Your friends are both right and wrong. This is basically the frame of a control-heavy fae deck, which did very well in a number of high level tourneys (the names escape me at the moment), so they are right in that it's a good deck design. It's not really the "new" way to play them though, it's just people jump on bandwagons nowadays. If you wish to get a glimpse of other Fae Tempo designs, then I'd offer you to look at my selection of Tempo decks. Their names are all in latin. I could also just link them to you if you'd like =]
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I don't like Bramblesnap. He's very punishable, and seems out of place in the deck to me. Perhaps try to replace him with Leatherback Baloth, or something like that. Lightning bolt is great of course, but you might want to work in some Flame Slash(s). Kiln Fiend is the dude who will be mostly killing your opponent, so you mostly want to have ways to clear a path for it. Flame Slash is very good for this purpose. Hope that helps! =]
Alright, first thing first is that this is, by definition, not Stompy. It's close though, so I'm gonna help you here (there's a ton of other wrongly labeled "stompy" decks, so I gotta start somewhere). Now, Asceticism can be used in the sideboard of your typical Stompy, but in this case, you just plain don't need it. Basically all of your creatures are protected anyway, so it's completely redundant. Awakening Zone, while awesome, is too slow and inefficient for Stompy standards, so I'd take them out. I'd also take out the Khalni Heart Expeditions. The only time I've seen them acceptable for Stompy was in a Landfall based one. You should swap out your Cultivates for Harrows. I can explain why Harrow is superior for Stompy, but in this case, just trust me. Stompy should only have a maximum of 2 Fat-Stompers, or cards that cost over 5 mana. There are rare exceptions, but let's just stick with this rule. So take out either Terra Stomper or Gaea's Revenge. I'd take out Terra Stomper, to me, Revenge is so much better. Stompy needs card drawing. They're (supposed to be) so effiecient that they NEED to have a way to supply cards. Think of it as the Stompy deck needing the game itself to catch up. For this purpose, Infiltration Lens or Skullclamp are excellent. Stompy usually has some level of boosts. Primal Bellow is amazing, but Vines of Vastwood might fit your theme better, and is still great. You need to have at least 5 "mana dorks" in here. Those are guys like Llanowar Elves, Arbor Elf, Birds of Paradise, etc. 8 is a lot, and you shouldn't really go higher than that, so I'd experiment between the 5-8 range. You could do with some more 1-drops. I'd suggest trying out Scythe Tiger. They're very similar to the old-school Stompy staple card, Rogue Elephant, but they have shroud...Great for your theme. You don't need Naturalize in the maindeck, and for the sideboard use Nature's Claim instead of Naturalize. Last thing is this: A Stompy should not need 24 lands. Their extreme mana efficiency allows them to run flawlessly with 20 lands. Some run 18, and some classic versions ran 12, 10, even 7 lands!
Awesome, but not Stompy. I love wurms =]
Goats. ****ing awesome man. I thought Cows were funny, but I'm laughing at this much more. =]
Thanks. I'll be sure to take a look at it. Extraction is, I think, the most powerful deck type in the game. A badly designed extraction can still be a challenge for an average deck of any other type. I'm glad you like my sideboard. It's designed to attack the three deck types that are most difficult for Extraction to fight. 1) Creature-heavy aggro -- Black Sun's Zenith destroys Fae, it just makes them a joke. Humility helps with biggie beats and Ghostly Prison holds back Goblins (long enough at least...****ing goblins) 2) Land decks. Those 34-36 land monsters are notoriously hard for Extraction to deal with. Revoker (to an extent), another Rishadan, and Balance help deal with them. Thank god for Balance, because these decks are seriously the biggest challenge for Extraction. 3) Other Extractions. Extraction versus Extraction is terrifying, and usually ends up with the last draw determining the winner. Still, Revoker and sometimes Balance can..."help". The Revoker will never hit the field though. That guy will be ripped out of the deck so damn fast.
Countertop Extraction...it's like a swift kick in the pants. =]
Yeah, if I put it on Panoptic I either take infinite turns or they die, so pretty much a win right there. This deck has plenty of card draw, and holds its card advantage in the fact that Isochron and Panoptic allow repeated uses. Honestly, play it out and you'll see that it doesn't need any more card draw than what it has.
I just looked up the definition of the word Extirpate. So awesome =] "To seek out and destroy completely"
I like it, but I would remove contagion clasp entirely. In their place put some Steel Overseers and Voltaic Keys. Maybe move some other things around to run a nice 3-3 of them. You don't need both Doom Blade and Go for the Throat. The current meta steers much more towards GFTT, with the occasional use of Wurmcoil being a problem. A problem, but not the game. So, that all said, I'd do something like so: -3 Doom Blade -4 Contagion Clasp +3 Voltaic Key +3 Steel Overseer +1 Black Sun's Zenith Hope that helps man =]
This made me actually laugh out loud. =]
The point of the Hawks is that they allow me to have some crazy shenanigans with Mox Opals early game.
Thanks man. I've really been enjoying this deck. BitterBombs is one of my favorite combos of all time. =]
I forgot about Pulse Tracker! Oh man, he'd be great to ensure Prowl. Good call. Oh, and why Abby P?
Alright, tell me what you think of the changes. =]
The issue with Traumatize is that it costs a lot of mana and it has the problem of diminishing returns...
I might reduce the Silence stuff a bit, because I think you're right...Orim's to Ban naming one of their land types happens pretty frequently, and after that I need to hold onto just one to put on the stick. If I lower those I can add in another Thoughtseize and Extirpate (3 and 3 is a more potent set-up in this deck). Path is better for extraction because I don't care how many lands they pull out, and in fact, that thins out their deck faster and brings me closer to the win. Tar Pit is a nice idea for those who have "durable" decks that take a while longer to cripple. I'll work them in thanks. =]
Oh, and how come neither you or WnB have gotten profile pics? They're fuuuuun =]
I would really take out Sorin. He's just not as good as you might think, and overall will just be mana burden in your deck the majority of the time. =/
As an extractor, this deck looks like a nuke made of paper maché -- very powerful, but insanely fragile. All the same, it's a good deck. Just be prepared to be "that ANT player".
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