Uncanny_Ghoul says... #2
Really lovely build, already upvoted a while ago too. I really love Faeries, Being able to play everything on your opponent turn always having mana open is so damn broken.
I'm also happy I bought all my faeries cards when it was worth close to nothing.
The only problem I could see is not drawing bitterblossom, I've did some playtest, but it seems kind of gimmicky without bitter on the board. Spellstutter lose much efficiency and Mistbind Clique just slows for a turn.
Personally I would drop the Mages and add another spellstutter, 1 vendillion, 1 scion (so you have a chance to have 2 on board giving each other shroud) and maybe Sower of Temptation Sometimes it's better to steal than to destroy.
Sower won me games solo a few times with a scion on the board. The only problem is that it doesn't have flash and kinda confilcts with the theme of the deck.
Goodluck!
March 16, 2017 10:24 a.m.
Sorry for trolling here, I noticed someone uses Lilly of the veil, I do as well but I combo her with the chainveil (booster pack pull) haha haha, fun fun and recommended for all of you that like shenanigans as much as I do
April 3, 2017 2:53 p.m.
Thanks for checking out the deck, guys :)
ghoul_Legion, buying low, feels good man :p While Spellstutter and Clique are awesome, I really felt like I needed to get the Snapcasters in there. Fatal Push is really an all star in this deck and the Snapcasters are amazing with them.
RevSDr8r, I used to run 2 Liliana of the Veil, which performed alright. I cut cut them in part due to Collective Brutality, so as to not have more self discard. Lili + Chainveil is one of the biggest flavor wins, so keep that up if it works :D
April 4, 2017 7:35 a.m.
Soo the Professor at Tolarian Community College has made a video on U/B faeries, and I wanted your take on it, with you being the resident expert : ) the deck he features is much like your current build, with the exception of the playset of Smuggler's Copter that he runs.
The video is here. What do you think of it?
Also, is it possible to splash colours in the deck. So for example, splashing white for Intangible Virtue, or splashing red for Kolaghan's Command
April 22, 2017 3:54 p.m.
Guftders, thanks for checking out the deck. Interesting with the Professor's version :) (resident expert blush :p )
I agree with most of what the professor says, except:
Smuggler's Copter. It is indeed a good card and there's a reason it was banned. However its card type becomes a major liability in Faeries. In my deck I run 0 artifacts, which renders most of the hate cards obsolete. So Copter would just have a big target on its back. In Modern it fails the Bolt test, plus there is Push, Kolaghan's Command and Abrupt Decay. This makes it worse, compared to all my other creatures that all have ETB effects. But make no mistake Copter is very good, so if you feel like people in your player circle aren't packing a lot of artifact hate, then maybe you're justified in running a playset.
Snapcaster Mage. I don't agree with it being a bad choice. At first I thought that the video was older than Fatal Push, at which point it would make more sense to me. Push is what made Faeries viable and Snapcaster is an all star along with Push. And hand disruption. And counterspells. And Collective Brutality.
Yep, you can splash a third color. White sideboard cards are amazing and Kommand is also amazing :) Though I'd argue the pain is greater than the gain. The manabase is already stretched thin with ~6 colorless lands, and 3 tapped. Fitting in a third color is doable but it hurts. With Push being a card I no longer have to play Path or Bolt. Intangible Virtue is hitting too few creatures. You need the BW Token strategy to really take advantage. And lastly, Kolaghan's Command. I can't say a bad thing about it. It is so good with Snapcaster that I almost want to splash red solely for that. My excuse is that it comes down to being a 2-for-1 which Cryptic already is. I will have to do with my creatures staying put in the graveyard and board in Ceremonious Rejection and Hurkyl's Recall vs. artifacts.
April 24, 2017 8:31 p.m.
TheGodofNight says... #7
Given the recent video of Tolarian Community College, the popularity of U/B Faeries has had a sudden uptick. I enjoy when decks that folks made long ago, become very popular and relevant. I have been working to collect some updated pieces for my variant build that we have previously discussed (Ancestral Vision), cost being the factor. I was looking at your removal/counter suite, and I was wondering about your decision to use a lot of singleton spells. Is that to prevent mass removal with Surgical Extraction and Slaughter Games type cards, or is that more or less to make it harder to pin down the deck list? Do you find that you have better success with the singleton list, or do you think a list of 2 ofs and 3 ofs would be better. Mind you, I know you are running 3 Cryptic Command and 3 Fatal Push, but I was referring to the rest of the instants you were running. As always, I look forward to your feedback and input.
April 26, 2017 9:02 a.m.
TheGodofNight says... #9
I get that, but I was more or less wondering how successful it was as a strategy. For example, does he often find that he doesn't have the right spell at hand for the problem he is facing, or is that rarely an issue with this particular design. Obviously, having the right spell for the right problem is best outcome, but with the build, I was wondering what success rate he was having with the build, or had he thought about revisiting the build adding in 2nd or 3rd copies of certain spells for more consistency.
April 26, 2017 11:40 a.m.
@TheGodofNight and @continuum, good to have you :)
tl;dr - I think that neither the singleton nor the multiple strategy have downsides over each other, but I do think the singleton strategy has a small upside.
Running the singletons. The main reason is, as you said, to make it harder to pin down the deck list. My opponent could be surprised by a Countersquall when he thought I had Mana Leak, or if he knows my list I might be able to bluff having a non-Mana Leak counter when he could have played around my Mana Leak.
Even though this is a really small scale upside, I think it outweighs the downside. Because I can't see a notable downside. Cheap Modern removal and countermagic all have their individual weak side and are pretty equal in power level. Rather than choosing one as the best and maybe say "my removal is Go for the Throat so I'm weaker to Affinity" I choose to spread it out.
This singleton strategy only holds when there is not a best card. So for Push, Cryptic, etc. one is not enough. But apart from those I can say "I want X amount of 2-mana removal/countermagic". And many different combinations will perform equally, on average.
The fact that the singletons combat Surgical Extraction effects is a bonus, but I don't think the singleton cards will be the target for those effects.
April 26, 2017 1:46 p.m.
TheGodofNight says... #11
Thanks for the feedback. I enjoyed one of the earlier incarnations of this deck, some time after the unbanning of Bitterblossom and I recall you provided me with some great insight on the selection process for the variant build I did. I thought it was time to revisit the deck, and I found your thought process when it came to building the deck enlightening the first time around, so I thought I would pick your brain some more. Thanks for the prompt reply, after I retool my list, I will be back to offer you some of my experiences and my list if you are interested. Thanks again.
April 26, 2017 2:08 p.m.
TheGodofNight says... #13
So I finally revised my version, and I used many similar card selections, but with a few key differences. So for starters, I completed skipped Snapcaster Mage. I completely understand why you are running him, and I see the huge value in the graveyard recursion, however, I think that the deck runs enough counter and removal in the main to nullify the need for him. Mind you, giving your spells double duty from the graveyard is a fantastic ability, but I feel that there is enough raw resources in the main to balance out not running him. Also, it feels like it slightly goes against the flavor of faeries. I suppose my question is this: "How integral is 'Snappy' to your win ratio? Are you able to win without him or does he make the path to victory much more achievable?"
That being said, I opted to stick with 2 Scion of Oonas. While this one is not as cost efficient as Snapcaster Mage is, the ability to protect Bitterblossom as well as fizzle removal spells seems more important, and it does stay within the realm of faerie flavor. Additionally, if I am able to resolve 2 Scion of Oonas, the only thing I am susceptible then is board wipes, which the counterspell suite covers for the most part. I realize that this is more the "flavor" vs function argument, but I would love to hear your thoughts about it.
The last difference in creatures is that I am running the third Mistbind Clique, I am on the fence about which Clique is the better choice, but I tend to like how Mistbind Clique can shut my opponent down for their turn and my turn to get out my non-flash and sorcery cards. I feel like it offers slightly better value in the late game for holding the field against other midrange/control style decks.
I used a similar singleton option for removal/counterspells, except I choose to run 2 Spell Snare as it hits almost all that we want it to hit, and a lot of folks see a single dual land or island and don't tend to worry to much about counterspells. I am considering running Logic Knot in there instead, since I am dumping a lot of stuff to the graveyard, Logic Knot just seems like an obvious choice as a safety net counter that I can set the price to. Actually, I would love to hear your thoughts on Logic Knot, obviously I wouldn't consider more than a single copy or two, but given the fact that we have a graveyard that isn't be utilized (in your case, you have Snapcaster but there can potentially be a fair amount of delve to use).
I also chose to lower the amount of hand disruption down, so I am running 2 Collective Brutality (props to you for the idea), 1 Inquisition of Kozilek, and 2 Thoughtseize. This is flexible, as you can swap the number of IoK with Seizes depending on meta and style. I opted for these choices as Thoughtseize seems to have a wider net to hit all the things, whereas IoK is great, but does have its limits. Additionally, the Collective Brutality can offset the excessive damage of the Thoughtseizes if necessary.
On the subject of life loss, I am running Batterskull. I considered the Sword of Light and Shadow, but it was only on successful damage swings, whereas the Batterskull worked even when I blocked. Yes, the cost difference is higher, but Batterskull did offer built in protection. I try not to rely on this, but I find the longer the game goes, the more the life loss becomes important. Since I am already adding to that with Bitterblossoms, Polluted Deltas, Thoughtseizes, and Watery Grave, I figure that the mitigation of some of life loss isn't a bad thing.
Additionally, the last big difference goes into the sideboard, where I am running 2 Leyline of the Void, but I submit that this is more of a meta driven selection, due to the high number of dredge players.
Overall, I'd love to hear your feedback on my revisions, you can link to the deck if you'd like, Faerie Dust is a Hard Drug v2.0 credit is given to you for the original build concept. Thanks again for taking the time. I look forward to any feedback you might be able to provide. Thanks in advance, again for both your consideration and your time.
May 1, 2017 12:18 p.m.
So I finally fixed my ub fae toolbox again. Time for me to start doing faeriely annoying things again. :)
May 1, 2017 1:23 p.m.
Good points :)
I see what you're saying about Snapcaster. It makes sense to go either full 4 or none. And it makes room for Sprite, Mistbind and Scion which all benefit from more faeries, so good synergy there. I do find that Snappy is too good to cut though. It is a fantastic spell toolbox, that utilizes the otherwise (almost) unused graveyard to a good degree. With all the 1-mana spells it becomes effective at turn 3 and just gets more potential value the longer the game goes. It has great range. In this deck it doubles as removal, hand disruption, countermagic and extra Cryptic Command. I'm normally a huge flavor guy, but in this case Snapcaster is a welcome flavor breaker.
I completely understand the two Spell Snares. Often you'd wish you had more than a single 1-mana counter. Seeing as you're not running Snapcasters I think Logic Knot is a fine choice for a counterspell.
I get why you'd want to keep the amount of IoKs low. It feels bad to have your opponent reveal no targets for it. I do like a fair amount of hand disruption, as it gives the added advantage of information. And it keeps the mana curve low and lets you start doing things as early as possible, which is important in a format as fast as Modern (I know you Legacy and Vintage players out there will chuckle at this :p ).
I'm interested to hear how Batterskull fares. How much artifact removal, do you run into?
Yes the lack of graveyard hate is very meta dependent. It is likely that it will change soon. I never quite seem to like my sideboard no matter what I do :D
I hope this made sense. My brain is currently marinated in math/programming for my thesis, so there's a painfully small amount of room for Magic.
All in all it seems that we mostly agree on the deck, except for Snapcasters. The rest is fine tuning according to meta and personal taste. I can see that your deck already got my upvote a while ago :) I will put a link in my description.
May 2, 2017 4:06 p.m.
TheGodofNight says... #16
Don't mistake, if I had a couple of Snapcaster Mages sitting around, I would probably dump them in. It's not even a cost issue though, with the reprint, they are very affordable (as of late), and I may get a pair as part of a "toolbox" for the deck, so I can upgrade it depending on the meta. I suppose my thoughts are more akin to that of a "purist" when it comes to faeries. When Modern Masters (the very first one) was spoiled, I traded and traded just to make a faerie deck (my first modern deck). I made a really shitty (and I do mean shitty) faerie swarm style deck and it was pure garbage. For me, there is something to be said for not jamming a bunch of common modern staples in a deck just to win. As much as this makes me sounds like a deviant, I rather enjoy winning matches without the aid of obvious powerhouses such as Snapcaster Mage. I do get why he is in your list, and it totally makes sense to me.
The whole Spell Snare vs Logic Knot thing is really a tough call because of meta variance. I don't play consistently at the same place, but the nearest LGS that does modern events is over an hour away (and when Friday night rolls around, I just don't feel like an hour+ drive to go play for a couple hours). I have found that Eldrazi and Tron decks are a royal pain, and my thought was that Logic Knot is a great way to shut them down, utilizing my graveyard to make their excess mana useless. The more practical reality is that Spell Snare hits a lot more stuff that is played in Modern, because the 2 drop slot is the backbone of a modern deck. That being said, this is still something I am testing and toying with because I'm not getting to play modern on a frequent basis.
For the above decks, I chose the Thoughtseizes over the Inquisition of Kozileks , it struck me as the smarter choice for those more mana intensive creatures that Inquisition of Kozilek just can't hit. I mean, counter spells can be just as effective for the most part, but I'm trying to be proactive without being too committed to being proactive. As I play test more, I might actually revisit this issue and add it back in. To be honest, between Collective Brutalityx2, Thoughtseizex2, Inquisition of Kozilekx1, and the Vendilion Cliques, I felt that I have a fair amount of hand disruption. In my mind, the better late game choice is the Brutality and the Seize. Although, with all of the low cost shit in Modern, it could easily go either way.
With regard to Batterskull, artifact hate is in every sideboard. The reality is, I don't drop the Batterskull unless I can protect it, and even then, it's only if I really need the additional life to prolong the game. It's more of the ace up my sleeve card. Realistically, with a control style deck, you expect the games to run long (at least longer than Burn vs Burn matches), so it holds up well in that respect. Additionally, if it doesn't make an appearance in the first game, most people don't bother with the artifact hate given that the deck isn't running artifacts, so seeing it in game 2 really surprises the hell out of opponents. Ultimately, Batterskull beat out Sword of Light and Shadow because of the it doesn't need to do successful combat damage to a player to gain life. A 4/4 Vigilance, Lifelink germ token on the ground is a great deterrent for creature heavy decks. Plus the ability to bounce it back to my hand is nice too.
I have always found sideboards to never be what you need them to be when you build them. You always seem to need a card you cut or omitted in favor of something else, and it is always a kick in the ass. So I am with you on that one.
As always, you were very articulate and very detailed in your responses. Were I able to upvote your deck again, I would. Thank you for the mention (it is quite an honor to be listed in your primer), I do appreciate that. Admittedly, you revamped how I saw my faerie swarm deck, and changed how I deck build modern decks with your detailed descriptions and your responses. Not to blow smoke up your ass, but it really gave me a better grasp of deck building concepts, and it also encouraged me to be a more helpful and detailed when responding to comments and questions about the decks that I have built that people like. So thank you again for all that you have given me.
May 2, 2017 11:57 p.m. Edited.
I have been following this deck for quite a while now, how do you feel about Smuggler's Copter over Spellstutter Sprite? In my testing it seems like sprite tends to be bad early, and lose tempo most of the time late and offer no recovery, Smuggler's Copter would provide aggro off of bitterblossom immediately, as well as cycle though your deck and give fodder to snapcaster.
May 17, 2017 12:27 p.m.
Swiss_saga says... #18
hey cool deck i buillt a more creatur based version of fearies and would be happy to get some feedback faeries
Rathaelix says... #1
BattleDragon, thanks for checking out the deck :) (And sorry for the long response time)
I liked a lot of your suggestions. You can see that the deck has changed according to some of them :)
About what pairs well with hand disruption, I'd say almost anything. If you want to play blue you're probably going for the controlly style of slowing down you're opponent and picking his hand apart. Disruption helps this by giving you information, so that you know whether or not you should counter that 3-drop or if an even scarier 4-drop is coming right after. But you could also be playing green and play your own scary 4-drops like Jund or Abzan. Here disruption could help you remove a combo piece. This helps out green where it's weak. So try out the color you find the most satisfying :)
WeruniaB, well thank you! :)
It's a solid deck and most importantly it's fun to play (I think) :) However you should note that it only holds about 1% of the modern field. I do fine with it a FNMs but not well enough to win prizes. So if you have to build it from scratch I'd say that there are safer investments in modern. If you like control then maybe consider Grixis or UW control. If you have the money then Abzan, Jund and Death Shadow are very solid decks.
March 13, 2017 10:19 a.m.