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Standard Analysis: Faeries
Posted On: 05/13/2008 00:42:11

When deciding on where I would start my more in depth break down standard deck Faeries seemed like the obvious choice.  Just about every where you go you’ll find someone rambling on and on about how it’s the best deck hands down and it’s getting hard to argue.  Alex Bertoncini just won both the 5k and 2k standard opens with the deck with the Faerie mirror being the final match of both tournaments.  

 

So just what makes Faeries such a house?  To try and find out I’ve complied several different Faeries lists to try and see what they all have in common.

 

ave the main deck from four fairly different lists. Mine from the blog I wrote a few days ago, the top 2 lists from the 5k open and the list provided by Gerry T. on SCG.com.  First the easy part, what do all the decks have in common?

 

4 Mistbind Clique

4 Scion of Oona

4 Spellstutter Sprite

4 Ancestral Visions

4 Bitterblossom

3 Cryptic Command

4 Rune Snag

 

We’ll leave the mana for later, but right now we have a deck with 27 cards, plus the 25 lands in each deck.  That gives us 8 cards to work with. Since only one of the 4 isn’t running 4 Cryptic Commands, I’m going have that be the first of our 8 cards.

 

Next in line I want to include some number of Terrors.  Since only my list is excluding the card I’m going to assume that I’m wrong on this one and include it our list, but how many?  My gut tells me 4, so I’ll start there and see where it takes us.

 

The final 3 cards are different in all of the remaining lists.  Our choices seem to be Pestermite, Sower of Temptation, or Nameless Inversion.  All three of the cards do different thing for the deck, but in some ways Sower of Temptation and Nameless Inversion step on each others toes.  Sower can act as a pseudo removal spell and can handle more threats, but is obviously vulnerable.  Against any deck that is light on removal Sower is probably much better than Nameless Inversion, but since the format is full of removal, especially the board sweeping kind like Firespout it feels like a Sower wouldn’t be very effective against anything that Nameless Inversion wouldn’t be. 

 

So that leaves us with Pestermite or Nameless Inversion.  At a glance the deck seems to be lacking threats and Pestermite would help on that front. The card is also effectively a Time Walk against the various Big Mana or any kind of real control decks that are running around. 

 

On the flip side Firespout is already extremely popular and Pestermite is pretty terrible against a Firespout, and those match-ups are already some of better ones that Faeries has seen.  Nameless Inversion also seems very strong against any of the many aggro decks in the format, RDW, Merfolk, B/G, and the like.  It also makes the deck more controlling and gives you more chances to try and out play your opponent, which may or may not be a good thing.  One final argument for Nameless Inversion is that Brett Blackman put 3 copies of the card into his sideboard, which we’ll get to in a bit, so the card must have some merit.

 

This one is a close call, but for now I think we should go with the Nameless Inversions.  With the popularity of Revilark waning and the absence of any other real control decks in the format I don’t think that 7 removal spells will be too many, especially considering how aggro heavy the format is.  I could see someone making a case for Pestermite as the card is still really strong, but until a real control deck rears its head I think we should stick with Nameless Inversion.

 

The mana isn’t quite as interesting, but here is what the decks have in common.

 

2 Faerie Conclave

4 Island

4 Mutavault

1 Pendelhaven

4 River of Tears

4 Secluded Glen

4 Underground River

 

That gives us 23 out of 25 cards.  The real questions here are, “How many Pendelhavens do we play?” and “How many Faerie Conclaves do we play?”

 

The answer to our first question is fairly simple in my mind.  Pendelhaven is so strong that you really want to play one almost every game.  So a second one seems like a must.

 

The next question is a tad more difficult.  The real dilemma here is being able to play suspend an Ancestral Visions on turn one.  If we only play 2 Faerie Conclave that will give us 13/60 cards capable of playing a turn one Visions.  If we play 3 Faerie Conclave we’ll have only 12/60 cards that give us turn one Visions.  That’s a difference of less that two percent, which doesn’t seem like a lot.  So the real question is “How much more important is a turn one Visions verses a Faerie Conclave?”  Since playing a turn one Visions might just be the best play this deck can make I think we can safely assume that making that happen even two percent more often is good.  Taking all this into consideration it leaves us with this.

 

4 Mistbind Clique

4 Scion of Oona

4 Spellstutter Sprite

 

4 Ancestral Visions

4 Bitterblossom

4 Cryptic Command

3 Nameless Inversion

4 Rune Snag

4 Terror

 

2 Faerie Conclave

5 Island

4 Mutavault

2 Pendelhaven

4 River of Tears

4 Secluded Glen

4 Underground River

 

As I mentioned before I don’t think there is anything with playing the Pestermites over the Nameless Inversions, but keeping the current meta-game in mind I think Nameless Inversion is probably better right now, but if the control decks make a comeback Pestermite would certainly be the card of choice.

 

Now for the sideboards, since I didn’t post a sideboard with my deck I’ll just leave it out.

 

So first we’ll take care of the easy stuff.

 

3 Damnation

4 Thoughtseize

 

That gives use 8 cards to work with and a lot of options.  I think we can safely eliminate all the spot removal cards as our main deck is already sporting seven of them, so out goes, Nameless Inversion, Peppersmoke, and Slaughter Pact, leaving us with some combination of Bottle Gnomes, Fledgling Mawcor, and Flashfreeze.

 

Fledgling Mawcor is extremely strong in the mirror, and if the top 8 of the SCG 2k open is any indication the of this decks popularity then we’ll want as many as we can post board.

 

Now we just have to decide between Bottle Gnomes and Flashfreeze.  I really like Bottle Gnomes in such an aggro heavy environment. It can soak up a pretty hefty amount of damage and helps you stay alive when you have a Bitterblossom on the table.  Flashfreeze may not be able to block and won’t keep you dieing from Bitterblossom, but it can deal with a lot of cards that Bottle Gnomes cannot.  Cloudthresher and Firespout come to mind, and we already have Damnation to deal with other creature based strategies.  As much as I love casting me some Bottle Gnomes I think we will probably be better off with Flash Freeze.  Which brings us to the following.

 

3 Damnation

4 Flashfreeze

4 Fledgling Mawcor

4 Thoughtseize

 

I’m actually surprised at the level of flexibility that was offered to us in card selection.  When I started I pretty much figured I’d be copying and pasting something and while we ended up with a list nearly identical to GerryT’s I think you could easily fit Pestermite into the deck without hurting it at all.  This deck is clearly extremely powerful and should be a part of any testing you do.  As far as testing goes I’m not going to do that part of the process for you, stop being so lazy.

 

Up next on my list are the B/G decks that have been pretty popular as of late, but if any of you have an archetype that you would like me to explore let me know.  Until next time.

 

Bob

Tags: Magic Standard



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Viewing 1 - 10 out of 12 Comments


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05/19/2008 04:49:57
mono red decks beat merfolks very easily. It's even easier than faeries. WG ramp is hard because of all the life gain. RG ramp is not easy either but everlasting torment helps against both these. Reveillark is a coin flip. Usually the one who wins the roll win the match barring some god/very bad draws. That is if you have 4 Cryoclasm in the side as you should. What are those multitude of other decks? The meta isn't very vast you know. I can only think of elves which is where Sulfurous Blast really shines. About bitterblossom you just throw burn at their face in their eot so they either counter that one or the ones you play in your turn. The race is in your favor. Any decent faeries player takes out both bitterblossom and mistbind clique vs. mono red burn.


05/19/2008 00:33:50
My only issue with the mono red decks that beat fairies is that they lose to alot of other stuff in the format. Mono red has a hard time with r/g or w/g mana ramps, reveillark, merfolk, and a multitude of others decks. Don't get me wrong. Red burn is a good deck. But in my testing it beats fairies and loses to alot of other stuff. You just blow your hand out to quick and have no real way to rebuild it. Btw how does any red deck deal with a bitter blossom?  thnx


05/14/2008 19:17:23
I'll give this list a try and see what I get.  I'm going to be pretty busy over the next few days so I don't know how much time I'll have to do that testing, but all see what happens and if it turns out that you're right and it does have a super good match up against Faeries I'll go ahead and include it on my list of decks I plan on writing about.


05/14/2008 16:39:30

Well in faeries mirrors the removal is needed vs scion. I just think that now that mawcor is not a surprise anymore it won't be good.

The mono red burn that beats faeries is pretty standard. I played it for a while in T2 before Shadowmoor because I didn't have bitterblossoms to play faeries. Now I updated it with Shadowmoor.

The list is something like this:
4 flame javelin
4 incinerate
4 rift bolt
3 lash out
3 sulfurous blast
3 shard volley
4 Tattermunge Maniac
4 mogg fanatic
4 Keldon Marauders
4 Boggart Ram-Gang
4 Ghitu Encampment
19 mountain

This has little testing and some numbers might need a change and sulfurous blast might be better in the side in certains metagames but it's always something like this. The blasts aren't really needed to beat faeries although they help when the game is getting out of control. The SB is still undefined.

Before Shadowmoor it had 4 countryside crusher, 2 greater gargadon, 4 mutavault, +1 lash out, +1 shard volley, +1 sulfurous blast and played 24 lands.


 


This is also the reason why I wouldn't play 4 gnomes in the side of faeries. Some lists play more creatures, other even less and having lots of removal doesn't help vs the burn.


 


The reasons that burn is so good vs. faeries is that the best cards in faeries are way less effective against burn: cryptic command against most aggro is a timewalk but against burn it isn't, ancestral vision has less turns to be able to resolve, mutavault will have to stay as a land unless you have enough lands that losing one won't matter and bitterblossom usually just helps them kill you faster.



05/14/2008 11:59:48

I'm not exactly sure what Red deck your playing that beats Faeries 70/30, but I'd really like to see it.  If you could provide me with a list so I can test with it and see if what your saying is true that would be great.  Because if it is true than Standard is starting to seem a bit less boring to me.

 

On the subject of Mawcor, this card is really strong.  I know it seems slow and all, but it's a lot better than probably think at first.  Faerie decks don't have many creatures in them so most of the time you board out your spot removal against them anyways.  Not to mention those removal spells will often fizzle in the face of a scion or just get countered if the creature is of any value.  A part from that the Faerie mirror is pretty much all about who can resolve an ancestral visions first, so if you want to counter the Mawcor it probably means that there is one less counterspell to deal with any of the real business spells.  Maybe I went a little too far when I said it should be in every deck, but the card is good.

 

Also there isn't anything Peppersmoke does that cards already in your deck don't do.  In fact Peppersmoke is much narrower in it's applications.  The seven main deck kill spells I have already can kill everything Peppersmoke can, well terror can't kill Faerie tokens I guess, but also manage to kill things that are a lot better like Mistbind Cliques and Mutavaults.  

 

Quick aside, if anyone who is good with HTML would like to help me with my next article, you should e-mail or PM me or something.  I want to make sure the blog form doesn't destroy my tables next time.  

 

Bob 



05/14/2008 06:46:41

Mono Red Burn decks beat faeries allthe time. It's like 70/30 or more to the red decks.

About Mawcor for the mirror: I have no doubt that if it resolves and sticks around it will be good. The problem is that it won't resolve and if it actually does it won't stick around. Most lists play at least 4 removal spells and 12 counters so playing a 3 or 4 mana card in you turn doesn't seem a good idea. Peppersmoke is an instant and it costs 1 that's why it's so good. You get to kill one of their faeries, draw a card and you'll have mana to do other things. Mawcor might have worked because people didn't know what it was and didn't care about it so they didn't counter the morph.


 


I'm sure in the PT mawcor won't be good.



05/14/2008 01:06:13

Nice Blog. I have an issue and is not with you is towards the discontent of the current metagame because apparently nothing beats Faeries. This hasn't changed in a while and the format is getting boring again because the metagame consists in Faeries and non Faerie decks. I hope WotC fix this because we have a tremendous card pool but if the top deck can't be beaten by anything then what do we do.

 

Give us Spell Snare to have a fighting chance. :p yes I am that greedy. 



05/13/2008 22:53:24
I'm pretty sure that Mawcor is a lot better, and since this deck is just the nutz any deck that can support them should probably play them.


05/13/2008 18:10:36
I think pepper smoke will prove itself the better card because it is instant speed..will be interesting if Mawcor stays around for the pro tour.


05/13/2008 15:59:48
Fledgling Mawcor is extremely good in the mirror, and was in several sideboards at the SCG 5k and 2k opens.  Just head over the starcitygames.com and take a look at the top 8s.  A lot of people were playing Peppersmoke before, and it's my own fault for not getting into more while I was writing, but Fledgling Mawcor can do the same thing Peppersmoke can do, and it stays in play.  The main purpose of both cards is to keep Bitterblossom and Scions under control, but Mawcor is just so much better against Bitterblossom that the fact you are losing the cantrip is kind of a non-issue.



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