Working on another version, no faeries and more “solid” cards instead. Main benefit though is mulldrifter and a lot more flexible slots somehow. Still much more hopeful for the faerie version as spellstutter is insane.
https://tappedout.net/mtg-decks/24-03-21-acid-trip/?cb=1616608033
Faerie seer - replaced thraben inspector in this version to combo with spellstutter sprite. Picking this up with skyfisher / stalker doesn’t feel as good as picking up thraben inspector but when you have to its not bad and helps set up future plays better.
Spellstutter sprite - counters a lot of the format a lot of the time if played correctly, and ephemerate makes it a part of the late game plan towards total oppression. Picking this up with skyfisher / stalker feels almost as good as ninjutsu’ing it back to hand.
Tome raider - big testing warning here, but shes a good target for ephemerate, kor skyfisher, and dream stalker as well as increasing the number of faeries on the board.
Kor skyfisher & Dream stalker- both are great defensive bodies that are always worth having out and skyfisher is a decent threat especially in aggregate and dream stalk blocks affinities tough boys like they’re nothing (watch out for bolts after combat though). They act as a prism for ephemerate to operate on generic permanents like mortuary mire, reality acid, spellstutter sprite (for later), and spreading seas. I haven’t picked up an archaeomancer with one yet, but if I didn’t have an ephemerate in hand I most definitely would.
Archaeomancer - Switching to running two as the worst case scenario is having a hand full of her and no targets.
Ephemerate - the main play maker of the deck, we use it as a protection spell, permanent removal, card advantage, to counter spells and lock the opponent out the game. The best part though is that every creature is a fine target to hit which is why we’re not playing ninja. Graveyard hate is only mildly effective against us because the archaeomancer lock is just icing on the cake. Try to use ephemerate actively when you can and try to have a backup target for the next turn when it comes down (for example, a faery seer is a really nice target right before you draw for the turn, and skyfisher / stalker with something in play like a spellstutter sprite, a spreading seas, a reality acid set up a turn prior or mortuary mire to draw from the graveyard, and of course the best target is archaeomancer in order to simply cast it again for devastating results.
Counterspell - its the best counterspell I’ve got, not sure if its the best one for the list or not. Ultimately though, this, ephemerate and archeomancer try and keep the opponent from casting meaningful spells for the rest of the game once established, and its just a great target for archaeomancer on turn four.
Negate - No.
Spreading seas vs omen of the sea - I want to call it paupers blood moon, but when it gets fizzled its a little tilting so I’ll be testing with omen as it can be cast eot while holding a counter up.
Renewed faith - lone missionary is probably better and sideboard material at that.
Reality acid - this is it right? The reason to play the skyfisher / stalker / ephemerate package? Its so versatile and powerful even when the opponent is drawing nothing you can target their lands to start setting the opponent back.
Lands - 21, switching back to Karoo lands for the value and the ability to scale up faster to get to archaeomancer + flicker
The main goal of the deck is to get a couple fliers in the air and counterspell lock the opponent out of the game with ephemerate, archaeomancer, Spellstutter sprite and counterspell. The Dream stalker and Kor skyfisher might seem like lesser ninja's, but in tandem with acid trip and spreading seas they do a much better job of gaining value over time than ninja does against any kind of board. Everything should work with ephemerate too, and ninja isn't a very appealing target, while skyfisher and stalker can be leveraged into permanent removal with reality acid. I used to like thraben inspector and a number of mulldrifters over faerie seer and spellstutter, but with the endgame archaeomancer plan the faeries work a lot better and make ephemerate much more agile early game, and faerie seer is a surprisingly good secondary target of ephemerate as the scry 2 right before the draw does a lot of work. Picking up the faeries with the fisher/stalker crew never feels bad either.