Femme_Fatale says... #2
Ryotenchi/buildingadeck, here's the final form of it. I just re-created the entire deck for the deck description.
October 30, 2015 11:25 a.m.
Always loved Athreos and wanted to jam it like a filthy casual.. xD So I added one to my deck.. Its my other Stonecloaker, taking the Sword of Light and Shadow slot that was doing great things, just too slow without enough targets.
I want Hierarchs like that.. o.o
Kinda feel like its got a lot of bear beats..
I assume there is no room for smiters.. or something similar..
I take it the fiend hunters are redundantly removing blockers with the upside of double exile.
Are you going to be able to control your opponents board-state well enough to kill them without it being a race/tug-of-war?
I dont know what else I can mention.. I been staring at the list for at least 40 minutes now.. trying dig out of my head what could be missing.. My brainz arnt working.. =>.>=
October 30, 2015 5 p.m.
Femme_Fatale says... #4
This deck functions quite similarly to a tempo deck, just in a different style. Eternal Witness and Collected Company provide me constant card advantage over my opponent while Fiend Hunter and Flickerwisp slows my opponents down drastically. Voice of Resurgence and Auriok Champion keeps them from swarming me quickly (I problem I noticed kept on occurring with Tidehollow Sculler and Wasteland Strangler in my deck) as I've got a beater that works with going wide (or likes to block twice) and a creature that gains me life as the game progresses.
October 30, 2015 5:12 p.m.
elpokitolama says... #5
Blinks tricks are really fun to use, so I'll suggest some Tidehollow Sculler, which are great even without tricks -unless you've already decided to cut them out-. 12 non creature spells might be a lot for Collected company to work well, in my opinion it would be better to cut at least one of those!
The last thing that is bothering me is the lack of interaction towards non-creature spells (and maybe the lack of real hatebears too), which are making the deck quite relevant against creature-based decks like merfolks but might cause you trouble against combo or control decks... Does it work out fine?
October 30, 2015 6:17 p.m.
Femme_Fatale says... #6
Voice of Resurgence, AEther Vial and Collected Company are default anti-control cards.
Merfolk is especially difficult. Elves, affinity, boggles, infect and that sort of thing also provide problems. But the sideboard is generally there to solve games 2 and 3. I don't know entirely what this deck is really weak to at the moment, as I have yet to have intense blow outs every game from playtesting. Tron is the closest, with infect and boggles coming close second. Living End I do believe is a worthless match-up.
October 30, 2015 6:32 p.m.
DERPLINGSUPREME says... #7
2fancy4me
anywho, heres a forgetender alter for you so its completely altered
October 30, 2015 8:28 p.m.
Femme_Fatale says... #8
Now that's a good alter! Thanks DERPLINGSUPREME~
Mind giving me the source? I know it's from magiccardmarket but that site is hard to navigate.
October 30, 2015 9:05 p.m.
DERPLINGSUPREME says... #9
https://www.magiccardmarket.eu/?mainPage=browseAltered&idUser=446540&idMetacard=&sortBy=rating
last card of that page
October 30, 2015 9:07 p.m.
xenith4127 says... #11
have you thought of using Sundial of the Infinite?
November 2, 2015 12:23 a.m.
Femme_Fatale says... #12
A card that has anti-synergy with Collected Company and only works with one card is not a good addition. In fact, you should never include a card because it has synergy with just one card unless that is a combo guaranteed to win you the game.
November 2, 2015 1:24 p.m.
Just admit it femme, most of the males are going to upvote this deck just for that Birds of Paradise alter haha.
November 4, 2015 4:10 p.m.
Femme_Fatale says... #16
I think it's the opposite Wabbbit. This deck hasn't garnered a whole host of attention like most of my decks do.
November 4, 2015 4:35 p.m.
Yeah, I suppose so. It is harder to get attention with modern builds, which is one of the reasons why the attention you get is so impressive. Not saying modern doesn't get attention, just not nearly as much as standard if you know what I mean. If you could figure out how to get that alter to show up instead of the pie in the feature queue....
November 4, 2015 5:48 p.m.
FAMOUSWATERMELON says... #18
This build sort of confuses me... I mean, how do you win? Your value creatures are all very small, and your infinite combo is near-impossible to achieve. Literally every single one of your creatures is in bolt range, and you only really have 8 real threats (those being Voice of Resurgence and Flickerwisp) which can easily be gotten rid of. Athreos, God of Passage could potentially deal some decent damage, I guess, but I doubt that it's enough to actually scare your opponent.
I don't know, to me, this looks like a strictly worse build of your sideboard deck. So I guess my suggestion is to add more threats, or somehow make the combo (or any combo) a more realistic win condition.
November 4, 2015 10:57 p.m.
Femme_Fatale says... #19
Think of this like some sort of controllish midrangish go wide build FAMOUSWATERMELON. You don't rush your opponent, you actually take a lot of time in killing them. Auriok Champion, Fiend Hunter and Eternal Witness all slow down the game quite considerably. The "every target is boltable" thing has one flaw: There are more things they have to try and bolt than there are bolts in the deck. I'm basically putting down more creatures than they can effectively kill. Not too mention that Eternal Witness and Collected Company also cancel out a fair portion of removal spells.
November 5, 2015 12:46 a.m.
FAMOUSWATERMELON says... #20
Except that midrange has to A) have a lot of disruption and B) always presents a solid clock. The four PtE and Fiend Hunter hardly count as disruption as they only get creatures (and one of them doesn't even do it permanently), and a regular 4/5 goyf can eat every single one of these creatures all day. As your opponent, I wouldn't care about you having 3-4 creatures on the board, I would just swing away with my Scooze and whatever and watch you chump for days. You can NOT chump and swing in on your turn, but the chances that you deal a significant amount of damage are low (4-5 damage maybe, but the fact is your opponent will have disruption and will probably be outracing you damage-wise anyways). This deck doesn't have the inevitability factor that things like Jund or Junk have.
About the bolt point: yes, you will likely have a couple creatures out, but if I had to choose between the Hunter that currently has my Pestermite in exile, a Birds, or a Witness, I wouldn't hesitate one second. And that goes for every removal spell in the book.
I really don't mean to come off as salty or whatnot, but I literally can't see this build beating basically any tier 1-1.5 deck, maybe burn on a good draw. If you can convince me otherwise, by all means, go ahead, but I remain very skeptical.
November 5, 2015 4:15 p.m. Edited.
Femme_Fatale says... #21
Twin isn't much of a problem because mainboard Auriok Champion and being able to Vial in a Flickerwisp/Fiend Hunter. And yeah, sure, Fiend Hunter is the obvious card to kill, but that means you aren't killing the threats of the deck.
As for midrange decks, Jund definitely can and will outvalue me, not because of the removal, but because of Dark Confidant counter-acting my ability to go wide with Collected Company.
Affinity is an interesting match-up as as long as I get AEther Vial out on turn 1, I have a pretty even 50/50 game 1 match, which if I win, I'm guaranteed to win the match. Games 2 and 3 rely on Kataki, War's Wage if I don't win.
Merfolk is troublesome, as I need Auriok Champion to stall them for a few turns while I get my Flickerwisps to beat their face in. Ghostly Prison definitely stalls them long enough for me to win with Flickerwisp. Also, being able to Vial in a Flickerwisp when they only have one Spreading Seas can spell the doom for them, as I start blocking their lords.
Tron is fine as long as they don't get Eye of Ugin before I can kill them. Athreos, God of Passage allows me to go wide without too much worry of a wrath utterly demolishing me as long as I have Gaddock Teeg on the field. And thanks to Vial, I can effectively stop a Emrakul, the Aeons Torn with Flickerwisps and Fiend Hunters.
But this deck certainly isn't easy to play. Knowing when to play your Fiend Hunters and Flickerwisps is crucial, as you could play them right away to remove an immediate threat, or you could wait and double on on removal by Vialing in or Collecting a Flickerwisp in response to the Fiend Hunter trigger to gain more value out of it.
November 5, 2015 5:59 p.m.
FAMOUSWATERMELON says... #22
All good points. But the matter of fact is, eventually every deck will find an answer. And you currently have close to no ways of finishing games. Let me take an example: you said Tron is fine as long as they don't get the Eye. You'll probably be fine as long as you can exile their Wurmy and any other threat, but the moment that they land a Karn or Ugin, destroying the Hunter that got the threat, you're totally doomed, so you need to be able to win before that happens. And that means constantly putting pressure on your opponent, something that this doesn't look capable of doing at the moment.
November 5, 2015 8:38 p.m.
Femme_Fatale says... #23
Game 1 certainly not, but sideboard Gaddock Teeg is the answer, along with putting in Mirran Crusader and Burrenton Forge-Tender.
Tron, Jund and Merfolk are probably the harder match-ups for this deck. My only suggestion to you is to play the deck yourself and see what I mean in how this deck functions. You don't try and aggro them out, you build up tempo to a finish.
November 5, 2015 9:58 p.m.
Maybe try Orzhov Pontiff for some instant speed shenanigans and synergies with atheros and Flickerwisp??
November 7, 2015 8:41 p.m.
Femme_Fatale says... #25
Not enough value Sinist3r. If it was like, everything gets -0/-2 or something like that then yeah I can see running it, but at the moment it doesn't provide enough value. That and the haunt thing doesn't really work when every removal spell you have is exile.
merrowMania says... #1
This be kool.
October 30, 2015 6:23 a.m.