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Trial and Error – Fly Swatters

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The StarCityGames Mega-Weekend has come and gone, and with it, we have learned three valuable lessons about Type 2: Bitterblossom now sees more play than Tarmogoyf, Alex Bertoncini is pretty good at this game (having won both the 5K and the 2K), and most importantly, U/B Faeries is the best deck in the format and there’s nothing you can do about it.

Or is there?

I have come to the conclusion that if you’re going to beat Faeries, you have two choices: play Faeries, or play green. Since green gives more flexibility (there are many different green decks rather than the one conformist Faerie list), I like the latter option. Moat effects do nothing for the W/U control player, typical aggro decks get countered all day long, and Red Deck Wins players may be forced to waste their burn on the pesky mosquitoes rather than their opponent’s face.

Green, on the other hand, in addition to being able to race with Faeries, brings Hurricane effects to the table. It’s the best-equipped color to fight off the locust invasion. Thus, I present to you the top five “fly swatters” in Standard – the best Faerie haters in the format, at least in green.

5. Firespout

Eat your heart out, Savage Twister. If your own creatures are big enough, you can safely cast it for 1RG and clear the way for your big dudes. Even if you don’t have red, it’s still a Wrath of God effect against most of the creatures in the Faerie deck (save Mistbind Clique). If you end up running Firespout, use two to four in the main deck.

4. Hurricane

Ah, yes, Hurricane, the original green burn spell. In addition to taking out his board, it can take out your opponent. With the pain lands and Bitterblossom life drain, your opponent becomes an easy target for good ol’ XG. Unfortunately, there’s the part where it’s a sorcery. All in all, Hurricane is good, but not absolutely necessary. If you run it, play two in the main deck or two in the sideboard – unless you have Squall Line (see #3).

3. Squall Line

Hurricane’s faster, younger cousin Squall Line gets the nod over Hurricane because of the instant-speed effect. Think about it – Hurricane can’t respond to Mistbind Clique, Spellstutter Sprite, or Scion of Oona. It’s good, but because of the second and first cards on this little countdown, Squall Line can be in or out. If it’s in, play two in the main deck or two in the sideboard.

2. Raking Canopy

Not only does Raking Canopy eat up every creature in the Faerie deck, it can even stall your Swan Song opponent. If he can’t go off right away, he may be forced to attack you, This is when you bring in Canopy. You may still take four, but you get four cards, and if you’re splashing black, you may be lucky enough to hit Terror, Nameless Inversion, or the like. Raking Canopy is absolutely necessary. Play three or four in the sideboard (I play three).

1. Cloudthresher

A six-mana 7/7 with no drawbacks never hurt anybody, unless that somebody was playing against it. In addition to the built-in two-point Hurricane, the Evoke ability saves you mana if you don’t need the big body, and it swallows up Mistbind Clique all day. Cloudthresher is a lifesaver against Faeries, and a must in any green deck. Play one or two in the main deck, plus an additional one or two in the sideboard.

You’ll notice I ranked the two instant-speed effects ahead of the three sorcery-speed cards. If you’re going to beat Faeries, you need to be able to keep up with the speed of the deck and its tricks – their flash creatures, their counterspells, and their removal. In an aggressive metagame, the aggressive control deck known as Faeries has risen to the top of the field. Can it be stopped? Pro Tour Hollywood and U.S. Regionals are right around the corner, so we’ll soon find out. Regardless of what you play, good luck beating Faeries – you’re going to need it. I’ll see you in Hollywood.

-Sammy Time

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