Rascal
09-02-2009, 04:59 AM
Hello everyone,
I would like to share my thoughts of new direction of Fish archetype. Feedback and positive criticism is very appreciated !! My only wish is to not posting here people who donīt care of this archetype, has not experience with it or who donīt play some matches with this build.
Lands: (19)
4 Flooded Strand
2 Windswept Heath
2 Polluted Delta
1 Tundra
6 Island
4 Plains
Creatures: (22)
4 Cursecatcher
4 Meddling Mage
3 Augury Adept
2 Jotun Grunt
3 Kira, Great Glass Spinner
3 Sower of Temptation
3 Azorius Guildmage
Spells: (19)
3 Back to Basics
4 Force of Will
4 Aether Vial
4 Swords to Plowshares
4 Brainstorm
SB: (15)
1 Back to Basics
4 Chill
4 Propaganda
4 Pithing Needle
2 Ghostly Prison
Some explanation
I think that lands structure is pretty obvious for what and how deck want to play. In my opinion no space for Wastelands for improve mana denial strategy (BtB+A.Guildmage). If so, we have to implement Stifles as well. No my direction.
About creatures:
- you play almost as control. Your creatures are small, but with some nice ability. Donīt overextended it with creatures. Lay some Cursecatcher, maybe Meddling, save counters on Vial and take your time for Kira in response or Sower for stealing some finisher (and Kira in response after some danger on Sower) :smile:
As you can see, Kira and Sower are "virtual card advantage" here. Kira is huge bomb. Three is the right number - you want it in your hand later.
- donīt forget about ability of Cursecatcher!! Donīt be scared to sac it aggresively in some matchups (sometimes force opponent to tap all of his lands - never mind that spell is on the stack if you know that you lay Back to Basics on your turn :o)) )
As well, it is your first turn play and Lackey answer :)
Meddling is nice MD cuttie. If you have some skill, you can shut down the most problematic spells or creatures of the matchup - need to say more? :)
Jotun Grunt in two copies is the right number for me. With Meddlings you shut down some, with Grunts you solve the graveyard. And with A.Guildmage you can tap the most problematic/annoying/or the biggest creature. Oh, and said I yet, that A.Guildmage can counter activated abilities? P.Deed? E.Explosives? Wasteland? fetches...? Vial...? No problem. Very nice creature.
- Augury Adept - I think this is the weakest creature of the deck. Yes, you can tap the blocker to let him throw, but it cost you too much sometimes. Ligegain is fine, but the main goal of him/her :tongue: is to simply draw a card - some card advantage. Itīs CMC is 3, which is fine for Vial - you have Kira and Adept in this slot.
About spells:
- Back to Basics in three copies is "must play" in this type of deck. Itīs you main "beater" in a lots of matchups.
- the rest of "utility package" is pretty obvious.
- The last thing I want refer to is nice curve of Vial counter counts - you can fluently go from 1 to 4, still play some of your creatures and save lands for businnes spells.
SB:
It is quite experimental, but surprisingly works great for me.
6 Propagandas shuts down aggro completely :smile:
4 Chill for Burn and some
fourth Back to Basics
and playset of Needle if you are scared of mass destruction of your creatures, shut down Survival and some stuff
I donīt want to write some matchups results, I donīt feel I have tested enough (for about ten matches per deck and this means nothing in my eyes)
The most I have tested agains 4cc control, Ad Nauseam, Mono U Dreadnaught and RG Progenitus Survival.
Dreadnought is almost autowin for you - you have too much prison/hate cards.
Thanks to maindeck (Meddling, Cursecatcher+Fow+BtB sometimes) you have regularly chance against Nauseam /if they donīt have first turn kill with Duress :o)) / I think you have about 45%.
Survival is secret tech of out team yet, and there is bad for me :o)) Too much pressure, too small creatures, too big card advantage of Survival if hits groud. Your only chance is Basics.
So, the deck has some cool results, in tournaments as well.
But I was submerged in this deck for quite a long time of its deckbuilding - so maybe some of you can give some ideas, or better plans how and with what to play this deck.
Some other options have been studied: e.g. Serendib Efreets and go more aggro, or add black for D. Confidant.
Guys, Iīm looking forward for your feedback, have a great day!:wink:
I would like to share my thoughts of new direction of Fish archetype. Feedback and positive criticism is very appreciated !! My only wish is to not posting here people who donīt care of this archetype, has not experience with it or who donīt play some matches with this build.
Lands: (19)
4 Flooded Strand
2 Windswept Heath
2 Polluted Delta
1 Tundra
6 Island
4 Plains
Creatures: (22)
4 Cursecatcher
4 Meddling Mage
3 Augury Adept
2 Jotun Grunt
3 Kira, Great Glass Spinner
3 Sower of Temptation
3 Azorius Guildmage
Spells: (19)
3 Back to Basics
4 Force of Will
4 Aether Vial
4 Swords to Plowshares
4 Brainstorm
SB: (15)
1 Back to Basics
4 Chill
4 Propaganda
4 Pithing Needle
2 Ghostly Prison
Some explanation
I think that lands structure is pretty obvious for what and how deck want to play. In my opinion no space for Wastelands for improve mana denial strategy (BtB+A.Guildmage). If so, we have to implement Stifles as well. No my direction.
About creatures:
- you play almost as control. Your creatures are small, but with some nice ability. Donīt overextended it with creatures. Lay some Cursecatcher, maybe Meddling, save counters on Vial and take your time for Kira in response or Sower for stealing some finisher (and Kira in response after some danger on Sower) :smile:
As you can see, Kira and Sower are "virtual card advantage" here. Kira is huge bomb. Three is the right number - you want it in your hand later.
- donīt forget about ability of Cursecatcher!! Donīt be scared to sac it aggresively in some matchups (sometimes force opponent to tap all of his lands - never mind that spell is on the stack if you know that you lay Back to Basics on your turn :o)) )
As well, it is your first turn play and Lackey answer :)
Meddling is nice MD cuttie. If you have some skill, you can shut down the most problematic spells or creatures of the matchup - need to say more? :)
Jotun Grunt in two copies is the right number for me. With Meddlings you shut down some, with Grunts you solve the graveyard. And with A.Guildmage you can tap the most problematic/annoying/or the biggest creature. Oh, and said I yet, that A.Guildmage can counter activated abilities? P.Deed? E.Explosives? Wasteland? fetches...? Vial...? No problem. Very nice creature.
- Augury Adept - I think this is the weakest creature of the deck. Yes, you can tap the blocker to let him throw, but it cost you too much sometimes. Ligegain is fine, but the main goal of him/her :tongue: is to simply draw a card - some card advantage. Itīs CMC is 3, which is fine for Vial - you have Kira and Adept in this slot.
About spells:
- Back to Basics in three copies is "must play" in this type of deck. Itīs you main "beater" in a lots of matchups.
- the rest of "utility package" is pretty obvious.
- The last thing I want refer to is nice curve of Vial counter counts - you can fluently go from 1 to 4, still play some of your creatures and save lands for businnes spells.
SB:
It is quite experimental, but surprisingly works great for me.
6 Propagandas shuts down aggro completely :smile:
4 Chill for Burn and some
fourth Back to Basics
and playset of Needle if you are scared of mass destruction of your creatures, shut down Survival and some stuff
I donīt want to write some matchups results, I donīt feel I have tested enough (for about ten matches per deck and this means nothing in my eyes)
The most I have tested agains 4cc control, Ad Nauseam, Mono U Dreadnaught and RG Progenitus Survival.
Dreadnought is almost autowin for you - you have too much prison/hate cards.
Thanks to maindeck (Meddling, Cursecatcher+Fow+BtB sometimes) you have regularly chance against Nauseam /if they donīt have first turn kill with Duress :o)) / I think you have about 45%.
Survival is secret tech of out team yet, and there is bad for me :o)) Too much pressure, too small creatures, too big card advantage of Survival if hits groud. Your only chance is Basics.
So, the deck has some cool results, in tournaments as well.
But I was submerged in this deck for quite a long time of its deckbuilding - so maybe some of you can give some ideas, or better plans how and with what to play this deck.
Some other options have been studied: e.g. Serendib Efreets and go more aggro, or add black for D. Confidant.
Guys, Iīm looking forward for your feedback, have a great day!:wink: