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Title: Three Color Faeries
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Blog Entry: Yep it's a true title. There is a three color faerie deck that we have playtested and it is impressive. Why three colors Charles? Well because red decks are making their way to the top and are the only real bad match up against the Fae (other than another deck qwe cooked up, more on that later). Mono red decks are so fast and powerful they are sure to be out in numbers against the faeries this weekend in Denver. With that said I believe that those of you that going out to the Denver PTQ this weekend and want to play said faeries you might want to take a look at this deck. U/B/g - Faeries By: Charles Overy 3 Mistbind Clique 3 Pestermite 4 Scion of Oona 4 Spellstutter Sprite 3 Sower of Temptation 3 Vendillion Clique 4 Bitterblossom 3 Broken Ambitions 3 Cryptic Command 4 Ponder 2 Primal Command 3 Flooded Grove 9 Island 3 Mutavault 4 Secluded Glen 2 Sunken Ruins 3 Swamps Sideboard 3 Consign to Dream 1 Cryptic Command 2 Incremental Blight 3 Kitchen Finks 2 Nameless Inversion 1 Puppeteer Clique 3 Thoughtseize First of all this deck runs on only twenty-four lands instead of the usual twenty-five lands. I felt with a first turn Ponder you should be able to help yourself into mana from the get go. After playtesting this build through ten different match ups I found that the twenty-fifth land was only necessary to make sure you were able to cast your Crytic Command on time. With Ponder you don't need to worry as much about that. Against said nemesis stated above, this faeries build can compensate your life loss, do to Bitterblossom, with some effective effects to keep you in the game. Primal Command not only keeps your life total to a respectable level but it also allows you to get past all the beats that the mono red decks bring. Here's what I mean: Your usual play should look like this: 1st turn: Island or Secluded Glenn (if neither of these are in your opening hand then obviously you should mulligan), Ponder. Now out of ten games in ten matches, or one-hundred games, the percentage of getting mana off of a ponder was 70%. Thus meaning that evertime you ponder in a three game match you have the ability to securely get into mana 66% of the time. Of course the number will go down because you are playing three games instead of ten, so your math will be in thirds somewhat. 2nd turn: Secluded Glen untapped and Bitterblossom. Now against the red decks some have stated that you should take out the Bitterblossoms. I disagree! Especially with this build because sideboarding in your Kitchen Finks basically makes you Bitterblossoms golden. This is why by the time you get to your fifth turn gainsing seven life and searching for a creature to pump your tokens is far superior. The interesting thing about this deck is that it is enterchangeable with other tech. Some like to play Peppersmoke and that is a good choice and a choice I will be making when I arrive for the tournament. The only problem with this deck is that Ponder is inconsistent. It doesn't really give you true card advantage because it just replaces itself. If you don't like the cards that you see then you get the shuffle effect and that is a great ability, but with Ponder you just get to draw a random card in that situation and more often than not you will not be satisfied with the card that you draw. Therefore I will be playing this version instead. U/B/g - Faeries By: Charles Overy 3 Mistbind Clique 3 Pestermite 4 Scion of Oona 4 Spellstutter Sprite 3 Sower of Temptation 4 Bitterblossom 3 Broken Ambitions 3 Cryptic Command 4 Peppersmoke 2 Primal Command 3 Thoughtsieze 3 Flooded Grove 9 Island 3 Mutavault 4 Secluded Glen 2 Sunken Ruins 3 Swamps Sideboard 3 Consign to Dream 1 Cryptic Command 2 Incremental Blight 3 Kitchen Finks 3 Nameless Inversion 1 Puppeteer Clique 2 Vendillion Clique At least with this version you get a more consistent first turn play.Peppersmoke is huge against every matchup including the red deck match up. Not allowing them there first turn Tattermunge Maniac is a worthy play that gives you good card advantage. Changing the Vendillion Cliques for the Toughtsiezes are better and more impressive as well. It gives you more against the entire field of decks instead of just one or two. Vendillion Clique is only good for the mirror match up and against the 5 Color Control decks floating around. Another possible deck for this weekend is a five color control deck that we thought up and have playtested extensively. 5 Color Control By: Charles Overy 3 Cloudthresher 3 Kitchen Finks 4 Mulldrifter 1 Oona, Queen of the Fae 1 Puppeteer Clique 4 Shriekmaw 3 Sower of Temptation 4 Firespout 2 Makeshift Mannequin 1 Mind Spring 4 Oblivion Rings 3 Primal Command 3 Thoughtsieze 1 Fire-Lit Thicket 1 Flooded Grove 2 Forest 3 Island 3 Mutavault 1 Mystic Gate 4 Reflecting Pool 1 Sunken Ruins 4 Vivid Creek 4 Vivid Grove 1 Vivid Marsh Sideboard 1 Cloudthresher 3 Crib Swap 1 Makeshift Mannequin 3 Pollen Lullaby 1 Puppeteer Clique 2 Vendillion Clique 4 Wispmare With enough removal to defend yourself agaisnt any army, you shouldn't have a problem keeping the board clear to bash face in with your own. Even against Faeries this deck is good and keeps the board consistantly in your favor. After sideboarding though you might have some issues so your Vendillion Cliques are necessary in the sideboard. Everyone who is planning on playing this weekend should build up these two decks and playtest them for a few match ups. Give yourselves a chance to stand on the porch with the big dogs. Hopefully I will get enough rest to play this tournament correctly instead of what happened at Regionals this year. Thanks for reading, Charles