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Author Topic: U/R Fish!!!  (Read 17655 times)
Bone
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« Reply #30 on: March 16, 2011, 10:57:56 am »

I played this in DDAY IV in Firenze (about 200 players) this weekend Smile

1 Flooded Strand
3 Island
4 Mishra's Factory
4 Scalding Tarn
1 Strip Mine
4 Volcanic Island
4 Wasteland

3 Cursecatcher
3 Gorilla Shaman
3 Grim Lavamancer
4 Ninja of the Deep Hours
1 Simian Spirit Guide
3 Spellstutter Sprite

1 Ancestral Recall
3 Annul
2 Daze
4 Force of Will
1 Mox Ruby
1 Mox Sapphire
3 Null Rod
2 Spell Snare
3 Standstill
1 Fire | Ice
1 Time Walk
-----
4 Energy Flux
1 Null Rod
4 Red Elemental Blast
4 Relic of Progenitus
2 Umezawa's Jitte

R1 against MUD: lost game 1, sided in 4 Energy Flux, 1 Null Rod and 3 Relic of Progenitus for 3 Curse, 3 Spellstutter and 2 Snare. Won game 2 and 3. Energy Flux is tha bomb!
R2 against Dredge: he started with gemstone mine and that green spell that sacrefices a land for a new land. I Forced it. I won both games with Relic being mvp. Sided out 3 Null Rod and 1 Annul.
R3 against Mono Brown: again I lost game 1, sided in 4 Energy Flux, 1 Null Rod, 4 Relic of Progenitus for 3 Curse, 2 Daze, 3 Lavamancer and 1 Spellstutter. I won game 2 and 3 pretty easy thanks to Null Rod and Energy Flux.
R4 against Selkie Strike: His creatures where bigger and faster than mine. I lost both games. Sided in 2 Jitte, 4 REB and 3 Relic, dunno what I sided out.
R5 against Stax: Lost game 1 (as always against artifactdecks). In game two he has Ancient Tomb and Mishra's Factory in play. I have a Cursecatcher, Volcanic Island and a Wasteland. Somehow I don't play Standstill because Mishra is bigger than Cursecatcher. Oh my, I have Wasteland for gods sake. Probably a mistake that costed me the game. I made some small mistakes after this one. I am getting pretty tired after little sleep for 2 days and much waiting between rounds. Still 3-2 and possible to get some more points.
R6 against red/green aggro, more aggro and less control than Christmas Beatings: I won game 1 and lost game 2 and 3. Fire | Ice (Fire) was great, Jitte was great, Relic was great. But still. Magus stopped my Mishras and Goyf was too big to handle.
R7 against Selkie Strike: I won both games easy. I have a feeling that he drew terrible. Kinda lucky since it is not a good matchup for me. I sided in 2 Jitte, 4 REB and 4 Relic for 3 Null Rod, 3 Annul, 2 Daze and 2 Shaman btw.

So I was 4-3 and it was time to get some food so I dropped for the last round. I really enjoyed playing this deck. I feel it is great in a stax/mud/monobrown heavy metagame. Not so good against other fish. Fire (as in fire| ice) was totally worth the slot. Mishra's was better than Muta (I never wanted muta in play for spellstutter, but Mishra helped me against Lodestone twice). Energy Flux was MVP overall.
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swawagon
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« Reply #31 on: March 21, 2011, 04:58:10 pm »

1 Flooded Strand
4 Scalding Tarn
2 Island
1 Mountain
4 Mutavault
1 Strip Mine
4 Volcanic Island
4 Wasteland

1 Mox Ruby
1 Mox Sapphire
1 Black Lotus
3 Null Rod


3 Cursecatcher
3 Gorilla Shaman
3 Grim Lavamancer
4 Ninja of the Deep Hours
1 Vendillian Clique
1 Simian Spirit Guide
3 Spellstutter Sprite

1 Ancestral Recall
1 Time Walk
3 Annul
3 Spell Pierce
4 Force of Will
3 Standstill
-----
4 Ingot Chewer
3 Sower of Temptation
4 Red Elemental Blast
4 Relic of Progenitus

I played this in Green Bay, WI 3-12-11

1 Oath
A: I open with Lotus Cursecatcher, Stanstill with Island Spell Pierce back up. With Mutavault in hand. I beat down with Cursecather and Mutavault.
B: never saw an Oath played. More of the same. I let an Ancestral Recall reserve to save my Force of Will for the only 5 things I fear (4 Oath and Tinker) and it works.
WIN

2 TEZ - Derek W
both first games were just rolling, I counter what I need to, but let some things resolve.
WIN

3 MUD - Carp
I open OK but I just cannot stop Karn.
Game 2 I have 4 Ingot Chewer, 3 Annul, 4 Force of Will and lots of permanents in the deck, but I find very little of the names cards and cannot get there. Simian Spirit Guide helped cast a tapped out handy Force of Will, but I had nothing to back it up with. Triskelion stopped my Ninja and a Lavamancer. I kept in 3 Null Rod (ask he had Karn) and -3 Cursecatcher. -1 Sprite, +4 Ingot Chewer but never saw one.
LOSE

4 UB new TEZ - Soly
A Win a cool game one out-running two 5/5 animated moxen (TEZ). Annul counters a P Revoker. Spellstutter Sprite and Mutavault counters a Bob.  Good battle.
B Tinker turn 2 for Blightsteel goes all the way.
C I mulligan to 4 and never ever find a colored mana source. Pretty frustrating way to lose a match.
LOSE

5 UBr Bob TEZ - Danny
We play about 8 games for fun and he won only two. My deck was rolling here!
WIN

I miss the top 8.
« Last Edit: March 22, 2011, 04:27:23 pm by swawagon » Logged

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cophos
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« Reply #32 on: March 22, 2011, 10:24:04 am »

Congratz to all of you doing well - just mumble something about format-related variance if someone dares to question your results.. - with ur men.
You guys have put serious effort into reviving a seemingly cold approach to the archetype and have successfully come up with a variety of excellent lists and the results to back them up. Kudos!

After extensively testing gayred for the last couple of weeks (picking up where I left about 5 years ago really) and going through about every possible configuration there is I'd like to add a couple of pointers/question to keep the discussion flowing:

- Play Clique. Like.. seriously. Sure does some heavy lifting in this deck: (a) Instant speed Duress effects are borderline insane and certainly not something your opponents will expect you to pull off. Ever. Also: You'll be surprised how many players will solely rely on / keep hands with only Pierce as there early game defense making an early Lotus/Moxen fueled Clique an unexpected and equally devastating play. Make sure you don't walk into a Drain (d'oh) by responding to cracked fetches or by simply casting it mainphase and you got yourself a superb addition to your arsenal. (b) Spanish Inquisition argument aside: ur's clock is not.. fast. With the lack of Stifle in particular (and to a certain extent Crucible) the current versions simply aren't capable of locking an opponent out of the game like they used to if at all. Sealing the deal as quickly as possible is crucial to not letting your hard early game work turn irrelevant. Adding the 3/1 flashy flyer to the mix makes our tempo oriented cards oh so more potent while proactively disrupting your opponents attempts of breaking out of your soft locks with a game changing Tinker or Bounce>Will. Of all the additions I've tested this has been the most promising by a longshot, not only providing a cool new effect but also and more importantly making the rest of the deck downright better. (c) Facing MUD? Clique is what the doctor ordered. Wha.. really? Yessir! (Who am I talking to?)
Quote
Game 2 I have 4 Ingot Chewer, 3 Annul, Force of Will and lots of permanents, but I cannot get there. Simian Spirit Guide helped cast a tapped out handy Force of Will, but I had nothing to back it up with.
Been there. The MUD matchup's all about aggressively trading 1:1, getting your opponent to play off the top and dodge bullets from there on. I wholeheartedly agree with boarding out small dudes for shatter effects to survive the early game even if it means weakening our ninjas (which need to stay whether we like it or not since getting some kind of draw engine online is absolutely crucial to keep up with the threat of a steady stream of dudes that are bigger than anything we bring to the table). Clique drastically reduces the number of draws our muddy friend's gonna get and will quickly get you in a position where you can ignore / race not only additional Spheres but also Lodestones and Karns. Coupled with Strips/Rods for tempo and something like a Vault, Ninja (obv. bonkers with Clique in any case) or simply heavy Tomb-action for damage will close a game in no time thus significantly reducing the chances of brown comeback. The key is not to think of Clique as a cc3 utility card but rather as a quick finisher after the dust of the first MUD ambush has settled.

- Sure they drop in value the longer a game goes (but so does Cursecatcher), sure a full four may not be the correct call in every metagame. Nevertheless: I've been running a full set of gorillas for quite some time now and wouldn't want it any other way. With the recent rise of artifact heavy tezz builds especially quadruple apes is something I strongly suggest considering. Back in ye olde days it sure was fancy to hold back your primatial friend to catch those moxen-yealding, overextending fools off guard. As it stands people try to get their jewelry online asap in fear of MUD thus exposing their moxen to shaman - often without having gotten any real value out of them, on the play I'm more than happy to lead with a shaman (barring access to a cc1 counterspell) if it means keeping my opponent off casting acceleration on their first turn (and actually putting it to work) and me playing a second turn rod to its fullest effect. (This is oh so more important when running Daze: A full set of shamans (i.e. the higher frequency of dropping one on your first) will often scare people away from playing out the mana required to pay the extra, turning their caution into a complete blowout.) (I'm leading towards ninja-heavy builds atm so Shaman gets the nod over the fourth rod (which remains a possibility worth exploring nonetheless).)

- Steel Sabotage is the real deal. If you're expecting a lot of oath: sure stick with what you got in Annuls. But if you're like me you (a) are expecting lots of MUD and Drains (b) HATE loosing to an early Tinker. First things first: Sabotage's far superior vs. brown decks, but you knew that already. It's not just about some extra flexibility: Bouncing dudes when racing, not (auto)losing on the draw with non-force hands, not losing to.. you know stuff that actually resolves, the possibility to bounce threats and waste/strip lock them under their own spheres etc. pp. provide valuable and much appreciated angles to attack the MUD player and make an already solid matchup even better. Judging from what I've read in this thread I'm not the only person having extensively tested this matchup and I can honestly say that with maindeck Sabotages and a solid post board plan this has become a battle I'm increasingly confident to fight.
Now the big un: I seriously cannot recall the last time I faced Leviathan pre. The prospect of faster kills and Hurkyl's Recall-related arguments ("The only answer they got's mass bounce anyway so why play Levi over Sphinx or BSphere?") have lead many players towards running bots fragile to spot removal (Yes: it ain't gonna be pretty, but you'll be able to race the four remaining myr more often than not). Sabotage provides a MUCH (!) needed answer to Tinker (not letting it resolve sure's solid but we've all lost to it nonetheless now haven't we. Even against Gush an additional answer to Tinker might be just as valuable as one to Bond.) without the necessity of running cards you don't actually want to have in your maindeck in the first place. (In a deck that can't reliably kill the opponent in the window provided by the latter Sabotage is better than Rebuild-style cards against MUD in most cases.) Being on the draw Sabotage will also buy you the extra turn needed to react to the threat of a second turn time vault blowout, i.e. bounce their vault in response to key, untap drop Rod or similar sequences. Complement/Exchange them with REB's, the last Rod and - if you must - Hurkyl's Recall out of the board and you got yourself a solid plan against your main enemy.
Running Sabotage's gonna take small adjustments to your counterspell config and your board but it's something you might want to look into.

- The word is out: Lightning Bolt's back in a big way. Savvy drain players have been running this for quite some time now and the possibility of insta killing walkers, bobs, bears, golems, workers (huge btw!) what have you certainly is something worth exploring. Not every build's gonna be able to run these but I've found myself constantly wanting to cut back on Lavamancers (they proved to be either to slow or simply unable to kill a good deal of the before mentioned threats) and some number of Bolts filled the void quite nicely.

- Try Mindbreak Trap. Not a whole lot to add here: Great against comboish big blue / gush builds while also of significant value against MUD. I run the misers copy maindeck atm and it has warranted its inclusion time and time again. Also take into consideration that ur is somewhat fragile to more traditional storm builds, matchups where a Trap or two can make all the difference.  

- Reconsider Cloud of Faeries. Here me out. With the current creature set up you'll sometimes find yourself in situations where Catcher doesn't do a whole lot tempo-wise (without some additional help from stifle and the like) and Stutter simply won't counter the stuff it needs to in order to keep you in the game. Getting stuck between a non-functioning denial/tempo plan and hardcounters that don't do anything is one of the worst situations a fish player can be in. I'm a believer when it comes to switching out Daze/Stifle for actual counterspells (though I still think a pair of the former might be worth including if only to defend a second turn Rod or having additional means to interact when going for a fast ninja) but it's an approach that might take some further adjustments to truly shine. I've had a lot of success with a list running 3-4 Clouds lately (replacing catcher): (a) Getting beef on board pre standstill's still solid tech. (b) Free > cc1. True: Running Cloud over additional one drops makes second turn ninja somewhat less likely. But then again: we still got plenty of one drops, plus tapping out for a ninja in the early stages is gonna be suicidal more often than not anyway. Don't neglect the fact that "free" is a solid deal in a deck that relies on counterspells that actually require mana. (c) Flying is relevant. Being able to race Myr Tokens / Bears / even mud creatures in the last stages of a game and getting ninjas online (or at least cycle them) is a treat. (d) Cloud (coupled with Mutas) turns Stutter into a reliable answer for cards like Oath / Goyf / Bob from the second turn on while also letting you reach the cc3 threshhold without too much trouble thus allowing you to achieve "Voidmage Prodigy -style" defense against mid/late game bombs.  
Speeding up our beatdown plan while making Stutters more reliable seems promising. Further testing needs to be done with this one but if getting full value out of Sprites is something the deck needs in order to succeed, this might be a possibility some of you may want to look into to. If a two dozens of games is any indication Cloud could be a  another way to glue the whole thing together.

Greetings.
« Last Edit: March 22, 2011, 01:58:48 pm by cophos » Logged
i_set_fire
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« Reply #33 on: March 22, 2011, 03:20:10 pm »

I ran my list from above at Xtreme on 3-20 and went 2-2.  Losses were to tinker-->BSC.

Thinking things over I have decided to cut at least 2 Annuls for Steel Sabotage.  Twice I was holding an Annul as BSC smashed face.  Very aggravating!  We still have spell snare to help with Oath. 
Also, I have noticed that cursecatcher is best used as an early drop to get ninja turn 2 (or turn 3 if we play standstill).  His ability does not cut it as it is too easy to play around.  I was thinking the same as the above poster regarding Vendilon Clique and plan to switch 2 cursecatchers for 2 cliques.  The Third one I will keep just for the ninja.  I love me my ninjas Smile

I have been trying to get bolts in the deck, but can't think of what to cut.  I do not agree with cutting lavamancer.  He has won me so many games or provided strong assistance.  He can kill beaters so ninjas have an open path to drawing me cards.   I could maybe see cutting one Annul for a bolt.  However, I think a REB would be just as good, or better.  It kills jace and trygon and can counter FoW and tinker (deck's biggest threat).

I never thought about cloud of faeries, seems interesting and flyers are always good.  Maybe that can replace the third cursecatcher.
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cophos
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« Reply #34 on: March 24, 2011, 07:09:34 am »

I ran my list from above at Xtreme on 3-20 and went 2-2.  Losses were to tinker-->BSC.
Thinking things over I have decided to cut at least 2 Annuls for Steel Sabotage.  Twice I was holding an Annul as BSC smashed face.  Very aggravating!  We still have spell snare to help with Oath.

I've stopped counting the times a post-tinker sabotage has won me the game. For the time being running Sabotage in the Annul slot has paid off in a big way and has significantly changed the way the deck reacts to an early Tinker, i.e. not longer losing to it. I'm currently tinkering around with adding a pair of Waterfront Bouncers again and so far this has been working out (the guy loves his workout thats for sure *zing*) quite smoothly. Combined with Sabotages this forces Blue players towards strategies our deck's more than capable of dealing with (mainly artifact-fueled Will turns / time vault shenanigans) while providing solid assistance vs. Oath. (As it stands many of the most recent Oath builds are somewhat cold to an active Bouncer plus Rod.) Certainly not a card to replace our current instant-speed answers to said threats but a good way of preventing unpleasant comebacks when incorporated into your creature configuration. (Similar to the Apprentice/MMage on Tinker plus Rod vs. Colossus and Will lock in the golden age of UW men.) Additionally: (a) Bouncer is an excellent piece of board control and way to get your ninjas connecting. (b) A ninja-fueled Bouncer plus Clique / Stutter can lead to forbid-lock kind of situations in the later stages of a game without the need of running additional (and clunky) hard counters. Being able to squeeze that last bit of utility out of what's already in the deck and turn your early game sprites into a recurring answer to Tinker and Will? Now that's what a fish(er)man's dreams are made of.
  
Quote
Also, I have noticed that cursecatcher is best used as an early drop to get ninja turn 2 (or turn 3 if we play standstill).  His ability does not cut it as it is too easy to play around.
I tried to make this guy work. I really did. But I could never quite get there. I don't mind 1 or 2 for the very same reasons you mentioned and he's a fine way to get a second turn Rod to stick (sometimes) but that's about it. Not only is he easily played around as you pointed out but he simply doesn't do anything against a wide variety of cards our deck's immensely worried about: Leading with a Catcher and watching your opponent drop an Oath/Bob/Timevault/Sphere etc. is a dangerous spot to be in considering that the deck doesn't run the amount of free counterspells it used to and thus can't always rely on getting value out of Catcher in a first turn counterwar.
To a certain extent this applies to any one drop we got and I love diversifying our angles as much as the next guy but in the light of early Confidants and MUD in particular maxing Shamans/Mancers might be downright better. But then again: We're really getting into details here and generating the numbers of games necessary to talk about the impact of changing single cards is close to impossible. En fin de compte: As long as they enable Ninja you could probably run just about any combination of the cards we've been discussing. If the cards and matchups fall your way you'll like like a genius, if not: there's only so much you can do with a strategy like ours in the first place.

Quote
I have been trying to get bolts in the deck, but can't think of what to cut.  I do not agree with cutting lavamancer.  He has won me so many games or provided strong assistance.  He can kill beaters so ninjas have an open path to drawing me cards.   I could maybe see cutting one Annul for a bolt.  However, I think a REB would be just as good, or better.  It kills jace and trygon and can counter FoW and tinker (deck's biggest threat).

I should have been more clear on this. I do not endorse cutting Mancer entirely. I've been running it as a two off for some time now but might as well move up two 3 again. See above: Hard to get a feeling for how switching single cards plays out in the long run.

As for the REB vs. Bolt debate: Having an immediate answer on the draw for an early Painter/Bob/Worker is something I value rather highly. (While leading with Mancer might cut it vs. an early Bob it certainly won't against Worker.) In my experience Bolt's also the single most effective card in the Fish mirror. With additional copies out of the side (as much as I dig Jitte (and I do love 'em), having access to 3-4 Bolts / 3 Mancers / x Stutters for 2 feels superior) my win ratio against Noble improved by a whole lot. Besides the fact that Jitte's a risky play vs. Rod (They will keep them in. Don't ask me why.), Pridemages, Trygons and in a matchup where mana's a scarce resource in general, Bolt is one of the few cheap answers (albeit one that's takes some additional work) for Goyf.

Sure: Additional Snares e.g. theoretically handle the same issues just fine. But (and this is a big one) the deck's already packed with cc1 counterspells and theres only so many spells you can cast on a mana base as tight as ours during the first few turns or simply being on the draw (!). Running Bolts (and Bouncers/Sabotages etc.) grants the deck a fighting chance when losing the roll, limits the amount of close to impossible judgement calls the fish player has to make (esp. one drops vs. cc1 counters) and allow us to tap out more aggressively for board presence without straight out losing to a wide range of resolved threats (and quite a wide range it is. Wink).
It's really all about diversifying our answers and being able to use our few colored sources to the max. I do believe there is a cap on how many (non-free) counterspells this deck wants and we're probably pretty close to it. (Running ESG or Petal might be an additional option to address this. I haven't tested this extensively enough to really have a take on this and I'd love to hear how this has been doing for other players.)

I do agree however that space is in fact the main issue here. There's no definite answer to this I suppose. (I've cut down on Snares before (but man, I do love that card) to make room for 1-2 Bolts. Which worked out fine when making room for 2 bouncers and Clouds (getting Stutter into the cc2 range more easily) but may be piscicidal in different builds.) At the end of the day you got to stick to what feels appropriate in a expected metagame while maintaining the amount of immanent synergy the deck needs to be relevant at all.

On a more general note however: Has anybody tinkered around with the mana base at all? I'm strongly leaning towards cutting a colorless mana source for an another Island / Fetchland. Muta's getting the axe at the moment: (a) Going down to 3 doesn't really weaken Stutter (esp. when running some number of Clouds) since it's still gonna show up often enough and activating two vault for Sprite has yet to occur. (b) I don't remember the last time I wanted to swing with 2 Vaults. The deck doesn't really want to pass the turn without colored mana up and activating two Vaults will tap us down more often than not. (c) The current versions LOVE blue mana. I can't stress this enough. (See above.) One of the main benefits these builds offer over more traditional versions (heavier on Dazes/MisDs) is the ability to out counter opposing decks without suffering heavy card and or tempo advantage. Getting value out of otherwise dead draws in the late game is a fine deal but being too careless when it comes down to colored sources will cost you games or at least annihilate a good deal of what otherwise solid deck building would allow us to do.

Addendum:
Regarding Bouncer: If you're looking for an equally solid answer to Tinker pre board and are excited by the prospect of turning the Shop matchup into a walk (it's getting pretty close) you may want to try out a couple of Welders in the cc1 spot instead. (Add the ability to recur your Rods and mess with their Vaults, painters and whatnot for some extra sweetness. I've also found that a good number of U players will go out of their way to keep this guy off the table - burning Forces on / readily trade their confidants for it, which most of the time we couldn't be happier about.)
I'm well aware that there's only so much one can fit into an 18-piece squad and running Welders is gonna take adjustments to the number of Shamans/Mancers/Bolts you're running (regarding the number of non-blue cards the deck can support) but the Goblin remains an excellent piece of utility that deserves further consideration nonetheless.
And even if you can't find room for it main: This guy's good against MUD.. like.. wow. If brown decks are a substantial part of what you're expecting you should seriously consider this as another option to complement Chewers in the board. Barring the absolute nuts a combination of Rods, Wastes, Shamans, Welders, Chewers, Sabotages, Forces is something most shop hands will have a hard time dealing with. (If they fail to apply early pressure in favor of dropping Kegs/Needles: the better.) Welder also offers the benefit of serving double duty: Being a cc1 creature it's a good early and mid game tool to hinder brown's development and build up board presence (playing the Chewer-role so to speak) while single handily locking the shop player out of the game in the later stages (Hey, it's like Flux / RnR except it doesn't blow).
The mud matchup's already fine as it is (especially when running Clique) but if you're feeling greedy go for 2-3 Welders. You won't be disappointed.

Greetings
« Last Edit: March 25, 2011, 06:51:20 am by cophos » Logged
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« Reply #35 on: March 25, 2011, 09:23:47 am »

I'd prefer gilded drake or seasinger over waterfront bouncer. And I have played waterfront + gilded to some success, specially against fish: spellstutter takes care of swords, so having both creatures steals any match

Oath could be a problem if they achieve haste for creatures, though, but taking DSC or emrakul with gilded sounds great Very Happy
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cophos
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« Reply #36 on: March 25, 2011, 11:30:19 am »

I'd prefer gilded drake or seasinger over waterfront bouncer. And I have played waterfront + gilded to some success, specially against fish: spellstutter takes care of swords, so having both creatures steals any match

Oath could be a problem if they achieve haste for creatures, though, but taking DSC or emrakul with gilded sounds great Very Happy

I do like Drake quite a bit and I too have had the pleasure of wrecking people with the Gilded Bouncer tag team. That said, there are a number of reasons I haven't played the card for quite some time now and judging from lists run by people better than me I might not be alone and totally off on this one:
(a) Drake isn't necessarily gonna cut it against Oath: If they run BSC/E.M.Cool plus Breath(s) we're gonna end up dead / without a board before getting the chance to actually put the guy to use more often than not as you already pointed out. The very same applies if they run Elephant(blowing up your lands)/Angel(on U). Having an instantaneous effect on the board is a nice feature over the summoning sick Bouncer. But I'm fairly convinced that against Oath one's better off with the latter nevertheless.
(b) If not needed otherwise Bouncers / Welders are still cheap dudes to apply some pressure, make Standstill better and get ninja active. They offer utility when needed while still smoothly fitting into the decks game plan. Dedicating creature slots to stuff you can't actually cast without meeting specific requirements will mess with the decks current layout and will be an issue from time to time.
(c) A 3/3 Flyer is substantially bigger than anything we got. This might be a non-issue when stealing one turn clocks but is a considerable problem when finding yourself in more tooth and claw (in every meaning really) situations: Trading a Drake for a Trygon / Bear / even medium sized Goyfs is something this deck simply cannot afford to do the majority of the time. In matchups where you can't single handily ride the stolen creature to victory Drake is going to downright shut off our deck. Waterfront may not be killer in those situations either (well.. can be actually) but will provide helpful ground control to get ninjas rolling and can be a great way to pseudo-timewalk your opponent.

Syncing up Drake with Bouncer is sweet for obvious reasons. But I don't see how we can squeeze in both (Sideboard's just as tight) and how this is going to hit unquestioned in the mirror. Plus: Are we willing to dedicate sideboard slots to cards that won't do anything in matchups we need them the most? What's great about Bouncer is the fact that it complements our Snares (against Oath) our Sabotages (against Tinker), i.e. strengthens our existing answers in a very light-footprint way - not only fitting into the deck's 'attack with small men'-strategy but also being highly synergistic with both our draw engines and our ETB-effects. In matchups where Drake matters you won't be facing non-shroud creatures after board most of the time (thus running it in your board won't catch savvy players off guard anyway) whereas Bouncers just shrugs it off and supplements your overall strategy.

I've always had a soft spot for Old Man of the Sea (Goyfs somewhat changed that) and I can definitely see Singer as a one or two of. However considering that it sure is kind of slowish (are we gonna resolve that vs. Oath?) and the fact that it it blows harder than sea breeze vs. Shops make this one feel somewhat sketchy. (also see (b) above) Seems interesting though. I'll give it shot.

How have these cards been doing for you in the current metagame?
« Last Edit: March 25, 2011, 01:19:02 pm by cophos » Logged
xouman
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« Reply #37 on: March 26, 2011, 06:18:47 pm »

To say the truth, I haven't played those creatures in half a year. I also rate waterfront over the other two, but I find it underpair without drake. Against aggro it's bad bussiness losing a card to return a creature, and against drain decks they have fire/ice or sometimes they played inkwell. Now with DSC, waterfront is nice, but I prefer gorilla shaman+welder (even I had lost against sphinx XD).

Gilded is nice without  inkwell around, and I like it because not only removes a threat, but it gives us a real win condition. But I admin that without bouncers it's a dead card in 80% of matches.

Seasinger is relevant becaue it's quicker than sower (and sower has been played regularly) and you can change the target if needed. Against MUD is somewhat dead but hey, it's nice against fish, tinker and oath (nearly 75% of my local meta).

But I reckon that none of those 3 cards it's a direct inclusion, they are unexpected techs that could work in some metagames, but they should be chosen with care and played well.
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Wildthing
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« Reply #38 on: April 12, 2011, 05:13:19 pm »

Props for bringing back an old favorite

My biggest concern when playing posted lists is not having enough faeires for spellstutter to counter 2cc in early game. Critical plays like turn 2 dark confidant, oath, meddling mage/Qsali or even spheres. This shold be addressed somehow IMO. Cloud of faeries could be an option and maybe zephyr sprite should be considered depending on your mana curve (other blue 1cc creatures are neither good in my opinion).This will partially help the lack of hard counters in mid game in case that an opponents breaks standstill with tinker or will.

Those issues are the most aggravating from my point of view when compared to old gay fish lists which in my opinion capitalized tempo better.

Once those issues are solved standstill could be played moren aggressively targeting second turn and sage of epityr could be considered in that case to increase likehood of that standstill.

I still see the alternative casting cost of daze appealing in a deck that wants to tap out every turn, I have never liked stifle (too many times sitted in my hand with no use). Steel sabotage is a clear 2-of against MUD and tinker and lightning bolt fits the deck nicely.

Do you guys think that the existence ninja makes curiosity unplayable?, I agree that it takes 4 additional spaces but sometimes curiosity on 2nd turn coupled with a 1cc counterspell/utility could make all the difference...

I would like to play 1 waterfront bouncer and 1 vendilion clique in my next build, will let you know.
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SadDubs
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« Reply #39 on: October 04, 2011, 06:38:13 pm »

I've played a little ur faerie fish and I personally found spell stutter sprite to be underwhelming. He's great against fish but pretty weak against gush and shop. Even against drain builds I found myself wishing for better beaters or counters. The sprite/mutavault/cloud of faeries engine has also made me feel like too few spaces are given to alternative hate.

So my question is: What about non-sprite ur fish builds?

Magus of the Moon would offer fish strategies a unique angle on aggro control; unlike tmwa, magus builds would allow for the use of counter magic and blue card draw.

As food for thought and discussion I'll just post a list and we can work from here:

Creatures

4 magus of the moon
2 grim lavamancer
3 ninja of deep hours
2 sage of epityr
3 simian spirit guide
4 gorilla shaman

Other Spells

4 fow
3 moxen and lotus
4 daze
3 null rod
1 time walk
1 ancestral recall
3 lightning bolt
3 steel sabotage
2 spell pierce

Land
5 strip waste
4 scalding tarn
1 flooded strand
4 volcanic island
3 island
1 mountain

I like what was said before about playing gorilla shaman as a 4 of to force your opponent to a)hold back their mox mana only to stumble in a daze or b) drop out all the moxen to eat up the next turn. Instead of holding up 2 mana for sprite, mana can instead be spent dropping an immediate magus or rod, or dropping a one drop and holding up pierce/sabotage/bolt mana.

Thats the basic run around for the magus build, I'd especially like to hear from this thread's generous contributors as well as the forum's usual suspects.

Just a side note, Im not sure if posting in this thread is ok since its been more than 30 days, but seeing as its an unofficial, official ur fish thread I decided to do it anyway rather than make an entirely new ur fish thread....?
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