I know that -1/-1 can make a difference, but I find Nameless to be a much more versatile spell, while running desert as a land.
Nameless with Desert can kill allot more creatures as well as hold off assaults. The upside is that desert can be used more than once and produces mana. The down side is that in can be needled and it does not draw you a card. Peppersmoke is an instant and can hit non-attacking creatures as well as attacking ones plus it draws a card. The downside is that it is Usable once only and kills on it's own a very limited number of creatures.
Edit: Just remembered somone mentioned Familliar's Ruse. Do not run this card. It messes with your tempo which is what you win on. I have played it and Ultimatly cut it as it ended up hurting the deck more than helping. Try it if you want but it lacks in actually winning and helping in general.
Current Decks:
:symu:Rule of One:symw:
:symu:Faeries:symb:
:symr:Chili Cookoff:symw:
Decks Working On:
:symu:Relic Control:symb:
:symr:Team Proxy Build:symw:
:symb:Team Proxy Build:symr:
"Who keeps a Mother F*****G RPG in a Mother F****G Backpack?"
On eyes of wisent, its definitely NOT the sideboard that you want if your playing against faeries. It doesnt even slow us down. The one game I had to deal with it was at FNM against U/G Scryb & Force. He was on the play. I had turn 1 cloud sprite, turn 2 he played eyes. Turn 2 I played Oona's Prowler. Turn 3 dont remember what he played. Turn 4 he went to psionic blast prowler on his turn, i said ***** it and played scion of oona to protect my guy, he gets a 4/4, my guy lives. I untap and swing, and untap and swing, and thats all she wrote.
The reason I don't like desert is too many cards that need blue and too many pain lands already that I want to tap for colorless if possible.
UWMerfolk (Sygg, River Guide)
B Vampires (Anowon the Ruin Sage)
BRU Zombies! (Lord of Tresserhorn)
WUBRG Allies (Karona, False God)
W Soldiers (Darien, King of Kjeldor)
you only have 8 cards that hurt you for their effect. I have yet to have mana problems with my mana base as it stands but that is also because I am a mostly blue deck and I also run Urborg. I have found desert to be nothing but beautiful the whole time.
I know that Terror is better in the SB but Nameless Inversion is better in the MD instead of Peppersmoke. Inversion just kills more threats and is ultimatly useful against black based decks. The only down side is that it helps goyf, but even that is not that big of a deal.
Current Decks:
:symu:Rule of One:symw:
:symu:Faeries:symb:
:symr:Chili Cookoff:symw:
Decks Working On:
:symu:Relic Control:symb:
:symr:Team Proxy Build:symw:
:symb:Team Proxy Build:symr:
"Who keeps a Mother F*****G RPG in a Mother F****G Backpack?"
Desert is your call, I'd rather not weaken the mana base and risk a match where I'm color screwed for the effect its giving me. Honestly, I think if I was going to play a card to kill creatures it'd be quicksand, but I don't know that I like that idea either.
UWMerfolk (Sygg, River Guide)
B Vampires (Anowon the Ruin Sage)
BRU Zombies! (Lord of Tresserhorn)
WUBRG Allies (Karona, False God)
W Soldiers (Darien, King of Kjeldor)
4 Secluded Glen
4 Underground River
4 River of Tears
3 Faerie Conclave
4 Island
4 Swamps
Creatures
4 Nightshade Stinger
4 Spellstutter Sprite
4 Oona's Prowler
4 Scion of Oona
3 Pestermite
3 Mistbind Clique
4 Peppersmoke
4 Rune Snag
3 Psionic Blast
4 Cryptic Command
4 Terror
4 Extirpate
2 Sower of Tempation
4 Flashfreeze
1 Wydwen, the Biting Gale
so i went 2-2 at a tourny last night i cant get around Blue White Blink and i get smashed by mono red and so far out of all the matches ived played with my faeries ive lost thoses matches
i think im going to go Mono Red for city champs
3x Mistbind Clique
4x Nightshade Stinger
4x Oona's Prowler
4x Spellstutter Sprite
4x Pestermite
4x Scion of Oona
4x Thoughtseize
4x Rune Snag
2x Sower of Temptation
4x Ponder
4x River of Tears
4x Underground River
4x Desert
3x Faerie Conclave
4x Secluded Glen
3x Island
1x Pendelhaven
SB:
3x Pithing Needle
1x Sower of Temptation
3x Damnation
4x Deathmark
4x Terror
I like the idea of peppersmoke as a first turn play, but it won't get you a cantrip turn 1. To me peppersmoke is cool, but doesn't do enough, I'd rather have a deathmark or a terror to completely remove a threat. Also to be honest, my turn 1 drop the nightshade stinger, was hardly ever in play, I won with almost never having that in turn 1, which makes me believe the deck might be able to go on without it at all. Spellsutters were still money cards, I remember countering a few key ***s with that sweet 1/1. Scion takes out the spot removal, pestermite annoys and beats as well as mistbind. As far as what to replace the nightshades with , I have no idea, notice I ran no cryptic commands or psi blasts in my build as command was too mana intensive for the deck I found out thru testing, although it's a great card. Psi blast just didn't do enough. I'd like to hear some arguments/opinions/suggestions because I'm going to be running this at FNM this week coming up so I want the deck to be in top condition. Gotta protect my title, every1 is going to be gunning for me.
As far as Psi-blast Goes.
1) Removal
I have used it in many instances to Clear a beater that I could not handle or just to take out a threat that I do not want to see.
2) Direct Damage
Finishes off games and Causes the opponent to re-evaluate decisions.
3) You are playing more aggro
Thus Char was good in Gruul Beats and it is just as effective here. It lets you end games quicker.
About the 1 Drops, I found them useless real quick. They do not do allot of damage, and you have to run 6-8 to ensure a second turn stutter for 2. They also do not block or have any abilities so top decking 1 later in the game sucks. Late game I am usually unhappy to see Prowler let alone a vanilla 1/1.
As far as your deck goes, I like the list. My 1st question would be how effective was MD Thoughtseize for you? I like the card, But I feel that it would be a better SB option than a MD one. I did test with it and just thought that it was a little underwhelming is several situations.
Current Decks:
:symu:Rule of One:symw:
:symu:Faeries:symb:
:symr:Chili Cookoff:symw:
Decks Working On:
:symu:Relic Control:symb:
:symr:Team Proxy Build:symw:
:symb:Team Proxy Build:symr:
"Who keeps a Mother F*****G RPG in a Mother F****G Backpack?"