SpikeBoyM's picture
By: SpikeBoyM, Alex Ullman
Aug 13 2009 11:04am
3
Login or register to post comments
1931 views

One of the great things about Eternal formats is that the more cards that enter the format, the more redundancies come into existence. This can lead to some interesting situations where colors can play in territory now occupied by other slices of the color pie. This is why you sometimes leads to decks that look out of character, such as the fabled Mono-Green Control out of PDC.

I said they existed...I never said they were good decks.


Regardless, Pauper has a rather large pool to draw from. Many of the cards replicate functions, as this is a holdover from being an all commons format. Limited formats need a certain number of slots filled with each set, which in turn leads to a large pool of similar cards and often, cards across blocks that have some synergy with one another along tribal lines, again, thanks to the size of the creatures and their role in limited. For a color like Blue, this means a number of cheap beaters that allow the Island mages to take on the role of beat down from time to time.

Aggressive Blue strategies usually fall into two general categories: Skies and Fish. Both decks have historically sought to use efficiently costed creatures with a draw back, or slightly expensive creatures with disruptive effects, backed up with counter magic, to establish a board presence and then negate opposing threats. Skies derived its name from the fact that many of its creatures had flying; Fish from the fact that many of the original creatures were Merfolk. Over time, Fish became the default name for any aggressive Blue deck with disruptive elements, even when it branched out into other colors. In Vintage, Grim Lavamancer and Meddling Mage have both made appearances in Fish style decks, yet both are Wizards (another common tribe). Again, these cards provide disruptive elements while decent on the aggressive end as well. Pauper lacks cards of this power level, but still has some incredibly disruptive creatures, including the stellar Spellstutter Sprite. Spellstutter Sprite



Fish style decks usually conform to the aggro-control general archetype. The are at their best when they can trump the combo and control strategies of the metagame, while not falling totally flat against the beatdown and red decks. Of course, being Blue, they often do fall to the Red decks. However, all things considered, a Fish style deck is relatively well positioned for Pauper at this moment. Here are some reasons why.

Crypt Rats style control is at the top of the heap right now. This deck is based mostly around resolving game winning spells, and Fish decks feature the counters necessary to stop them from enacting their plan. Historically, these decks have faltered in the face of counters for just that reason. Fish decks also have ways to protect their dudes from the ever present Tendrils of Corruption in addition to counters, such as Unsummon. With M10, Illusionary Servant posses an interesting option as it is has a good power to cost ratio and doges Tendrils. Spellstutter Sprite can often be a blowout here, as it can effectively be a Time Walk, taking away a key spell early, leaving them tapped out and you with a now evasive beater that will eventually be reused thanks to Ninja of the Deep Hours. Against these decks, you can basically out control them, stealing turns with Sprite and Pestermite, while negating their best spells.

Against the two top aggressive decks, you have a far more mixed result. Slivers is not as bleak as it looks thanks to your access to bounce. Here, multiple return effects, such as Undo, are ideal, as each Sliver gone weakens the entire army. At the same time, you can mimic Slivers' strength of reinvesting in previous drops each turn by ramping up your Sprites. Additionally, if you can stall Slivers early game with Sprites and Daze, you can often dominate the late game with counters.

Affinity is another monster altogether. While you can stop their combo pieces with Sprite, they are simply too redundant. While most of your creatures can dodge Krark-Clan Shaman, they do a horrid job of trading with Enforcer. While you can stop Rush of Knowledge, you can still lose to a highly aggressive draw. Even with the help of Annul, this is an uphill climb. Sure, you can win, but it will never be easy- anything resembling a plus draw from the machine is bad mojo.

Fish is, however, fantastic against random aggressive decks. Here, Sprite is again a trump, as it can nullify a full turn against most aggressive strategies. Assuming the control role late, you can fog with a Pestermite or just set up a wall with a top end creature like Spire Golem or Illusionary Servant.

Storm is all about creating choke points. Ideally, you want to be holding a full grip of impact spells the turn they go off, and just counter the draw spells and mana engines to force them to try and go off with fewer resources. This becomes easier after sideboarding, as you usually have ten specialty counters in the sideboard.

Now I want to try something a little different. This deck tends to generate a bit of discussion, and I want to explore the different packages in the deck, and explain them in context. First up, the Faerie package.

The main point of Faeries is to run Spellstutter Sprite for maximum value. Ideally you want to be able to Sprite for three consistently. I find that to achieve this, you need to run at least twelve Faeries, and probably more. I like to run the full suite of Pestermites and Spellstutters and then at least six more. The old standard was Cloud Sprite, but she has become obsolete thanks to Zephyr Sprite, which should start your curve. The last few depend on your taste. Some run Mothdust Changeling to have a Sliver in your pocket, while others have taken to running Cloud Sprite to round out the evasion. I prefer Faerie Squadron, as it can always come down as a 3/3 with flying later in the game and is usually relevant. Cloud Sprite



I know some people are fond of running Ponder, Brainstorm, or Bonesplitter in this slot. I disagree with these choices. First, the one mana draw spells help smooth your draws, but is that necessary? They do not put you up any cards, nor do you have the multiple shuffle effects to whisk away the useless cards. Sure, these cards are great when they help you set up your draw, but when they reveal nothing, not so hot. That being said, I have tested Ponder as a 23rd land. I am not saying that it is correct, but it is a possibility. The deck usually wants 22.5 land, and between Ponder and Lonely Sandbar, sometimes the spell wins out.

With regards to Bonesplitter, I can understand the appeal of quickening your clock, but that is not the point with this deck. You are, in the truest sense of the word, an aggro-control deck. Given a long enough game, you should win with your one power beaters, given enough disruption back up. There have been games I won on the back of Zephyr Sprite, just by keeping everything else off the board. I might have won faster with a piece of equipment, but I won without said axe. If I were to run any equipment in this deck, it would be two Vulshok Morningstar as it is a nice late game card that emulates reach while also bolstering the defenses of your otherwise fragile offense.

Next up is the counter package. Counterspell and Spellstutter are musts, but after that opinions vary. Some decks go for Rune Snag, which is fine, especially in metas where you want to win those late wars. In creature heavy metas, Exclude is a fine spell, and I have even seen black splashes for Soul Manipulation and Agony Warp to help win those monster battles. Cards like Negate should be relegated to the sideboard for specialty matchups. Me? I'm running Daze. I think you should run this one if you have it because again, it is a pseudo-TIme Walk, You tap out early, and they think it is clear sailing, except not really. Even the threat of Daze can buy you important turns to sculpt your hand. The mere presence of Daze changes the game. Of course, it is often right to side it out game two, especially if they are the sort of deck to hit every land drop.

With regards to drawing cards, Ninja of the Deep Hours is a must, to me. Sure, it is vulnerable and unreliable, but it allows you to rebuy two of your most important temporal tools in Spellstutter and Pestermite. Combine this with the ability to tap blockers or remove them, and you have a fairly reliant stream of card advantage. I like to supplement these cards with some number of Looter il-Kor and Mulldrifter. Looter is just madness, allowing you to filter through your deck, but I found four to be too many. I tested three, and again, I was hesitant to attack with multiples in damage races, because far too often I wanted to keep my current grip. I have been happy with two. 'Drifter is a card I am currently testing because I wanted a true card draw spell, but he ranks among the best available. The fact that he so happens to be Blue and flies is just stellar, as it fits into your entire game plan of attacking with Blue creatures that fly. However, his cost has relegated him to a two of currently. I am not sure if this is correct, but would not be surprised to see him move to three. Mulldrifter



The draw spells you want have to fit into one of two categories. They either need to supply a steady stream of cards or put you up more than one. PonderStorm is neutral, whereas Drifts can put you up one or two cards. I could see a card like Ophidian making a bid for slot, or perhaps Compulsive Research.

Next up is bounce. Before the rules change, I would run Unsummon, as it is almost a Skred in the deck and also allows you to reuse the creatures you want to and also save them from removal, while clearing a path at bargain basement prices. Currently, your bounce needs to clear more than one creature from the field of battle. I find two or three spells to be optimal, otherwise I would run Aether Burst. Rather, I run Rushing River. While more expensive, it can turn early investments into a yield later on while also handling nasty permanents like Armadillo Cloak. Other options include Echoing Truth or Whirlpool Whelm for even more potential Time Walk.

Finally, there is your top end. This is the slot for Wormfang Drake, Illusionary Servant, or Spire Golem. While everyone of those has their merits, I am advocate the Golem, as it is the best of the three while also having the upside of being free. However, I could see instances, rare as they may be, where I would want the Drake or Skulker fighting along side Golem; running more Drifters or running into too many Tendrils, for example.

With all this in mind, here is my current build:

 

Fish
 
Creatures
4 Spire Golem
4 Pestermite
4 Zephyr Sprite
4 Ninja of the Deep Hours
4 Spellstutter Sprite
2 Faerie Squadron
2 Looter il-Kor
2 Mulldrifter
26 cards

Other Spells
4 Counterspell
4 Daze
3 Rushing River
3 cards
Lands
22 Island
1 Lonely Sandbar
23 cards

Sideboard
2 Echoing Truth
1 Rushing River
4 Hydroblast
4 Annul
4 Negate
15 cards
Spellstutter Sprite

 

Fish is an incredibly versatile deck, much like MBC. It can morph itself to most fields and always have game. It runs some of the best creatures and best trumps, and can always tap two Islands to say no, which is always a Good Thing.

Keep slingin' commons-

-Alex

 

15 Comments

More disruption by Kaneda_EX at Thu, 08/13/2009 - 14:24
Kaneda_EX's picture

Hello spikeboy. I really liked contents of the article, as a long time fan of fish and skies strategy. But at first glance, there is some things I felt your list lacks. For example, Playing only Daze, Counterspell and Spellstutter as counterspells. I know this is a aggrocontrol oriented but it can certainly benefit from cards like Memory Lapse, Mana Leak. And for people who doesn't like to pay 10 tix for each daze, you can easily play force spike for almost the same effect.

The other thing that bothers me is the couple of Faerie Squadrons, is the kicker option really that relevant? Also could the Ninjas be maxed out?

The kicker is less relevant by SpikeBoyM at Thu, 08/13/2009 - 14:34
SpikeBoyM's picture

The kicker is less relevant than the Squadron's ability to block in the early game.
When you talk about maxing out the Ninjas, do you mean with Mistblade Shinobi? I'm running the full four Deep Hours.
The deck might benefit from more counters, but at the same time, only has so many slots to work with. I could see cutting some number of bounce spells for counters, but I would not advocate this.

Replacing Daze with Force Spike is not the way I would go. With Daze, you don't really have to fear tapping out the same way to save your guy from removal. You can just run a dude out there and steal a turn with Daze. Force Spike is actually the opposite on some metrics, as you have to wait a turn to be able to protect your guy. In these cases, I would run Rune Snag instead of Daze and alter the play style to be more defensive, so as to best protect your creatures.

-Alex

Good work by Kaneda_EX at Fri, 08/14/2009 - 00:45
Kaneda_EX's picture

First I must apologize, all the time I was thinking that were only two Deep Hours. I wouldn't even to bother asking someone to include Mistblade because hes a little underperforming.

I really like your suggestion on the Snag issue. But more important, I would like to congratulate you for your articles and contribution to pauper, but more important, the speed and quality of your articles feedback.

Keep slingn commons!

Article by RagMan17 at Thu, 08/13/2009 - 15:12
RagMan17's picture
3

I liked the article but at the end the deck you built seems just another variant of one that I've seen many many times already playing in the Pauper weekend challenges, and the writeup didn't sound much of a "Pauper Fae is out there already, but here is how I run my own version".

12+x fae focusing on Spellstutter to counter stuff, normal counterspell package, ninja for free cards and other drawing/thinning sources seems like nothing new IMO.

Thank you for the writeup and I didn't want to just sit back and bash your article, but it just seemed that all this has been around for awhile is all.

RagMan

Thanks for reading by SpikeBoyM at Thu, 08/13/2009 - 15:16
SpikeBoyM's picture

The fact is it's hard to be innovative all the time. While this deck is out there, I did not see any real strong write ups of it, so I decided to do my own. At the same time, I wanted to go over the reasoning behind my decisions and why I feel cards like Ponder and Brainstorm are wrong for the deck.
No bashing was done- I appreciate critical readers.

-Alex

I think that this is a really by Lenney (not verified) at Thu, 08/13/2009 - 16:02
Lenney's picture

I think that this is a really strong write-up on Fish in Pauper. The deck that you presented is probably among the strongest builds of its kind and it's nice to get an explanation to every cards use. I can't believe you've tuned it all the way down to "I think Ponder might be a 23'rd land, since the deck really wants 22.5 lands". That just made me smile. I agree with you on Ponder, Brainstorm and the like. I tested each of them and was simply unimpressed with both. I also tested Bonesplitter and noticed a significantly faster clock on games where I turn 2 bonesplitter with daze backup. However, I like having more control options to deal with that crypt rats that slipped through turn 3 on the draw, or that tendrils which you mentioned. I think Unsummon could serve as a possible cantidate. Anyway, Great Article. I personally rank Fish in my top 5 fav. decks to play, so it's great to see an in-depth.

Errant Ephemeron by InNeutral (not verified) at Thu, 08/13/2009 - 18:11
InNeutral's picture

What's your take on this Illusion card in the deck? A suspend 3 version of Illusionary Servant doesn't seem amazing, but:

It is generally speaking safer to tap out on turn 2 over turn 3;
Errant isn't vulnerable the turn it is cast so the opponent can't just respond with a turn 2-3 innocent blood, beating daze;
A 4/4 ends the game two turns sooner, so the suspend time loss isn't a complete failure;
Late game, you have the choice of straight up casting Errant;
While denying tendrils is a nice perk, I see Illusionary's sacrifice passive ability as a huge net minus -- in particular, thrill of the hunt becomes a rather devastating removal threat. Additionally, there are probably as many situations where you would want to protect the creature with a defensive unsummon as there are situations where you willingly let a tendrils resolve on your best blocker/beater.

The biggest downside to Errant is that it is painful to Ninjutsu, but how often will this occur given the tremendous benefits of using the ability on Spellstutter/Pestermite?

Errant Ephemeron by Effovex at Thu, 08/13/2009 - 18:18
Effovex's picture

Ephemeron is better in straight control decks than aggro-control IMHO. Aggro-control wants to build a quick board presence and protect it, and ephemeron doesn't really fit in that plan.

Decent article. by cRUMMYdUMMY at Thu, 08/13/2009 - 21:45
cRUMMYdUMMY's picture
3

"Assuming the control role late, you can fog with a Pestermite or just set up a wall with a top end creature like Spire Golem or Illusionary Servant."

You can't actually perform this play as you would have to sacrifice Illusionary Servant if you targeted it with Pestermite's ability.

Otherwise it was an ok article. I felt you should have covered other builds as well or even previous versions. Not only that, but you didn't even give test games or really in depth explanations of the deck's matchups. Kind of lacking compared to your previous articles.

Hmmm by SpikeBoyM at Thu, 08/13/2009 - 21:57
SpikeBoyM's picture

The play I suggested was tapping an attacker with Pestermite or blocking with a creature- nothing about untapping a Servant. I'm not sure how my sentence suggests that.
I was planning on providing more in depth analysis in a later article.

-Alex

Sounds like a good idea to by Lenney (not verified) at Thu, 08/13/2009 - 23:11
Lenney's picture

Sounds like a good idea to me.. Aggro-control is very, very stingy on recources and is one of the hardest decks to play. IMO, you can't learn enough about Fish.

Nice article! Agree with by middleman35 (not verified) at Fri, 08/14/2009 - 01:07
middleman35's picture

Nice article! Agree with lenney that more analysis of Fish/Skies/Aggro-Blue/whatever is certainly appreciated. It's one of those archetypes that pops up to claim a Top 8 here and there, but very much lacks an accepted "best" build.
Also agree on the Ponder/Brainstorm issue. These are cards that are at their strongest when one either has powerful cards you want to play more pseudo-copies of or when you have enough "free" shuffles that they can function as nearly draw-3s. Pauper in most instances lacks both of these things.
On the deck, the one thing I've often seen that you don't discuss is Latchkey Faerie. From the small amount of testing I've done with U-Aggro, Latchkey can be a very aggressive card advantage option. Thoughts?

The problem is what do you by RagMan17 at Fri, 08/14/2009 - 01:33
RagMan17's picture

The problem is what do you remove for latchkey since latchkey is a late game beater really, maybe the mulldrifters but it would be a hard choice.

I have seen Dream Stalkers in a pauper fae deck that worked well instead of rushing river (river is a bit more versatile though) however a 1/5 ground blocker for 2cc does help slow down a few decks early and help you bounce spellstutter late.

I also like Oona's Gatewarden sideboard for over aggro decks, its a turn 1 fae to help spellstutter but also wither helps control some of the early aggro.

RagMan

Whoops by cRUMMYdUMMY at Fri, 08/14/2009 - 15:04
cRUMMYdUMMY's picture

I have no idea how I read it that way. I suppose I use that play too often myself. Whoops!

I look forward to your next article as always.

I like all of your articles by Anonymous (not verified) at Fri, 08/14/2009 - 07:14
Anonymous's picture

I like all of your articles and this gives a brilliant insight in Fish! I too would love to see a follow up, where you give some battle reports, etc.

Great article!