blue faerie/sphinx

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this deck has it problems like a white human deck faeries are normally small. im looking for more to addin but havent seen much faeries. so this is what im working with:

4 Zephyr Sprite
1 Cloudseeder
1 Briarberry Cohort
3 Pestermite
3 Dewdrop Spy
1 Faerie Swarm
2 Fencer Clique
2 Latchkey Faerie
1 Faerie Invaders
3 Belltower Sphinx
1 Sphinx of Jwar Isle
1 Sphinx Ambassador *how i beat 4 of the 5 i played aginst*

2 Mana Leak
3 Eye of Nowhere
2 Cancel
3 Sleep
2 Inundat *very nice card saves me everytime*

24 Island  
Scion of Oona. Self explanatory I would hope.
Inundate IS a great card, no doubt.  Wash Out can sometimes be, as well.  Aside from the recommended Scion of Oona, may I suggest both Gravitational Shift and its smaller cousin Favorable WindsBoomerang trumps Eye of Nowhere due to being an instant.

Propaganda should slow down swarmy decks. 

This doesn't appear to be a strong multiplayer deck, although I could see it holding its own in certain duels.

Rhystic Study is huge in MP games.  To compensate for the draw, consider adding a pair of Terrain Generators to dump land.  Even without Rhystic Study, you should capitalize on Blue's strong draw and library manipulation trick.  As your deck is themed Faeries and Sphinxes, may I suggest Conundrum Sphinx?  He pairs nicely with Sphinx of Jwar Isle's ability, as well as with scrying options, such as Preordain, Augury Owl, Crystal Ball, and even Foresee.

If you enjoy countermagic, consider Faerie Trickery over Cancel.  Same cmc, a touch better effect that is also thematic.  That said, Glen Elendra Archmage is a $14 card for a reason, so if you happen to have any of those... Spellstutter Sprite is another thematic counterspelling creature.

Mistbind Clique looks interesting and Sower of Temptation is great, even outside of Faeries.  Surveilling Sprite is a fine chumpblocker, while Sprite Noble can do fun things with your flyers.

There are other options for both Faeries and Sphinxes


A shout out to Gaming Grounds in Kent, Ohio and Gamers N Geeks in Mobile, Alabama. for all your preparation needs. - why prepping is useful, from one who has been there.
All the suggestions in previous post are good suggestions.  Scion of Oona needs to be in.  Also agree with using your creatures as counterspells.  SpellStutter Sprite and Faerie Trickey are nice.  I think you can do better than Zephyr Sprite.  I wold go with Oona's Gatewarden.  Yes the defender sucks but the persist is nice. 

A few others i tend to like are Faerie Harbinger and Dream Thief.  The harbinger acts like a tutor and dreamy will give you some draw.  If you can find away to bounce them back every turn you would have a tutoring and drawing abiltiy just about every turn.  Play either Equilibrium or Sunken Hope.  I like to run Halimar Depths.  It gives you way to top deck quickly.  I would replace Eye of Nowhere with Cyclonic Rift

As for your sphinx's i like what you have.

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I agree with all the suggestions above, except that I'd also consider Echoing Truth to replace Eye of Nowhere. It's good against swarms of tokens, if you expect to see that. That said, Cyclonic Rift is much stronger if you expect to reach seven mana without too much trouble.

Zephyr Sprite definitely ought to go too; he doesn't do enough to merit a place. After a few turns, a 1/1 flyer is no good on the battlefield and useless to draw. Plenty of good options have been put forward, so I'll add Faerie Squadron. They give you a worse body than the Sprite early on, but they're not such a dead draw later in the game. They still do the chump blocking and being-a-Faerie jobs.

I don't really rate Belltower Sphinx here. The milling isn't something that really helps you, and against some opponents a big graveyard will actually help them. Serra Sphinx is also 5 mana, and attacks too. It's definitely an upgrade in that slot.

The Faerie selection includes a lot of little guys who don't really do much besides attack and block. Spellstutter Sprite was an excellent suggestion. To add to the counterspells, I might choose Familiar's Ruse over the two you have. Faerie Trickery would get the slot if your group plays a lot of graveyard recursion (my top choice there is Faerie Macabre), but her mana cost needs a high commitment to a second colour), and Ruse if they don't. It's great for reusing ETB abilities (speaking of which, Archaeomancer is worth a look if you're willing to go off the theme a little).

Finally, I'd probably wind up replacing four Islands with bouncelands (doesn't really matter which, but Dimir Aqueduct would help give you a few extra options Faerie-wise). They help you reach the top end of your mana curve by making sure you hit your land drops, and they go nicely with Pestermite to save a little mana (not a huge thing, but great to have when Spellstutter Sprite needs a couple more Faeries in play).