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	<title>Comments for A Running Conversation on Magic the Gathering</title>
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		<title>Comment on Mono U Faeries by mr_tittles</title>
		<link>http://themetagame.wordpress.com/2008/03/03/mono-u-faeries/#comment-13</link>
		<dc:creator>mr_tittles</dc:creator>
		<pubDate>Thu, 18 Jun 2009 22:31:25 +0000</pubDate>
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		<description>hold on the damn list got messed up heres my maindeck creatures
4 mistbind cliques 
4 vendilion cliques
4 scion of oona
4 spellstutter sprites
4 oonas gatewarden

main deck other spells
4 counter spells
4 familiars ruse
4 unsummon
3 disperse
4 notorious throng
1 cryptic command

lands
19 islands
3 dimir aqueducts

sideboard
3 high tide(casual play)
1 oona, queen of the fae
2 silk bind faerie
4 wasplancers
2 shapesharer
1 sakashima, the imposter
now like i said b4, i no the obvious, mutavault, blossom, 1 cryptic, but wat im tryin 2 do is make it faster any suggestions</description>
		<content:encoded><![CDATA[<p>hold on the damn list got messed up heres my maindeck creatures<br />
4 mistbind cliques<br />
4 vendilion cliques<br />
4 scion of oona<br />
4 spellstutter sprites<br />
4 oonas gatewarden</p>
<p>main deck other spells<br />
4 counter spells<br />
4 familiars ruse<br />
4 unsummon<br />
3 disperse<br />
4 notorious throng<br />
1 cryptic command</p>
<p>lands<br />
19 islands<br />
3 dimir aqueducts</p>
<p>sideboard<br />
3 high tide(casual play)<br />
1 oona, queen of the fae<br />
2 silk bind faerie<br />
4 wasplancers<br />
2 shapesharer<br />
1 sakashima, the imposter<br />
now like i said b4, i no the obvious, mutavault, blossom, 1 cryptic, but wat im tryin 2 do is make it faster any suggestions</p>
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	<item>
		<title>Comment on Mono U Faeries by mr_tittles</title>
		<link>http://themetagame.wordpress.com/2008/03/03/mono-u-faeries/#comment-12</link>
		<dc:creator>mr_tittles</dc:creator>
		<pubDate>Thu, 18 Jun 2009 22:10:56 +0000</pubDate>
		<guid isPermaLink="false">http://themetagame.wordpress.com/?p=5#comment-12</guid>
		<description>look, right now im running a mono u fae deck, and its really good, but it feels like something is missing. its strictly control heres the list,
4 mistbind clique                   sideboard
4 vendilion clique                  3 high tide(for casual play)
4 scion of oona                     1 oona, queen of the fae
4 spellstutter sprite               2 silk bind faerie
4 oonas gate warden                 4 wasp lancer
                                    2 shapesharer
4 counterspell                      1 sakashima the imposter
4 familiars ruse
4 unsummon
4 notorious throng
3 disperse
1 cryptic command

19 islands
3 dimir aqueducts

now i know the obvious, i should have 1 more cryptic, 4 mutavaults, and side board 4 bitterblossoms, but honestly, i cant afford them to much money, that i dont have. please tell me what your opinions are. it runs surprisingly well, ill usually win 2 out of 3 matches with it if not all 3, but it kinda lacks serious fire power. any opinions?</description>
		<content:encoded><![CDATA[<p>look, right now im running a mono u fae deck, and its really good, but it feels like something is missing. its strictly control heres the list,<br />
4 mistbind clique                   sideboard<br />
4 vendilion clique                  3 high tide(for casual play)<br />
4 scion of oona                     1 oona, queen of the fae<br />
4 spellstutter sprite               2 silk bind faerie<br />
4 oonas gate warden                 4 wasp lancer<br />
                                    2 shapesharer<br />
4 counterspell                      1 sakashima the imposter<br />
4 familiars ruse<br />
4 unsummon<br />
4 notorious throng<br />
3 disperse<br />
1 cryptic command</p>
<p>19 islands<br />
3 dimir aqueducts</p>
<p>now i know the obvious, i should have 1 more cryptic, 4 mutavaults, and side board 4 bitterblossoms, but honestly, i cant afford them to much money, that i dont have. please tell me what your opinions are. it runs surprisingly well, ill usually win 2 out of 3 matches with it if not all 3, but it kinda lacks serious fire power. any opinions?</p>
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	<item>
		<title>Comment on Mono U Faeries by Mono U Faeries (with white) &#171; A Running Conversation on Magic the Gathering</title>
		<link>http://themetagame.wordpress.com/2008/03/03/mono-u-faeries/#comment-4</link>
		<dc:creator>Mono U Faeries (with white) &#171; A Running Conversation on Magic the Gathering</dc:creator>
		<pubDate>Thu, 06 Mar 2008 19:04:55 +0000</pubDate>
		<guid isPermaLink="false">http://themetagame.wordpress.com/?p=5#comment-4</guid>
		<description>[...] Mono U Faeries (with&#160;white)   Published March 6, 2008   Builds       This is a follow up article to my  article Mono U Faeries. [...]</description>
		<content:encoded><![CDATA[<p>[...] Mono U Faeries (with&nbsp;white)   Published March 6, 2008   Builds       This is a follow up article to my  article Mono U Faeries. [...]</p>
]]></content:encoded>
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	<item>
		<title>Comment on Mono U Faeries by Who</title>
		<link>http://themetagame.wordpress.com/2008/03/03/mono-u-faeries/#comment-3</link>
		<dc:creator>Who</dc:creator>
		<pubDate>Thu, 06 Mar 2008 01:59:01 +0000</pubDate>
		<guid isPermaLink="false">http://themetagame.wordpress.com/?p=5#comment-3</guid>
		<description>What was the outcome of the match-ups you did test?

I&#039;m guessing the Prosbloom ate you alive, but that you could def. lay some beats on the others.</description>
		<content:encoded><![CDATA[<p>What was the outcome of the match-ups you did test?</p>
<p>I&#8217;m guessing the Prosbloom ate you alive, but that you could def. lay some beats on the others.</p>
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	<item>
		<title>Comment on Mono U Faeries by antiphon</title>
		<link>http://themetagame.wordpress.com/2008/03/03/mono-u-faeries/#comment-2</link>
		<dc:creator>antiphon</dc:creator>
		<pubDate>Wed, 05 Mar 2008 16:08:45 +0000</pubDate>
		<guid isPermaLink="false">http://themetagame.wordpress.com/?p=5#comment-2</guid>
		<description>Testing report:
G/B Rock
RDW+goyf
Millfolk
Crazy legacy Prosbloom
Red elemental-shaman stomps


Ok, I know that lark blink isn&#039;t in the list and that I&#039;ve still gotta go up against that beast, but for the most part I&#039;m happy with what I&#039;ve seen.  Winning the die roll is amazing with this deck as there seems to always be a one drop.  Turn two is usually land, attack, go.  Holding an unnecessary amount of two mana counters.  The core of the strategy is to let your opponent cast spells into your counters until they exhaust themselves.  Then, as you build your mana base, you can flash in Scions or Vendilion Cliques at EOT and simply start the beats.  Games can drag out if they have a big flying guy, but generally those don&#039;t resolve, and more importantly, ALL of your guys fly, so attacking with multiple scions on board with lots of fliers generally wins games.  
Ultimately this deck requires its pilot to be flexible in play style, which I like, but it also has to take a lot of risks when it&#039;s behind to catch up.  Casting an extra creature and leaving a door open for them to cast into is really bad, but sometimes it&#039;s the only way to catch up.  I don&#039;t like latchkey faerieing to find land but I&#039;ll do it if the only relevant response is wrath or thresher.  I think it pays a lot to vendilion clique because it really means that they have to topdeck a one of three in order to win, and I like those odds.
Today I&#039;m gonna be playing against Nate who is way better than me so we&#039;ll see how this deck does against the blink build that started the commotion at the store and we&#039;ll see if I can lock him out or just get bounced all day.  I like my chances with remove souls and rune snags because a turn 5 cloudskate doesn&#039;t mean an open door.  I like this deck a lot and I really hope it can stand up to the blink matchup well.

Pros:  No mana problems, Hefty counter is daunting and allows for bluffs, creatures get in for damage all day, thieves&#039; fortune is spectacular, flexible playability with the same build

Cons:  Prowl online about 30% of the time that I want it and I&#039;m usually trading a damage to make the mothdust flying to get in, rune snags are not hard counters and if my opponent sits on stuff they can cast into it safely, swarms give this deck trouble as that&#039;s the best way to simultaneously cast around counters and to deal significant damage (evacuations are going in board), mistbind cliques are not all that useful as I&#039;d rather look at my opponent&#039;s hand and nerf bat a wrath effect (Mistbind cliques are coming out for Vendilion Cliques)

IMHO: Still playable, this deck works the way I intended it to and I&#039;m getting rediculous value out of thieves&#039; fortune and scions.</description>
		<content:encoded><![CDATA[<p>Testing report:<br />
G/B Rock<br />
RDW+goyf<br />
Millfolk<br />
Crazy legacy Prosbloom<br />
Red elemental-shaman stomps</p>
<p>Ok, I know that lark blink isn&#8217;t in the list and that I&#8217;ve still gotta go up against that beast, but for the most part I&#8217;m happy with what I&#8217;ve seen.  Winning the die roll is amazing with this deck as there seems to always be a one drop.  Turn two is usually land, attack, go.  Holding an unnecessary amount of two mana counters.  The core of the strategy is to let your opponent cast spells into your counters until they exhaust themselves.  Then, as you build your mana base, you can flash in Scions or Vendilion Cliques at EOT and simply start the beats.  Games can drag out if they have a big flying guy, but generally those don&#8217;t resolve, and more importantly, ALL of your guys fly, so attacking with multiple scions on board with lots of fliers generally wins games.<br />
Ultimately this deck requires its pilot to be flexible in play style, which I like, but it also has to take a lot of risks when it&#8217;s behind to catch up.  Casting an extra creature and leaving a door open for them to cast into is really bad, but sometimes it&#8217;s the only way to catch up.  I don&#8217;t like latchkey faerieing to find land but I&#8217;ll do it if the only relevant response is wrath or thresher.  I think it pays a lot to vendilion clique because it really means that they have to topdeck a one of three in order to win, and I like those odds.<br />
Today I&#8217;m gonna be playing against Nate who is way better than me so we&#8217;ll see how this deck does against the blink build that started the commotion at the store and we&#8217;ll see if I can lock him out or just get bounced all day.  I like my chances with remove souls and rune snags because a turn 5 cloudskate doesn&#8217;t mean an open door.  I like this deck a lot and I really hope it can stand up to the blink matchup well.</p>
<p>Pros:  No mana problems, Hefty counter is daunting and allows for bluffs, creatures get in for damage all day, thieves&#8217; fortune is spectacular, flexible playability with the same build</p>
<p>Cons:  Prowl online about 30% of the time that I want it and I&#8217;m usually trading a damage to make the mothdust flying to get in, rune snags are not hard counters and if my opponent sits on stuff they can cast into it safely, swarms give this deck trouble as that&#8217;s the best way to simultaneously cast around counters and to deal significant damage (evacuations are going in board), mistbind cliques are not all that useful as I&#8217;d rather look at my opponent&#8217;s hand and nerf bat a wrath effect (Mistbind cliques are coming out for Vendilion Cliques)</p>
<p>IMHO: Still playable, this deck works the way I intended it to and I&#8217;m getting rediculous value out of thieves&#8217; fortune and scions.</p>
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