Classic UB Faeries

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[size=7][color=blue]Fae[/size][/color][size=7][color=black]ries[/size][/color]
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What is Faeries?

Classic UB Faeries is an aggro-control deck that relies on the powerful Lorwyn block faeries to counter spells, tap lands, and otherwise produce tempo and win games before they lose. It includes 20+ faeries, as its name indicates, along with a number of counterspells and removal spells.

Chances are, you'll most likely face this deck in one incarnation or another throughout standard as long as Lorwyn and Morningtide are legal. It is very potent, fairly straightforward to build, and contains a lot of powerful, tempo-stealing cards. It is also easily tweaked to perform better in a control-heavy or aggro-heavy metagame. However, Faeries contains a ridiculous amount of rares (40-48 on average), making it one of the most expensive decks in standard.

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What is a "Fish Deck?"

"Fish" is the name of an old aggro-control deck that ran a bunch of countermagic and some merfolk; it would win by attacking with the merfolk whilst countering vital spells with its counterspells. Its goal was to win before it ran out of countermagic. Many decks since have used this same basic strategy, and the strategy is one of the more common aggro-control strategies. Even though most of these decks run few if any merfolk anymore, the monicker "Fish" has stuck to the deck type. Faeries is a "fish deck" because it wins using the same general strategy of attacking with efficient creatures whilst countering vital spells, but is a bit different from most Fish decks insofar that a lot of the faeries double as spells themselves due to their comes into play effects.

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I've seen a Faeries deck running green before. What the deuce?

Presently, there are two colour combinations for Faeries: UB and UG. Neither is inherently superior to the other; wins and loses are determined by build and skill of each player. However, this primer doesn't cover UG Faeries -- only UB at the request of Atmapalazzo. For UG Faeries, please see this link: UG Faeries

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But wait! Morningtide consists of Rogues too -- a lot of which are Faeries. What about them?

I'm glad you asked. With the release of Morningtide, a lot of rogues were added to the card pool, some of which are faeries. However, it should be stated here and now that Classic UB Faeries and UB Faerie-Rogues (or just UB Rogues) are not the same deck and thus shouldn't be discussed here. UB Faerie-Rogues or UB Rogues have a completely different style of play, card choices and philosophy contrary to Classic UB Faeries. Ix_deadend has a very good primer on UB Faerie-Rogues here.

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Deck Philosophies and Card Choices

Pre-Morningtide, Classic UB Faeries came in two distinct flavours. The "one drop" version, which ran a combination of Cloud Sprite and or Nightshade Stinger to accelerate into a turn two Spellstutter Sprite. The "non-one drop" version decided to forego this route in favour of a more control aspect, using Thoughtseize as their preferred one drop.

Post-Morningtide, however, this deck has moved on from the two flavours with the consensus being the one drops are not needed.

Faeries in standard

Cloud Sprite - It is a 1-drop 1/1 flier; it makes [CARD]Spellstutter Sprite[/CARD] better but itself doesn't do much damage and can't block. Some people swear by it as a way to quickly begin your offensive and grind your opponent's life totals down, whilst others point out it is a very bad topdeck in the late game and doesn't really do much on its own. With Faeries becoming a control deck, this card is not needed and advised against.

Nightshade Stinger - This is worse than [CARD]Cloud Sprite[/card], apart from being innately immune to [CARD]Shriekmaw[/CARD], which oddly makes it a bit better than its blue compatriot. The same arguments applied to Cloud Sprite are applied here; you'll see people running anywhere from zero 1-drop faeries to the full complement of 8 one-drop faeries, and everywhere in between, and both camps have done well in major events. With Faeries becoming a control deck, this card is not needed and advised against.

[CARD]Oona's Prowler[/CARD] - Fast beats that shave off life from your opponent alarmingly quickly. Pre-Morningtide, this card was an auto four-of, but since the invention of Bitterblossom, Oona's Prowler has lost it's place in the deck.

[CARD]Nectar Faerie[/card] - Horrible; the ability is completely irrelevant. Don't run this.

[CARD]Ringskipper[/CARD] - Again, horrible; 1/1 fliers for 1 are hardly playable, and this guy is worse. Also, lacks flash, which makes him unusuable.

[CARD]Spellstutter Sprite[/CARD] - One of the trademark cards of the deck, this can cause your opponent major headaches and can lead to a lot of 2-for-1s, leading to a crippled opponent. This is even better against decks with low curves, unlike most counterspells, because it can counter more spells. Having flash and being able to come down at the end of your opponent's turn to get extra damage in is a nice bonus and is occaisionally the right play, but most often this is a 2 for 1 counterspell for 2 less than Mystic Snake. Every successful faerie deck runs 4 copies of this.

[CARD]Cloudseeder[/CARD] - Again, cloud sprite isn't that good, this is worse, and MAKES a card you don't want. Don't run it.

Oona’s Blackguard - A very good Faerie -- but don't let the fact this is a good Faerie trick you. Because it says each other rogue creature you control comes into play, it'll have very few uses in Classic UB Faeries. Secondly, it competes with Bitterblossom for the two drop spot -- and it competes unsuccessfully. Don't run this.

[CARD]Thieving Sprite[/CARD] - This card isn't as terrible as it looks; Ravenous Rats has seen play, and this has a stronger effect, with a flying body but one more mana. Ultimately, I think the body is too small to justify the effect, which is usually a blackmail of sorts and is fairly useless against a lot of decks.

[CARD]Pestermite[/CARD] - This card is amazing. It looks pretty weak, but it enables all sorts of shenanigans that result in games lost by your opponent. It can keep them off of X mana, whatever X mana is, for one turn; it can tap a creature that wanted to attack; it can untap a [CARD]Mistbind Clique[/CARD] or some random faerie to block; it can cost 2; and it can be a 2/1 flier with flash on top of all that for 3. It is sweet, and should be run. I'm not sure if it is a 3-of or 4-of (mostly due to deck space), but this card is incredibly powerful in ways that are not immediately obvious, and it can lock a player out of a game sometimes by preventing them from making any meaningful play until it is too late. Most faerie decks run 3 copies of this, sometimes going up to 4.

[CARD]Scion of Oona[/CARD] - Enables a ridiculously fast clock that can also counter removal and make faeries into REAL blockers. A 4-of. Often the equivalent of a 3/1 flying flash or even a 4/1 flying flash, and 2 of these in play is a game loss for decks that aren't packing mass removal. This is a 4-of in every faerie deck.

[CARD]Sprite Noble[/CARD] - The other faerie lord, she's signficantly worse than Scion of Oona. Her lack of flash and agression make her a sub-par choice; she's effectively either a bad Glorious Anthem or a bad drake. She doesn't have much synergy with the deck strategy and isn't inherently very strong, and you have no need for a 2/2 flier without flash for 1UU when you have access to both Scion of Oona and Pestermite, both significantly superior choices at the casting cost.

Dewdrop Spy - A 2/2 for 3, flash, that lets you peek at the top of target players library. Cute, but the three drop spot is already tight between Scion of Oona, Pestermite and Vendilion Clique. Ultimately, you simply have too many better options. Pass.

Vendilion Clique - 3/1 flash for 1UU that lets you see your opponents hand and, if you wish, put their best card on the bottom of their library and they draw. Or you can target yourself, ditch your worst card and try to draw something better. The only drawback is, it is legendary. A very solid addition to Faerie decks as a two (possibly three) of.

[CARD]Faerie Harbinger[/card] - Unfortunately, he costs too much to be usable. His 4cc hurts because, while he's a 2/2 flash flier, he just isn't as [CARD]Mistbind Clique[/cARD] or [CARD]Sower of Temptation[/CARD], so he doesn't have a deck slot.

[CARD]Glen Elendra Pranksters[/CARD] - This card can enable all sorts of disruptive shenanigans, but itself lacks flash, making it ultimately not worth it, especially with the much better options at 4-mana available.

[CARD]Dreamspoiler Witches[/CARD] - Again, cute, but costs too much mana and you just have too many better options.

[CARD]Mistblind Clique[/CARD] - This card is often a [CARD]Time Walk[/CARD], and sometimes is BETTER than a [CARD]Time Walk[/CARD]. The best part of it is the lose-lose situations it creatures; you run this and [CARD]Cryptic Command[/CARD]. Do they play their spells in the first main phase, opening themselves up to being [CARD]Cryptic Command[/CARD]ed and basically worse than Time Walked, or do they swing in first, lose a creature to the Clique, and again get worse than Time Walked? The main constraining factor is that it requires another faerie in play to champion, but it is awesome. Three or four is recommended MD.

[CARD]Sentinels of Glen Elendra[/CARD] - You'd run Faerie Harbinger over this, but even they aren't good enough; this card is just plain awful. Its power is just too low for the CC, and you don't need a 2/3 for this cost, especially when you can run a 3/3.

[CARD]Sower of Temptation[/CARD] - This card is ridiculous; beyond being a 3-for-1 for a mere 2UU, it is an aggressive creature with [CARD]Control Magic[/CARD] strapped onto it. Whilst it is vulnerable, it just doesn't matter; the tempo swing is devastating, and with a [CARD]Scion of Oona[/CARD] in play things get REALLY ugly. This card is completely game-ending against aggro; if they don't have a response now, they're often done for. Strongly suggested 2-3 MD; if not MD, at least SB. I suggest MD.

[CARD]Marsh Flitter[/CARD] - This card is just bad. A 1/1 flier for this cost is meh, and even a 3/3 flier for 4 isn't all that amazing due to its lack of flash. You have better options.

[CARD]Wydwen, the Biting Gale[/CARD] - Hey look, another faerie that creates card advantage! This card is good, but ultimately, not good enough to run. Cryptic Command, Mistbind Clique and Sower of Temptation all come ahead of this.

Final-Sting Faerie - Horrible. 3B for a non-flash 2/2 that only destroys creatures that were dealt damage this turn. The only way for the ability to even work is if (1) they're blocking your Faeries, which isn't going to happen often given they have flying, or you Psionic Blast something with a toughness of five or higher and then play this (a total of a whopping seven mana). Don't run this.

Latchkey Faerie - If only it costed one less and had flash! Ultimately, you'll want to pass on this 3/1 cantripping flyer for for a couple reasons. One, your four drop spot is already hefty thanks to Mistbind Clique and Cryptic Command and Sower of Temptation. Whilst you could prowl this card, tapping out on your turn for this really is just lacklustre. You have many better options. Pass.

Fencer Clique - Non-Flash 4cc Faerie with no useful CITP ability? Pass.

Inspired Sprite - 2/2 Flash that acts as a Merfolk Looter for 4. Okay ability, but at the 4cc spot, it simply loses out to our other choices. Pass on this one.

[CARD]Diamond Faerie[/CARD] - Is in a lot of the wrong colors and just isn't synergistic with the deck; none of the Faeries are snow creatures, and they can run 3/3's with FLASH for less mana (and fewer colors).

Nightshade Schemers - 3/2 Flyer for 4B, no flash. The kinship ability is cute, but ultimately it is just that: cute. For five mana this just isn't worth the investment, when you consider our decks top out at four presently.

To summarise, the best faeries are (in no order):
Spellstutter Sprite
Scion of Oona
Mistbind Clique
Sower of Temptation
Pestermite
Vendilion Clique

Universal creature base:
4x Spellstutter Sprite
4x Scion of Oona
3x Pestermite
2x Mistbind Clique
4-7 other Faeries with the occasional non-faerie appearing.


Other creatures/Enchantments


Bitterblossom - 4 of is recommended; the card simply is amazing. A resolve Bitterblossom turn two turns Spellstutter Sprite into a hard counter (assuming you lose none of your tokens) and ultimately wins you the game most times.

[CARD]Teferi, Mage of Zhalfir[/CARD] - Sideboarded and occaisionally maindecked as a means of shutting off blue control decks, his flash syngergizes well with the deck but the card itself is largely lackluster as most of your creatures already have flash. Thus, he rarely appears, especially given the deck generally has a favourable matchup against permission control anyway. I don't recommend Teferi.


Discard and counterspells

[CARD]Thoughtseize[/CARD] - If you're running black, you're probably running 4 copies of this card. It is that good. Rip out their kill cons, screw up their tempo, screw up their defences to your deck, whatever, it doesn't matter - this card can swing tempo massively in your favour and throw your opponent's plans into shambles. It also gives you information about when you need to hold back counters, play Pestermites and Cliques, and the like. Being able to rip Tarmogoyfs out of your opponent's hand even on the draw, and being able to get rid of an annoying Troll Ascetic, Wrath of God, or other random spell pre-emptively is great. Its inclusion is not universal among faerie decks; some put 4 copies in the maindeck, some have 4 copies in the sideboard, and some omit it entirely, but it is difficult to tell if that is because they couldn't afford it or thought it was sub-optimal. I have moved this card to the Sideboard, but still endorse it MD. Either is fine.

[CARD]Rune Snag[/CARD] - You're running 4 copies of this; it is a pseudo Mana Leak and it can really screw up your opponent's tempo, forcing them to miss vital drops or countering vital spells. Every successful faerie deck runs 4 copies of this card in the maindeck.

[CARD]Flashfreeze[/cARD] - A powerful sideboard option against green and red, this card is a counterspell on steroids against some decks. Some people run 4 copies of this in the sideboard, some none; it depends on your build, what sideboard space you have, and your metagame.

[CARD]Remove Soul[/CARD] - A hard counter for creatures. Occaisionally run as a 1-2 of in the maindeck, and occaisionally found in the sideboard. An excellent counterspell, but its lack of versatility hinders it somewhat in control matchups.

[CARD]Familiar's Ruse[/CARD] - This card is worse than it looks. Tempo is vital to Faeries, and as sweet as it seems to be to replay a Spellstutter Sprite, a lot of the Faeries you WANT to keep in play. Bouncing Mistbind Clique and Spellstutter Sprite is tech, but you don't always have those out and bouncing other faeries is bad. Few successful faerie decks run this card, but a few do; I personally would reccommend against it for non-one drop builds. However with one-drop builds, if you're running six or more one drops you probably could get away using this, but even then it is advised against.

[CARD]Counterbalance[/CARD] - Whilst disruptive, the problem is that your deck has a very ecletic mix of casting costs and you have no good means of manipulating the deck at instant speed.

[CARD]Faerie Trickery[/CARD] - This card is excellent, though not necessarily in the maindeck; there's not much space for it there, though if you wanted a more controllish build you could potentially put it in. Where it shines is in the sideboard, where it can come in against control decks, particularly Teferi Teachings, and ruin their day by preventing Teachings recursion and generally being an efficient counterspell. It also hoses Haakon recursion strategies by removing the offending knight from the game forever. This card appears in some faerie decks but not others, and usually but not always in the sideboard - some decks are more controllish and run as many as 12 counterspells in the maindeck, and most of these are sporting either this or Familiar's Ruse.

[CARD]Venser, Shaper Savant[/cARD] - This creature is more of a counterspell and bounce spell than a creature; he is very versatile and can result in a massive tempo swing by sending their biggest attacker back to their hand and block (and potentially trading) with another. Delay their Wrath of God a turn, keep Planeswalkers from using their ultimate ability, etc. Very few run Venser, however he isn't a bad selection as a two of.

[CARD]Cryptic Command[/CARD] - This card fits EXTREMELY well into Faeries, and is obscenely powerful. You use this mostly as Counter target spell plus Bounce target permanent, generally nailing their creatures (prevening aggression) whilst countering another creature. This sets them back up to two turns on tempo, and is often game-winning. Being able do other stuff with it is just gravy, and from time to time bounce + draw, counter + draw, and tap + draw are all amazing plays. Successful faerie decks vary considerably on this card; some run 4 copies in the maindeck and are glad to do so, others run zero copies and never miss it (though they tend to run other counterspells in their place). Run four.

Universal counterspell/discard base:
4x Rune Snag
4x Cryptic Command
4 other counterspell/discard spells maindeck, not including 4 Spellstutter Sprite


Card Draw/Card selection
[CARD]Ponder[/CARD] - This card is amazing, if you have room for it. It's a 1-drop, which fits in well with the deck's lack of them. Its only flaw is that it doesn't really do anything in and of itself, and it is hard to find deckspace for a cantrip. It is solid though, and has appeared in numerous successful faerie decks.

[CARD]Telling Time[/CARD] - This card is instant-speed card selection advantage, but overall isn't worth the deckspace.

[CARD]Think Twice[/CARD] - This card is probably the best card draw you can hope for in Faeries; it is instant-speed, can be used in the early game when you held back for a Rune Snag and didn't get to cast it, and can be used to use up extra mana later on. The big problem is, again, deck space. It is interesting though.

[CARD]Mystical Teachings[/CARD] - This card rarely shows up in faerie decks, but some run it as a means of tutoring for various faeries and other cards and as a means of card advantage. Generally regarded as too slow to be useful.

Ancestral Vision - Suspend for four turns to gain three cards. Some like it, some don't, but two Faeries decks at the most recent Grand Prix in Japan run four copies each. I endorse 4 MD.

Universal card draw/card selection base:
0-4 card draw/selection maindeck


Removal spells

[CARD]Deathmark[/CARD] - This is a sideboard card for decks running green and white creatures; many decks will run green (for tarmogoyf) or white (for various agressive weenies), and many will even run both. This is great against those decks. It cannot kill Troll Ascetic, though, which is a very real flaw, and it can't come in against RB goblins, mono-red aggro, and similar decks you might want extra creature kill in for. If Doran, the Siege Tower is popular in your meta, you may want to consider Deathmark higher than other choices.

[CARD]Peppersmoke[/CARD] - With Faeries becoming even MORE popular post-Morningtide, Peppersmoke gains some more value. I don't like it myself, but it is beginning to appear in more side boards for UB Faeries. If you play against Faeries, expect to see this card.

[CARD]Nameless Inversion[/CARD] - A Last Gasp that gets rid of creature types but hoses you if they cast a pump spell in response. A solid choice for MD removal as a 3-4 of.

[CARD]Shriekmaw[/CARD] - Note that I put this in at 2cc rather than 5cc; this is an amazing removal spell. Due to the likely presence of Rx aggro, this is often a better choice for random SB slots than Deathmark, but isn't all that great against RB aggro. Sorcery speed, however, is a real drawback.

[CARD]Terror[/CARD] - Shriekmaw is mostly better, but this has the advantage of instant speed and thus letting you do your usual "I play all my spells during your turn" shtick.

[CARD]Cruel Edict[/CARD] - This card may seem a bit random, but it is actually pretty solid. Its biggest advantage, though, is its ability to get rid of the very, very annoying [CARD]Troll Ascetic[/CARD] and being able to deal with black agressive creatures in ways that Shriekmaw and Terror can't.

[CARD]Psionic Blast[/CARD] - Burn is good; this is the old-school Char, but it has a lot of advantages over a lot of other burn spells in the format. Beyond its high CC:damage ratio, it being blue means that virtually nothing is immune to it. Moreover, being able to deal 4 damage to the dome often enables a series of reckless-seeming plays that kills your opponent a turn before they thought they were going to die. Its ability to kill Tarmogoyf if they are dropped too early is not to be ignored. It also kills most relevant creatures in the format, including Gaddock Teeg, and is much-needed instant-speed removal. About half of the successful faerie decks run four copies of this spell maindeck; the other half don't run it at all. I personally feel it to be excellent worthy of consideration.

[CARD]Sudden Death[/CARD] - As awesome as Sudden Death is, you've got better options, and by and large your opponent isn't going to be countering your removal spells anyway. That being said, some people run 2 copies of this in the maindeck to back up Psionic Blasts, giving them six maindeck removal spells capable of killing most creatures in the format.

[CARD]Damnation[/CARd] - An incredibly powerful card that also wipes out your team. This spell is a fire hose, and it is extremely powerful and should be run in your sideboard. With Faeries becoming a control deck, Damnation is often a VERY solid addition to help against aggro. Additionally, it is very good in the Mirror match against an unsuspecting opponent who may over extend, only to watch his board go to hell in a hand basket. 3-4 SB.

[CARD]Profane Command[/CARD] - This card is quite strong. Because all of your Faeries cost relatively little, this can bring back a faerie and kill an opposing creature, 2-for-1 card advantage. It can also kill a creature and deal some damage to the dome, which is often very useful for ending a game just in time. It can even bring back a faerie and deal damage, or in the mirror match, give your team fear and kill an annoying opposing faerie. Almost all Faerie decks forego this card.

Violet Pall - It's Terror that can hit artifacts and give you a 1/1 faerie token for 4. Pass.

Universal removal base:
4-8 removal spells MD, plus up to 4 Cryptic Commands

Sideboards tend to run 8-10 removal spells for the aggro matchups.


Lands

Snow-covered lands: You should probably run Snow-Covered Islands and Swamps just so if you steal an opposing creature with a snow activation cost you can use it.

[CARD]Secluded Glen[/CARD] - You're running 4 copies of this. It is a dual land that fixes your mana extremely well, causes you no pain, and can even be put into play tapped sometimes on turn 1 to bluff that you have no faeries if you have no turn 1 play.

[CARD]Underground River[/CARD] - You're running 4 copies of this as well. It is a potent mana fixer and the pain is worth it.

[CARD]River of Tears[/CARD] - You're running 4 copies of this as well. It may seem excessive, but with 4 copies of Cryptic Command, it is necessary.

[CARD]Faerie Conclave[/CARD] - You're probably running 3-4 copies of this as well. You don't have that many 1-drops and you can fit this in well, and by being an extra attacker when the time is right your deck only is running 19-20 dead cards (lands) instead of 23-24 (which you need). The ability to be a 3/2 or 4/3 untargetable with [CARD]Scion of Oona[/CARD], and the ability to be championed out of nowhere by [CARD]Mistbind Clique[/CARD] just add to its power. Most successful faerie decks run 3-4 copies, but some eschew it in favor of [CARD]Urza's Factory[/CARD]. I recommend at least three copies, but run four myself.

[CARD]Urza's Factory[/CARD] - it doesn't fix your mana and it takes a lot of mana to use, but it can slowly but steadily churn out 2/2s until you win the game. Few faerie decks run this card, but some do in favour of Faerie Conclave. I personally am skeptical and think Conclave is much better.

[CARD]Desert[/CARD] - Removal in the form of a land. Some people run zero, others run 1-2, others run 3-4. No real consensus on it. It does help against RB aggro, though, and can fool people into thinking you're playing teachings. I run four myself.

[CARD]Mouth of Ronom[/CARD] - Another removal spell as land, this card is run by some players and eschewed by others. You can only fit so many colorless lands into your deck, but this is certainly a powerful additional removal option.

[CARD]Quicksand[/CARD] - Yet another land-as-removal-spell, this card is quite strong but you often don't want to throw away your lands in the early game because the deck is tight on lands and likes to hit four mana on turn 4.

[CARD]Pendelhaven[/CARD] - A land that gives your 1/1 faeries punch and can protect them from some removal spells, this card is useful and some people run a copy of it in their deck as essentially a colorless land.

Mutavault - The second coming of Mishra's Factory. This card is very good and definitely worthy of consideration. With this being a primarily blue deck, at least 75% of your mana base should be blue, which allows for 3-4 colourless/off-colour (Pendelhaven) lands. I'm not sure if this should be run over [card]Desert[card] or not, however, it does deserve testing. Downside is it doesn't fly, but it is a Faerie thanks to changeling status.

[CARD]Howltooth Hollow[/CARD], [CARD]Shimmering Grotto[/CARD], [CARD]Terramorphic Expanse[/CARD], and [CARD]Shelldock Isle[/CARD] aren't worth running; [CARD]Faerie Conclave[/CARD] is better and you cannot afford to run more than 4 lands that come into play tapped.


IMAGE(http://i33.photobucket.com/albums/d62/OMFGPIE/UB_Divider.gif)



Decklists



Yuuta Takahashi, Winner GP Shizuoka

[deck]3 Faerie Conclave
4 Mutavault
4 River of Tears
4 Secluded Glen
4 Snow-Covered Island
2 Snow-Covered Swamp
4 Underground River
25 lands

4 Mistbind Clique
4 Pestermite
4 Scion of Oona
3 Sower of Temptation
4 Spellstutter Sprite
19 creatures

4 Ancestral Vision
4 Bitterblossom
4 Cryptic Command
4 Nameless Inversion
16 other spells

Sideboard

4 Bottle Gnomes
4 Deathmark
2 Familiar's Ruse
2 Razormane Masticore
3 Thoughtseize
15 sideboard cards[/deck]


Olivier Ruel, second place GP Shizuoka

[deck]4 Faerie Conclave
1 Island
2 Mutavault
2 Pendelhaven
4 River of Tears
4 Secluded Glen
4 Snow-Covered Island
4 Underground River
25 lands

4 Mistbind Clique
4 Oona's Blackguard
4 Pestermite
4 Scion of Oona
4 Spellstutter Sprite
20 creatures

4 Bitterblossom
3 Cryptic Command
2 Notorious Throng
4 Rune Snag
2 Unsummon
15 other spells

Sideboard

2 Deathmark
4 Flashfreeze
2 Peppersmoke
3 Sower of Temptation
4 Thoughtseize
15 sideboard cards[/deck]


Aldwyn's Faeries
[deck]// Lands
4 [10E] Faerie Conclave
4 [10E] Underground River
4 [LRW] Secluded Glen
2 [FUT] River of Tears
2 [TSP] Swamp (3)
6 [TSP] Island (1)
2 [MOR] Mutavault

// Creatures
4 [LRW] Oona's Prowler
4 [LRW] Spellstutter Sprite
4 [LRW] Scion of Oona
4 [LRW] Pestermite
4 [LRW] Mistbind Clique
2 [MOR] Vendilion Clique

// Spells
4 [CS] Rune Snag
4 [LRW] Cryptic Command
3 [TSB] Psionic Blast
3 [MOR] Bitterblossom

// Sideboard
SB: 4 [LRW] Thoughtseize
SB: 4 [10E] Flashfreeze
SB: 3 [10E] Remove Soul
SB: 4 [LRW] Sower of Temptation[/deck]


Umezete's Faeries
[deck=Umezete's Most Annoying Brigade]Land: 24
4* Underground River
4* River of Tears
4* Secluded Glen
4* Faerie Conclave
3* Mutavault
4* Island
1* Swamp

Creatures: 16
4* Spellstutter Sprite
4* Scion of Oona
2* Mistbind Clique
3* Vendilion Clique
3* Sower of Temptation

Spells: 19
4* Ancestrial Visions
4* Rune Snag
4* Cryptic Command
4* Bitterblossom
4* Psionic Blast


Sideboard: 15
4* Flashfreeze
4* Pithing Needle
3* Damnation
1* Mistbind Click
3* Desert
[/deck]


IMAGE(http://i33.photobucket.com/albums/d62/OMFGPIE/UB_Divider.gif)



Articles/Threads about faeries:

UB Faeries vs Control, by Josh Silvestri
Thread One
Thread Two
Thread Three

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I personally think that Faeries are a tier 1 deck and the best of all the tribal decks which will come out of Lorwyn block.

If you think these decklists are out of date or are the originator of one of the decklists and wish for it to be updated or removed, please either PM iRebel or write a post to that effect. Additionally if you feel some major trend in faerie decks which are meeting with success is not represented here, feel free to say so but be sure to either include a decklist or a link to one.

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Special Thanks to...
Hodoku, for the awesome dividers
Titanium Dragon for his work on the first three faerie threads.
turtleboy52387 for the awesome banner.
Reserved
Reserved.
ix_deadend'd post morningtide list

lands 23
3 desert
4 secluded glen
4 river of tears
4 faerie conclave
1 urborg, tomb of yawgmoth
2 swamp
5 island

creatures 20
4 oona's prowler
4 spellstutter sprite
2 vendilion clique
3 pestermite
4 scion of oona
3 mistbind clique

spells 17
2 profane command
4 thoughtseize
3 psionic blast
1 remove soul/negate
4 rune snag
3 cryptic command
Other creatures/Enchantments
Bitterblossom - This card either knocks your socks off immediately, or evokes a "meh" reaction. For me, it knocks my socks off. No testing has been done on Bitterblossom to date, however I offer my own theory on this card, until proper testing it conducted.

For one drop builds, this card is "meh." The entire purpose behind running one drop Faeries is to have a turn two hard counter Spellstutter Sprite -- with Bitterblossom, you simply won't have that. It'll often sit in your hand, doing nothing whilst you're playing a turn two Spellstutter Sprite or Rune Snag.

However, the non-one drop build will probably enjoy Bitterblossom because it doesn't try to use a turn two Spellstutter. Non-One drop builds are content with Thoughtseize, followed by Rune Snag if needed. With Bitterblossom, a Turn one Thoughtseize removing their two drop, followed by a turn two Bitterblossom turns it into a hard counter from turn three onwards, since it counts itself as a Faerie.

Best advice, for now: Try it and see how you like it.

QFT, /agree, etc.. It's just so bloody hard to choose!

I would like to argue that Wydwen needs to be rated lower on the creature section. Given the numerous cards with a far greater board impact upon CiP, playing even strict Lorwyn the Biting Gale just doesn't do enough to justify card slots IMO.

Bitterblossom and Notorious Throng though...while they might be a bit more aggro than "classic" faeries even a single Throng will net you the game. That said, I don't think we "need" it, merely that it's a respectable option (much like the push/pull of one-drop vs. non-1-drop Fae).
So, this is going to be the new thread for UB Fae? I'm really glad we separated the UG from the UB because the two decks play so differently. I was wondering what are some of the cards you guys feel Morningtide brings to the table. Right up front I see Biterblossom and Oona's Blackguard, but they seem to be almost Rogue specific cards rather than Fae cards... Also, I love Vendilion Clique, but that's just me... What else you think will help this deck out guys? or shouldn't we mess with something that doesn't need fixing?

-Yawg
So, this is going to be the new thread for UB Fae? I'm really glad we separated the UG from the UB because the two decks play so differently. I was wondering what are some of the cards you guys feel Morningtide brings to the table. Right up front I see Biterblossom and Oona's Blackguard, but they seem to be almost Rogue specific cards rather than Fae cards... Also, I love Vendilion Clique, but that's just me... What else you think will help this deck out guys? or shouldn't we mess with something that doesn't need fixing?

-Yawg

2 vendilion clique is good. i've tested it already and i haven't looked back. but that's all that's going into fae.

bitterblossom is too slow even for rogues, i think. blackguard, latchkey, etc are for rogues only.
QFT, /agree, etc.. It's just so bloody hard to choose!

I would like to argue that Wydwen needs to be rated lower on the creature section. Given the numerous cards with a far greater board impact upon CiP, playing even strict Lorwyn the Biting Gale just doesn't do enough to justify card slots IMO.

Bitterblossom and Notorious Throng though...while they might be a bit more aggro than "classic" faeries even a single Throng will net you the game. That said, I don't think we "need" it, merely that it's a respectable option (much like the push/pull of one-drop vs. non-1-drop Fae).

I agree with Wydwen -- I love the card and it is good, but it suffers from the "not good enough" syndrome that plagues other cards too. I swapped Wydwen for Venser and never looked back.

Notorious Throng, my biggest complaint is the fact it's sorcery speed ad I'm hesitant of 4cc that don't win the game when played. Which applies here -- Wrath/Pyroclasm/etc. Cannot guarantee on having a counter; having to untap afterwards makes me hesitant.

Yawg: Vendilion Clique is probably the only universal addition. Bitterblossom and Mutavault need testing and will probably come down to preference.

Oona's Blackguard is more for Rogues IMO. It competes with Prowler, and Prowler wins that competition each time.

That said, I'm having a hard time fitting Vendilion Clique in. I'm going to try it in place of Venser.. but I really love Venser in this deck. I've considered trying to fit V-Clique in as a two of beside Venser actually.
My current Faerie build:

Mana = 22
4 x Secluded Glen
3 x River of Tears
3 x Underground River
2 x Faerie Conclave
1 x [b]Urborg[/b]
9 x Island

Creatures = 21
4 x Oona’s Prowler
4 x Spellstutter Sprite
4 x Scion of Oona
3 x Pestermite
3 x Mistbind Clique
2 x Faerie Harbinger
2 x Sower of Temptation

Other Stuff = 17
4 x Rune Snag
4 x Cryptic Command
3 x Psionic Blast
1 x Pact of Negation
4 x Desert

Sideboard = 15
2 x Teferi, Mage of Zhalfir
3 x Pithing Needle
3 x Thoughtseize
2 x Deathmark
3 x Damnation
2 x Extirpate

I really want to drop a pain land in favor of another River of Tears, and post Morningtide, I'd also like to try B/g, if I can ever get the Garruks.
I agree with Wydwen -- I love the card and it is good, but it suffers from the "not good enough" syndrome that plagues other cards too. I swapped Wydwen for Venser and never looked back.

Notorious Throng, my biggest complaint is the fact it's sorcery speed ad I'm hesitant of 4cc that don't win the game when played. Which applies here -- Wrath/Pyroclasm/etc. Cannot guarantee on having a counter; having to untap afterwards makes me hesitant.

While some counter backup is obviously a good idea, getting that second turn should avoid things like Sorcery Removal.

Granted, that means you're aiming for the Prowl cost.

Regardless, I was just throwing it out there, I can definitely see your point.

I don't run Throng right now but I also don't run Venser and still see the value in that. (I also play far more Block than Standard, so...)
While some counter backup is obviously a good idea, getting that second turn should avoid things like Sorcery Removal.

Granted, that means you're aiming for the Prowl cost.

Regardless, I was just throwing it out there, I can definitely see your point.

I don't run Throng right now but I also don't run Venser and still see the value in that. (I also play far more Block than Standard, so...)

One match where I think Throng could prove beneficial is against UG Faeries. Even getting 4 damage through and then playing this without Prowl gives you another 4 attackers if it resolves and puts them on the defensive (which I find is the key against them).

UG Faeries is one match where I almost always side in Profane Command too.
I actually see Throng being a winning card in this deck. I, personally, think that the Prowl Cost is what will make or break the card for this build. After playing this deck so much, I realized that I won't have won yet by turn 6. I'll be close, but that's usually when I've run out of cards in hand, and is the supreme opportunity for a Damnation to come thrashing me... So, with 6 mana out you attack with all you've got... Most likely there will be a rogue in there somewhere. After the hit, which will usually deal around 6-8 damage, you drop Throng for it's Prowl cost. You now get 6-8 1/1 flyers, with Scion out they're all 2/2s, and you TAKE AN EXTRA TURN. This will pretty much ensure victory for you unless they counter it. This may be a great way for this deck to edge out Elves, or even big Red Green or other 'non countering' aggro decks. Oh well, i'm still excited about the card, but I guess playtesting it will be the only way to tell if it sucks or not.

-Yawg
if all your attackers have been cleared and you're on top deck mode, the chances of drawing into a rogue (prowler/pestermite) are very slim. throng is better of in a rogue deck. i've tested it both in faeries and in rogues and that's my conclusion.
if all your attackers have been cleared and you're on top deck mode, the chances of drawing into a rogue (prowler/pestermite) are very slim. throng is better of in a rogue deck. i've tested it both in faeries and in rogues and that's my conclusion.

I haven't tested it (no access to the forbidden programme) but I'm guessing my conclusions would be the same.
I know it's not something that's a definate, or even a maybe, but I was figuring that most decks that run black have some kind of Wrath Effect in Damnation. It's one of the biggest banes of this deck (assuming your out of counterspells). It's happened to me many times, where I'll take the guy to 1 life, or something else small, and he resolves a damnation and I can't do jack about it. In cases like that, when you're out of counters, you could, theoretically kill them before their wrath will happen. I just think that being able to swing, then double the damage dealt for swing number two is pretty good. I know it's not going to be accepted by the masses, but since it comes in the UB Rogue premade, it's worth a shot splashing it in there, testing it, and if it doesn't work, it doesn't work. But I think we're passing a BOMB if we dismiss it this early without testing it.

ix_deadend: I understand you tested with it in the deck... what makes it unplayable? Was it a case where you didn't need it to win, and you won before you could drop it? did you not face the damnation you couldn't counter? I'm just curious, not being a jerk. I just wanna know how it worked in your testing.
ix_deadend: I understand you tested with it in the deck... what makes it unplayable? Was it a case where you didn't need it to win, and you won before you could drop it? did you not face the damnation you couldn't counter? I'm just curious, not being a jerk. I just wanna know how it worked in your testing.

it's a win more card here. the scenario you gave was using it post damnation. the only rogues i run are oona's prowler and pestermite. that alone makes the chance to pay the prowl cost of notorious throng pretty slim. in a rogue deck playing it without the prowl is fine because rogues deal big damage even by single creatures with stinkdrinker bandit and coat and dagger. but in fae, post wrath you'll be dealing what, 2-3 damage? 2-3 1/1's won't exactly make a difference unless you play it with the prowl cost. even if you do, chances are your opponent is running a few counters as well since nowadays only control decks run mass removal.

i've also rarely experienced a wrath i was unable to counter since i always leave mana open to counter, whether with rune snag or cryptic command.
how do you guys play against blink?
i'm having problems playing against them...
they play riftwing then blink , i try to psi or counter then they blinks again... i don't know...
I guess its mainly playing smart. Waiting until they blink their Riftwing, and when it's CIP triggers, play Scion, negating their target. I've seen versions with Shriekmaw in it, and the same rule applies. I guess the best option is to utilize your flash Fae and counterspells. Remember, they might have 4 Blinks (8 after Flashback), but they can't blink something that's not there. If you counter their guys (even their elementals when they evoke them), they can't utilize their Blinks. I guess the short answer is that by playing against the deck more and more, you'll find out how to play against it right. This deck has all the answers you need, plus the flying rush to finish the job. Playtesting and playing against the Blink deck is the only way to beat it. For every loss, learn something from it.

-Yawg

PS - I played Pickles and Sonic Boom for a while. Even decks like UB Teachings I've played with and agianst. They all said that Fae are one of their hardest matchups... and from reading other posts from other deck arctypes, they've all said their hardest matchups are usually Fae. This deck is great, and the more you face other ppl, the more you learn from it.
I guess its mainly playing smart. Waiting until they blink their Riftwing, and when it's CIP triggers, play Scion, negating their target. I've seen versions with Shriekmaw in it, and the same rule applies. I guess the best option is to utilize your flash Fae and counterspells. Remember, they might have 4 Blinks (8 after Flashback), but they can't blink something that's not there. If you counter their guys (even their elementals when they evoke them), they can't utilize their Blinks. I guess the short answer is that by playing against the deck more and more, you'll find out how to play against it right. This deck has all the answers you need, plus the flying rush to finish the job. Playtesting and playing against the Blink deck is the only way to beat it. For every loss, learn something from it.

-Yawg

PS - I played Pickles and Sonic Boom for a while. Even decks like UB Teachings I've played with and agianst. They all said that Fae are one of their hardest matchups... and from reading other posts from other deck arctypes, they've all said their hardest matchups are usually Fae. This deck is great, and the more you face other ppl, the more you learn from it.

first. youre thing on blink is wrong. yeah, the scion does negate the target, but a smart blink player 9 out of ten hits youre lands. this deck needs the mana for counter backup, and if they are cloudskate/venser/blink/occasional snipeing youre lands youre not going to win. not to mention conclaves citp.

extirpating blink game 2 and playing smart is youre best bet.

the thing about control matchups is very true. infact, the one drop version is even worse for them :D
so, here's my pre-morningtide version. I'm trying to figure out A) what should be improved/changed, and B) what I should change with morningtide (though I know I want to put in 2-4 copies of bitterblossom)

So, here's the list:

3x river of tears
4x underground river
4x secluded glen
4x faerie conclave
6x island
2x swamp

3x ponder
4x rune snag
3x boomerang
4x nameless inversion
2x cryptic command
1x profane command

4x mistbind clique
4x oona's prowler
3x pestermite
3x scion of oona
4x sower of temptation
2x wydwyn the biting gale

SB:
4x flashfreeze
4x deathmark
1x boomerang
3x spellstutter sprite
2x cancel
1x peppersmoke


thoughts: I should run desert. how many?
I should probably be running thoughtseize instead of ponder, but that's an expensive change. also, I'm waiting on my fourth river of tears. Also, yes, my sideboard is terrible. that's one of the big areas I need help with. additionally, I think that pithing needle would be good for my sideboard, but I'm willing to go without for the same reason I don't MD thoughtsieze. cost.

so, yes. thoughts/suggestions? both pre- and (especially) post-morningtide?
how do you guys play against blink?
i'm having problems playing against them...
they play riftwing then blink , i try to psi or counter then they blinks again... i don't know...

Play your Psi-Blasts in response to their blink; counter their evoked elementals. Counter their blinks as well.

Thoughtseize out their blink.

@ Katt:

Spellstutter Sprite should be an auto 4x in the MD -- not the SB.

Sower of Temptation is good, but probably better for the sideboard since tapping out on your turn needs to be avoided most of the time.

Boomerang? Why? You're better off running more Cryptic Commands and Psionic Blasts.

Namesless inversion is okay but Psi-Blast is better. The lone Profane Command should probably be sent to the SB or cut all together.

Ponder is an okay turn 1 spell in place of Thoughtseize, but they're really worth shelling out for. Pithing Needle.. same. They help against a lot of matches.

Scion is 4x always.

Post Morningtide, I'd swap Wydwen with Vendilion Clique for sure.
Familiar's Ruse - This card is worse than it looks. Tempo is vital to Faeries, and as sweet as it seems to be to replay a Spellstutter Sprite, a lot of the Faeries you WANT to keep in play. Bouncing Mistbind Clique and Spellstutter Sprite is tech, but you don't always have those out and bouncing other faeries is bad. Few successful faerie decks run this card, but a few do; I personally would recommend against it for non-one drop builds. However with one-drop builds, if you're running six or more one drops you probably could get away using this, but even then it is advised against.

I just want to state that for the one-drop build this card has been incredibly successful for me and assuming you run something like Bitterblossom it gets even better.

Also, the "sweet" targets should also include Pestermite and, now, Vendilion Clique.

Just throwin' that out there.
really? Part of what I like about wydwyn is the extra toughness. the clique seems just like wydwyn with an (almost) useless ability. it seems, I dunno, just bad.

I take it I'm completely wrong here?
really? Part of what I like about wydwyn is the extra toughness. the clique seems just like wydwyn with an (almost) useless ability. it seems, I dunno, just bad.

I take it I'm completely wrong here?

I'm afraid so. Vendilion Clique's ability is very strong and very good -- it has flash and rips your opponent's strongest spell out of their hand in favour of a random draw.

Is there a chance they draw something better? Yes.
Is there a chance they simply draw the same thing you had them put on the bottom of their library? Yes.

Same holds true for Thoughtseize as well. They may draw it next turn, or worse, draw something better. I've had a couple matches where I Thoughtseized their Wrens Run Vanquisher, only to have them draw it next turn.

Additionally, with Vendilion Clique, you don't have to remove anything and simply look at their hand. Or you target yourself, get rid of your worst card and hope for something better.
it's good, but costs 4 and is only good for attacking blocking perposes. The point of this deck is to use flash guys, with decent powers that all do something... Clique makes it in because it not only has flash, can save a guy, is a 4/4, has flying, and taps down your opponent's lands. Wydwen is just a 4/4 flash flyer that can't die easily. Even though Vendilion Clique has a 1 toughness, it's a 3 power flash flying for 3 that can give you a ton of possibilities when you play it.

I'm very ANTI-Bitterblossom. You miss your turn 2 counter and get nothing immediate. You pretty much waste your turn 2 to play a turn 3 chump blocker at the expense of 1 life. In the late game, the card is pretty useless because it's just too slow to do anything good. If anything, I think if you're trying to make a rogue based decks. Bitterblossom with Oona's Blackguard NOW does something, but the card is just creating chumpblockers. If you made a 1/1 Fae when it COMES INTO PLAY, THEN makes the tokens each turn, then it'd be good, but since it does nothing that first turn, it's pretty weak.

@ Katt Nightstalker: I'll throw you some suggestions, but remember, you need to take all of them, but at least consider them.

As far as your lands, it looks ok. I personally would throw in one Pendelhaven, just because it's nice to get one. Yes, I know you're not playing green, who cares. There's so many 1/1's in the deck, why not include it? Plus, if you get your Scion out, it'll help protect it until you get a second one. Spellstutters are better, your 1drops are now Kird Apes. Anyway, it's just a thought. Secondly, add at least 2 Faerie Conclaves. To be honest, it does suck to get that in your opening hand, wishing you just had an Island or something, but in the late game, it's uncomparable. There's so many times I've used it for some benefit... I remember in one of my last games, I played a UB teachings deck where I had 2 Fae out, Spellstutter in hand, and actually turned the Conclave into a fae just so that when he played his damnation I had 4 Fae in play for sprite... or something like that... There's been times where a damnation resolved late in the game and I was in topdeck mode. I would turn my land into a creature during his upkeep and play Mistbind Clique taking out the land...

Plus, you might wanna go lower on the Underground Rivers. You have the 4 Secluded Glen and the River of Tears, but remember, the only real reason to use black is during your main phase because not many black Fae have flash. You might cut back on the self-damage from the painland...

4x mistbind clique - Good
4x oona's prowler - Good right now, but can get replaced by Vendilion Clique... Still debating this...
3x pestermite - Good, but again, would prob be taken out for something else.
3x scion of oona - You def wanna bump to 4. Too good not to have 4
4x sower of temptation - Replace with Spellstutter Sprites. Then, move these to the sideboard.
2x wydwyn the biting gale - Take out for smaller faster Fae...

You should pick one of two builds. The 1 Drop or Non-1 Drop version. Both are terrific, but run differently. All I can give advice on is the 1 Drop. If you want suggestions on the other build, iRebel should be able to help. In the 1 drop version, you run 6-8 1 Drop Fae (Nightshade Stinger and Cloud Sprite), which maximizes your turn 2 Spellstutters (an even your later Spellstutters). Not to mention that once Scion hits, your 1/1's are all 2/2 Shroud Flyers which are now a threat. If you go this route, drop some of the bigger Fae and your spells to include some smaller, faster Fae.

3x ponder - good, but if you go with the 1 Drop version, this could be taken out for some of the Fae
4x rune snag - Good
3x boomerang - Eh... There's better cards. I'd take out for something else
4x nameless inversion - You don't need much creature kill with all the countering.
2x cryptic command - Good in the Non- 1 Drop version and I even started running 2 in my build (1 Drop).
1x profane command - Other than the life loss and Kill part, this card isn't really needed. You have flying, you don't need fear on top of it. As far as the reanimate part, since it doesn't FLASH it into play, you've lost a lot of oomph with the card. I say take it out.

With all the countering in this deck, you really don't need so much creature kill. You should look into Familiar's Ruse in addition to the Spellstutters in the main. Plus, in the 1 drop version, a turn 2 Ruse is fine. Plus, using Familiar's Ruse with Spellstutter and Clique (either one), you can reuse your countering and messing around.

SB:
4x flashfreeze
4x deathmark
1x boomerang - Take out along with Sprites for Sowers
3x spellstutter sprite
2x cancel
1x peppersmoke - Too Small to be useful. yes, it can take something out and draw you a card for 1, but 1 in the board? why bother.

Also, a great card for this deck is Psionic Blast. Not only is it creature kill, but just a good finisher for your damage clock. Thoughtsieze is great too, yes it's expensive, but it's good.

-Yawg
Hey all, I'm coming back to MtG after a few years of being out. I made a T2 Faerie deck, and I'm pretty solid on the mechanics. My question though, is:

What should I reserve the removal/counters for? What meta-threats are there for this deck?

Any and all input is welcome. Thanks.
Affey: Your biggest threats are probably heavy-burn.dec, Doran and UG Faeries.

What does your decklist look like?

Drayson:

No Rune Snag?
Drayson:

No Rune Snag?

1. Oh yeah, sorry. Any Ideas on what to take out (i need four obviously). Thoughtseize maybe?
2. Any other suggestions that might be helpful and that wil stop me from pacing in circles around the room wondering what to do?
3. Should I have Nightshade stinger?
Oh yeah, sorry. Any Ideas on what to take out (i need four obviously).

The problem is that you opened your post with a rather blunt statement regarding your deck choices.

For example, the Harbringer's really aren't that useful provided you run enough of everything else.

In fact, you running 4 copies of Vendilion Clique actually reduces one of the reasons you would play the Harbringers. If you were playing a few less rares/legendaries it would help justify the Harbringer's as fetchers, instead you're playing what looks like a single Harbringer and multiples of the rare cards they normally fetch.

Now, as for your "reasoning" on running 4 cliques...well, it's a little flawed. You can only have one out at a time so pulling another is a dead draw...unless of course it gets killed like you said...

Except why would that happen?

Yes, it only has one toughness but so do most of your other Faeries and it's ability is strictly CiP so once it's out there it is no longer a particular threat outside of it's P/T. By comparison any given opponent would rather take out a Scion of Oona before your VClique, immediately reducing the P/T and Shroud of the other Faeries in play.

Also, even if your reasoning was viable (which it isn't) the Mistbind Clique is far superior as it is non-legendary, has a much better CiP ability and superior P/T and for some reason you are only running 2 of those.

Try this:
Oh yeah, sorry. Any Ideas on what to take out (i need four obviously). Thoughtseize maybe?
Any other suggestions that might be helpful and that wil stop me from pacing in circles around the room wondering what to do?

Faerie Harbinger. Yeah, it's good to fetch Faeries but it suffers from the "good, but not good enough" syndrome. It costs 4 and competes with Cryptic Command, Mistbind Clique and Sower out of the board.

V Clique is legendary so four is overkill; 2-3 is a better number.

Just noticed your SB edit; Latchkey Faerie should go. No flash = not worth tapping out on your turn for.
Wait, I don't understand. Why isn't vendilion easy to destroy? It's a 3/1, I could block, most likey Vendilion. Also, if I don't block and they can destroy it, I doubt they'll leave a 3/1 flyer alone. They'll probably destroy other stuff first but it's still a very fragile creature.
Wait, I don't understand. Why isn't vendilion easy to destroy? It's a 3/1, I could block, most likely Vendilion. Also, if I don't block and they can destroy it, I doubt they'll leave a 3/1 flyer alone. They'll probably destroy other stuff first but it's still a very fragile creature.

Yes, it's fragile, just like nearly every other Faerie in your deck. Who will they kill first?

If Vendilion is your opponents first pick to destroy, chances are your other, better faeries, have already bit the dust and you're short on counters, AKA, already losing.

Which means you want something stronger than a Vendilion to play.
Yes, it's fragile, just like nearly every other Faerie in your deck. Who will they kill first?

If Vendilion is your opponents first pick to destroy, chances are your other, better faeries, have already bit the dust and you're short on counters, AKA, already losing.

Which means you want something stronger than a Vendilion to play.

Oh! now I get, sorry for wasting your time. So should I have 2 or 3 vendilions?
Oh! now I get, sorry for wasting your time. So should I have 2 or 3 vendilions?

Thing with Vendilion Clique is, you can, AFAIK, play it at the end of their draw step before their main phase. So if you lay land number three, pass and your opponent acts surprised you can flash it in saying "at the end of your draw step..."

Bye bye turn 3 play.

(I'm not 100% sure on this either, but I'm fairly sure this is right).

I'd use this more offensively than defensively -- play it turn three, take something out of their hand and begin swinging for three more next turn.

2 or 3 is fine; I'm probably going to do two but may try three; I dunno yet. With three I should see it like I do Mistbind Clique -- One a game, occasionally two. Four though, you'll see it too often and end up probably having one in play when drawing number 2.
Ok, so how does the deck look now?
Hmm... been playing around after adding the vendilions and i feel as if faeries are seriously weakened with morningtide out. What with the metagame shifting towards aggro. In comparison to warrior's insane synergy of imperious perfect pumping out 3/3 tokens with paragon in play, it seems that we faes really got the short end of the stick. So am i just not playing right or are we outclassed? Coz i've playtested intensively against warriors and rogues, and i dont like the results i'm seeing.

What i run currently:

4 Secluded Glen
4 River of Tears
4 Underground River
3 Desert
3 Faerie Conclave
1 Urborg
3 Snow-covered Island
1 Pendelhaven

4 Nightshade stinger
2 Cloud Sprite
4 Spellstutter
4 Scion of Oona
3 Pestermite
2 Vendilion Clique
3 Mistbind Clique
2 Venser, Shapen savant

4 Rune Snag
3 Familiar's Ruse
2 Cryptic Command
4 Psionic blast

ps. I know there's no prowler inside. Will add them back in when they sudden profusion of reanimators die down.

was also thinking about bitterblossom as a turn 4 drop. What do you people think?
saphael: Even with the reanimators around I'd be wary about actually removing them from the deck entirely. The way I deal with reanimators is to just to bounce my prowler with familiar's ruse to stem it from enabling them, then side it out in game two for extirpate. You might lose game 1, but you are on the play game 2 armed and ready to deal with any graveyard shenanigans.
Hmm.. you do know that even if you try to bounce the prowler, they can in turn just discard again? I mean they usually throw out all the nasty stuff when you swing with the prowler anyway, so if you use ruse as a stop gap method to prevent discard, then you might as well not have it against them. That's how i feel anyhow. But frankly, reanimators are like farthest away from my mind right now. -_- there's something about dying to 3/3 Elf warrior tokens or to that rogue lord's ability that makes me feel like strangling kittens. lols.
Oh I'm just saying use the ruse to get it off the board to prevent future issues, by the time you are bouncing the prowler the damage has been done. Like I said it's definitely getting sided out in game 2.

As for warriors, pithing needle should shut down the imperious perfect if you find you have a problem countering it. I do also think that some kind of g/r aggro is going to be an issue.
Plus, remember with Reanimate, they're not going to rely on YOUR oona's prowler to discard... they have their own methods of discarding and will use them. If you notice you're playing against a Reanimator deck, just hold back from playing them right away. once their low on cards, there's no reason not to play it, because they'll have discard outlets already... This fact makes Vendilion Clique even better right now. If you play the Clique, see an Akroma or whatnot in their hand, you make them put it on the bottom of their deck, not to their graveyard. You've now just shot down their discard target. So, most games will go Turn 1 Fae, Turn 2 counter (Rune Snag, Familiar's Ruse, Spellstutter Sprite), turn 3 Clique, Turn 4 Anything you've got that you need, plus, you've just looked at their hand. Not only that, if you decide to run Thoughtsieze in the main, or in game 2 after boarding, you've already seen their hand and know when the best time to Seize something from their hand.

-Yawg
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