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 principles of "Draw-Go" control decks and "Fish" decks to counter spells, lay threats on the opponents turn and subsequently control the game though Faeries powerful come into play abilities.

Chances are, you'll be facing this deck in one incarnation or another so 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 "Draw-Go?"

"Draw-Go" is the original control deck that graced Magic many a moon again. The basic principles behind Draw-Go were exactly that: Draw, Go. The deck would control the game through permission spells until it was able to drop a win-condition supported by counter magic and win the game by preventing their opponents from doing anything.

Faeries relies on this principle in that, with the exception of Bitterblossom and Sower of Temptation (and Ancestral Vision, if you run it) all of our spells are either instants or creatures with flash, thus allowing us to play them as instants. Most everything we play is on the opponents turn, like traditional Draw-Go decks.

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. UG Faeries is more aggro oriented and isn't covered in this primer at the request of Atmapalazzo.

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But wait! Morningtide consists of Rogues too -- a lot of which double as 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 Rogues is an aggro deck built around rogues (thus the name) and the prowl mechanic. They run little to no counter magic and aim to overwhelm their opponent before they can stabilise.

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Card Choices
Key:
Don't Run: Unplayable
Not Recommended: Strong, but you have better options.
No Recommendation: No formal opinion at this time.
Highly Recommended: Most everyone plays this, but it's just short of a staple.
Staple: Generally always a three or four of.

Faeries in Standard


Cloud Sprite: A 1/1 Faerie for ; it helps Spellstutter Sprite counter on turn two, but outside of that it doesn't have much use in this deck. It is a terrible top deck late game and you have better plays on turn two.

Verdict: Don't run.

Nightshade Stinger: A worse version of Cloud Sprite in that it cannot block. But being black, it is immune to black removal which, oddly, makes it slightly better. Nevertheless, for the same reasons as Cloud Sprite, you have better options.

Verdict: Don't Run

Oona's Gatewarden: 2/1 Flyer, with defender and Wither for U/B. Not bad, but I can't really see this ever becoming used.

Verdict: Don't Run.

Briarberry Cohort: 1/1 Faerie for 1, no flash, that gets +1/+1 so long as you control a blue permanent. You have better choices for the 2CC slot.

Verdict: Don't run

Nectar Faerie: Rubbish. Doesn't have flash and has an irrelevant ability.

Verdict: Don't Run.

Oona's Blackguard: A good Faerie, but simply being a good Faerie doesn't mean you want to run this. Simply put, this card is good but it doesn't mesh with the play style of Classic UB Faeries. If you're tapping out turn two, it'll be for Bitteblossom. You do not want to tap out two turns in a row. The pump ability is irrelevant as you don't have many rogues, and Scion of Oona pumps all Faeries, rogues or not.

Verdict: Not recommended.

Oona's Prowler: A Pre-Morningtide Staple. Oona's Prowler is an aggressively costed Faerie that provides beat down or card advantage. A win-win. However, he loses his place in this deck thanks to Bitterblossom. They have identical clocks and, often times, Bitterblossom is faster as they can't discard to reduce the damage. Couple with the fact 'Lark is popular and isn't as resistant as Bitterblossom, it is hard to justify his inclusion.

Verdict: Not Recommended.

Ringskipper: Rubbish. Irrelevant ability; 1/1's for 1 are hardly playable and this guy lacks flash.

Verdict: Don't Run.

Spellstutter Sprite: A staple and trademark card of Faeries. It is a counterspell on a stick and often times lead to two for one scenarios. He shines on his own, and becomes a borderline hard counter for 1 with a turn two Bitterblossom. He will counter two and three CC spells as well as five or six CC spells, depending on whether or not you have Bitterblossom in play.

Verdict: Staple. Always four.

Dewdrop Spy: 2/2 for 1uu that lets you peek at the top card of target players library. Cute, but unneeded.

Verdict: Don't Run.

Pestermite: Amazing card. for 2u you get to (1) tap down your opponents biggest attacker, (2) keep them off X mana for a turn, (3) cost :1 and letting you play both it and Spellstutter Sprite in the same turn if you need two extra Faeries, (4) untap a random Faerie to block and (5) has flash. Pestermite is extremely powerful in not-so-obvious ways.

Verdict: Highly Recommend 3-4 copies if you don't play Vendilion Clique

Scion of Oona: Enables a ridiculously fast clock and acts as a pseudo-counterspell in that if he is played after your Faeries become the target of a spell or ability, Scion of Oona says no. With flash to boot, this card is simply obscene.

Verdict: Staple. Always four.

Silkbind Faerie: A UW hybrid Faerie that can untap itself to tap down a creature. Lack of flash ultimately will kill this card.

Verdict: Don't run.

Sprite Noble: The second Faerie Lord, who is significantly worse than Scion of Oona. Her lack of flash does her in as you have much better options at the 3 CC slot and no need to tap out for a sub-par Scion of Oona.

Verdict: Don't Run.

Thieving Sprite: Not a bad card, really, as it's slightly better than Ravenous Rats, which did see play. But for one more mana and no flash, you simply have better choices.

Verdict: Don't Run.

Vendilion Clique: A good Faerie for 1uu that lets you remove a threat from your opponents hand or cycle another useless card in your hand. However, with it being legendary and the effect not that good in today's meta, I don't believe Vendilion Clique is a worthy inclusion. I see a lot of decks that run this, card, however.

Verdict: Highly Recommend 2-3 copies if you do not play Pestermite

Wasp Lancer: 3/2 flyer for three U/B. If only it had flash. Alas, tapping out isn't really an option for us.

Verdict: Don't run.

Dreamspoiler Witches: Cute, but at 4 CC and no flash, you simply have better options.

Verdict: Don't Run.

Faerie Harbinger: If only she costed one less. At 4 CC, being able to tutor up a Faerie to play next turn simply is not that good, nor is it needed.

Verdict: Don't Run.

Faerie Macabre: 2/2 flyer for 1bb -- no flash. Not worth playing as a creature. However, with his instant discard ability to remove up to two target cards in a graveyard from the game, he could be a poor mans bad extirpate. Not really good, however.

Verdict: Don't run.

Faerie Swarm: 4 CC, no flash Faerie that grows with the number of blue permanents you control. Not really worth running.

Verdict: Don't Run.

Fencer Clique: Doesn't have flash, cost 4 and doesn't contain a useful ability.

Verdict: Don't Run

Final-Sting Faerie: Rubbish. 3b for a non-flash creature who only destroys creatures that were damaged this turn. Unless they're blocking you (unlikely, given everything has flying) or you Psionic Blast a creature with 5 toughness or higher, this will never kill anything on your turn.

Verdict: Don't Run

Glen Elendra Liege: a 4CC non-flash Scion of Oona that gives you blue and black creatures +1/+1 respectively. A bit let down for Faeries; Scion is always better and tapping out turn four is rarely advised anyway.

Verdict: Don't Run.

Glen Elendra Pranksters: Not a terrible card, but your 4CC slot is already packed with Mistbind Clique, Cryptic Command and Sower of Temptation

Verdict: Don't Run.

Inspired Sprite: The Faeries version of Merfolk Looter. Not bad, but again you have much better options at this slot.

Verdict: Don't Run.

Knacksaw Clique: Another 4CC Faerie without flash and a useless ability. Good butt, but you have better options.

Verdict: Don't Run.

Latchkey Faerie: If it costed one less and had flash.. but alas, at 4 CC and no flash, it's not worth running. Plus, tapping out in your turn isn't advised 9/10 times.

Verdict: Don't Run.

Marsh Flitter: 1/1 for four, no flash. Simple enough.

Verdict: Don't Run.

Mistbind Clique: A pseudo-Time Walk. Flash it in on their upkeep to prevent them from playing a spell this turn (most likely), flash it in as a surprise blocker, or even to save one of your Faeries from certain death. Combined with Scion of Oona, this card is a house.

Verdict: Staple. 3-4 copies.

Sentinels of Glen Elendra: You'd want Faerie Harbinger over this, and you don't even want the Harbinger really. It's body just doesn't justify its inclusion compared your other 4 CC cards.

Verdict: Don't Run.

Sower of Temptation: Control Magic on a stick! This card is extremely powerful, being a three for one often times. Playing Scion of Oona turn three, followed by this turn four can make Aggro a sad panda real quick. Steal their Goyf and proceed to smack'em around with it. Against 'Lark, use it to steak their Reveillark and smack'em around with it. The possibilities are endless.

Verdict: Highly recommend 3 copies.

Wydwen, the Biting Gale: Wydwen is actually a decent card; 3/3 for 4 with the ability to save herself isn't really bad. But again, at 4 CC, you're already packed so you simply can't afford Wydwen.

Verdict: Don't Run.

Diamond Faerie: Happens to be in the wrong colours, so we have no use for it.

Verdict: Don't run it.

Glamer Spinners: UW Hybird Faerie with Flash for 5CC and an irrelevant ability.

Verdict: Don't run.

Nightshade Schemers: 3/2, no flash, for 4. Cute kinship ability, but alas, it breaks the top of the curve (four) and the ability isn't worth tapping out for.

Verdict: Don't Run.

Puppeteer Clique: 3bb for no flash, but an interesting ability. He reanimates a creature in your opponents graveyard and gives them haste, then is removed from the game at the end of turn. Could be interesting as a post-damnation play, but he breaks the curve. Most do not believe he is worth running, but I believe he could end up finding a home in the sideboard depending on how the meta shapes up.

Verdict: Not recommended.

Oona, Queen of the Fae: 6CC fattie, no flash but a strong ability. Oona isn't playable in Classic UB Faeries as she breaks the mana curve, doesn't have flash, no relevant CITP ability and is win more. Plus we simply do not want to tap out turn six for this. By the time we play Oona, we'll be well on our way to winner.

Verdict: Don't Run.

The best Faeries are, in no order:
Spellstutter Sprite
Scion of Oona
Pestermite
Sower of Temptation
Mistbind Clique
Vendilion Clique

Universal Creature base:
4x Spellstutter Sprite
4x Scion of Oona
3-4 Pestermite
3-4 Mistbind Clique
0-3 Sower of Temptation
0-3 Vendilion Clique

17-20 Faeries, on average


Other Creatures and Enchantments


Bitterblossom: The saviour of Faerie decks. Since its birth in Morningtide, it has helped propelled Faeries to one of the most dominant decks in the format. It is the best card in this deck.

Verdict: Staple. Four of.

Teferi, Mage of Zhalfir: He shuts down blue control decks, but they're really not that strong at the moment, so there isn't much justification to running Teferi.

Verdict: Don't Run.

Bottle Gnomes: Becoming very popular in the sideboard with RDW becoming strong.

Verdict: No recommendation


Discard/Counterspells


Thoughtseize: Once one of the strongest spells to run, unless your meta is chock full of nothing but control, you'll probably no longer want Thoughtseize. Shadowmoor will speed up the format considerably, which makes Thoughtseize less useful. A worthy SB card for control heavy metas.

Verdict: No Recommendation.

Rune Snag: The standard 2 CC counterspell. Just about all Faeries decks run this card, as it's one of our early answers to pesky cards -- like an opponents Bitterblossom.

Verdict: Staple. Four of.

Flashfreeze: Hoses RG mana Ramp, Mono-G whatever and Mono-Red burn. With the possibility of RDW becoming very strong and popular, this card may just be your saving grace in those matchups.

Verdict: Highly Recommend 4 copies SB if your meta contains a lot of RG/R/G.

[b]Remove Soul[/c]: Hard counter for creatures; definitely has its uses. Very strong against straight aggro decks like Elves, Kithkin or Warriors.

Verdict: Highly Recommended 3-4 copies SB if your meta contains a lot of aggro.

Familiar's Ruse: Some believe this card is good, but the truth is, it simply isn't. Tempo is vital to us, so we can't go around running 4 copies of a practically dead card until the mid or late game. You have better choices for counters.

Verdict: Don't Run.

Counterbalance: Disruptive, yes. Efficient, no. Our CCs are ranged anywhere from one to four and we have no way to manipulate the top of our decks at instant speed.

Verdict: Don't Run.

Faerie Trickery: Decent 3CC Counterspell, except if you have Faeries or anything running Changelings in your meta. If Lark is extremely rampant, you may want this. Otherwise, pass.

Verdict: Not recommended.

Venser, Shaper Savant: He's more of a counter or bounce spell than anything -- being extremely versatile, he can (and will) bring about tempo swings, bounce that planswalker, stop their WoG one more turn, etc. Overall though, probably no room.

Verdict: Not recommended.

Cryptic Command: Holy Sweet Jesus. This card does everything a blue mage could ever ask for. It counters spells; bounces permanents, draws a card and even fogs the bloody opponent, keeping you alive one more turn. The card is so versatile, it's obscene. This card wins games -- straight up.

Verdict: Staple. Four of.

Universal Discard/Counter base:
4x Rune Snag
4x Cryptic Command
0-4 other.


Card Draw/Selection


Ponder: An amazing card -- Ponder is very solid for re-shaping your draws or shuffling away three bad draws. Though as a cantrip, it is hard to justify its inclusion.

Verdict: Not Recommended.

Telling Time: Instant speed card selection -- good card, but overall there really isn't room for this.

Verdict: Don't run.

Think Twice: Instant card draw with flashback. Good card, but again, deck space is an issue. Ultimately, you'll want to forego this card.

Verdict: Don't Run.

Mystical Teachings: Rarely seen in Faeries deck -- and for a reason. At 4 CC for a tutor, it's only slightly better than Faerie Harbinger in this deck, and you don't have room for it.

Verdict: Don't Run.

Ancestral Vision: Suspend for four turns and gain three cards. Some like it, some don't, but it's becoming more and more common in Faerie decks.

Verdict: Highly Recommend 3-4 copies.

Universal Card Draw/Selection base:
0-4 copies card draw/selection, generally Ancestral Vision.


Removal


Deathmark: Solid removal for Green and White creatures running around the meta. Post-Shadowmoor this may become even more versatile for sideboards. Also makes opposing Tarmogoyfs and Doran, the Siege Towers sad.

Verdict: Highly Recommend 3-4 SB if you

Peppersmoke: With Faeries running around a lot post-morningtide, Peppersmoke picks up some value. Really meta dependant.

Verdict: No recommendation.

Cruel Edict: Has the ability to deal with a lone Troll Ascetic, unlike Nameless Inversion, Terror and Shriekmaw. Outside that, however, you have better choices.

Verdict: Don't run.

Nameless Inversion: A last gasp variant that also removes creature types, making it able to get around most Lords. Very solid removal spell and is generally the removal spell of choice. Also a changeling, so it helps that T1 Secluded Glen come into play untapped, if needed.

Verdict: Highly Recommend 3-4 copies.

Shriekmaw: Note I'm denoting this as 2CC instead of 5CC. Shriekmaw is a amazing removal spell, but its sorcery speed is a real drawback. Most Faerie decks don't run this.

Verdict: Don't run.

Terror: Instant speed removal for non-black, non-artefact creatures. Some prefer this to Nameless Inversion, so it's really more choice. I prefer Nameless Inversion more, however.

Verdict: No Recommendation.

Psionic Blast: The original Char -- Psionic Blast has a lot of advantages: It kills 4 CC creature (like Chameleon Colossus), it provides a finisher, can kill an early Tarmogoyf, etc. Though with the format becoming more aggro, the extra two damage may be too much.

Verdict: No recommendation.

Sudden Death: Good card, but you have counterspells and Sower's to deal with creatures you can't hit with removal spells.

Verdict: Don't run.

Damnation: The Black Wrath. Very solid SB card against aggro decks like Kithkin, Elves, etc. Happens to be very good in the Mirror as well, since your opponent won't be suspecting it.

Verdict: Highly Recommend 3-4 copies SB.

Profane Command: The second strongest of the Command cycle, Profane Command is a house. However because it's strictly late game, and requires you to tap out to play it, most Faeries forego this card.

Verdict: Not recommended.

Violet Pail: 4CC Terror that can hit artefacts. Not worth it.

Verdict: Don't run.

Universal removal base:
4-8 removal spells, plus four Cryptic Command.
SB runs more removal for aggro matchups.


Lands

Snow-Covered Lands: Why not? Look cool and if you happen to steal a creature with snow activation, you'll be able to pay it.

Secluded Glen: You're running four copies of this. UB pseudo-underground sea.

Underground River: You're running four copies of this as well. Classic UB painland.

River of Tears: You're running 4 copies of this. It may seem excessive, but with four copies of Cryptic Command it is necessary.

Sunken Ruins: Helps with Damnation and Cryptic Command. You'll probably run a couple copies of this.

Faerie Conclave: You're probably running three to four copies of this. With few to no one drops, Faerie Conclave acts as your one drop and a land. Coupled with [s]Scion of Oona[/c] it's a 3/2 flyer for 1. You can animate it in a pinch to champion with Mistbind Clique.

Desert: Removal in the form of land. Some run zero, some run two, some run three or four. Helps against aggro, but there isn't a universal consensus on it.

Mouth of Ronom: Another removal spell as a land. Most forego Mouth of Ronom because we have counters and Sower's to deal with creatures four toughness.

Quicksand: Yet another land as removal spell. Quite strong, but requires you to throw away land early game. Don't run it.

Pendelhaven: Some where by it, most don't run it. Gives your 1/1s pump and it acts as a colourless land.

Mutavault: Very strong -- the second coming of Mishra's Factor. Definitely worthy of consideration; it animates into a Faerie, however it doesn't fly. Most decks run either this or Desert as their colourless land of choice.


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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]


Momo's Post-Moringtide List

// Lands
4 [UNH] Island
4 [LRW] Secluded Glen
4 [FUT] River of Tears
4 [10E] Underground River
4 [10E] Faerie Conclave
4 [MOR] Mutavault

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

// Spells
4 [TSP] Ancestral Vision
4 [MOR] Bitterblossom
4 [CS] Rune Snag
4 [A] Psionic Blast
3 [LRW] Cryptic Command
1 [LRW] Profane Command

// Sideboard
SB: 4 [CS] Deathmark
SB: 4 [LRW] Thoughtseize
SB: 4 [CS] Flashfreeze
SB: 3 [LRW] Nameless Inversion


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Articles/Threads about faeries:

Thread One
Thread Two
Thread Three
Thread Four

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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.
Faeries FAQ

Under Construction.
Okay. I've added Shadowmoor to the primer; I'd appreciate some feedback on what was added and the new overall format of the primer.

Also, I only added Faerie creatures from Shadowmoor + Sunken Ruins. I'd like some more recommendations to add to the primer regardless of whether or not the card is good.

Also -- the post above I'm going to turn into a FAQ, however, I have no desire to go through four threads to find FAQs. So if everyone could post FAQs + Answers they can remember, I'd appreciate it. Hopefully between the Primer and a FAQ section we can avoid having to answer the same question ten times over.

Thanks everyone!
Great job on the new thread, iRebel.
Everlasting Torment will be a possiblity for sideboards.

It will be situational. But if your meta, or the future meta, life gain or prevention decks become popular it may get a guarenteed SB slot. IMO

Great Job on starting a new thread so quickly iRebel.
Well, I don't know if this thread or the one by Bloodest Moon will be put under the DtB section, but since I don't care much here's in any case, the advices I have for the OP.

iRebel, feel free to listen them or not, the choice is yours to make.

1) First off, I'll offer my list:

Show

// Lands
4 [UNH] Island
4 [LRW] Secluded Glen
4 [FUT] River of Tears
4 [10E] Underground River
4 [10E] Faerie Conclave
4 [MOR] Mutavault

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

// Spells
4 [TSP] Ancestral Vision
4 [MOR] Bitterblossom
4 [CS] Rune Snag
4 [A] Psionic Blast
3 [LRW] Cryptic Command
1 [LRW] Profane Command

// Sideboard
SB: 4 [CS] Deathmark
SB: 4 [LRW] Thoughtseize
SB: 4 [CS] Flashfreeze
SB: 3 [LRW] Nameless Inversion


Keep in mind that this list is pre-Shadowmoor and post-Shadowmoor will change, and namely will vary from 5 MD burn spells to 0, and maximize Commands. I'll probably chose Terror/Slaughter Pact as my MD removal as it deals efficiently with both RDW and most of the GW threats, and I'll possibly reconsider Desert over Vault to fight RDW.




2) Titanium Dragon liked patronizing guys, and made a neverending list of all the Faes you SHOULDN'T play. I'd shorten things up by removing all Faes but the following: Sprite, Blossom (counts as a Fae), Pestermite, Scion, Vendilion, Mistbind, Sower.

The following deserve a mention: Prowler and Wydwen once belonged here until Bitterblossom substituted the first as the turn 2 play of choice, and Vendilion outclassed Wydwen as the muscular Fae. Perhaps even Blackguard, to explain why Ruel initially put his money into her and changed his mind.

3) Matchups: I disagree on something here:
a. actually if you abuse the land-tappers (especially by tapping Gnoll) and counter the right spells (all of whom are in Sprite's range) Knollstorm tends to be quite fair.
b. RDW is historically the worst MU because it kills Fae and bites your life total all at once and very quickly.

I can also add informations about the following matchups if you wish: Merrows, WWkith, Doran-Doran.

4) upcoming news in Shadowmoor:

The deck gains Sunken Ruins, which is a good thing since losing 1 life off Underground River will be even worse in the upcoming meta. That said, it basically gains nothing else (it's strongly unadvisable to run either Oona, Queen of the Fae or Faerie Macabre)

On the other hand, our worst matchup -RDW- gains a LOT, which means both that this deck will re-adapt into the best conformation possible to preserve its lifepoints (of course cutting Blossom is nonetheless out of the question) and deal with creatures. Playset of Commands will be needed to bounce Raking Canopy.

Thus we have:

Cards that will probably increase their value: Sower, Flashfreeze, Deathmark, Terror, Unsummon.

Cards that will probably decrease their value: Psionic Blast, Profane Command, Underground River.

And for now that's all I have to offer.

Everlasting Torment will be a possiblity for sideboards.

It will be situational. But if your meta, or the future meta, life gain or prevention decks become popular it may get a guarenteed SB slot. IMO

Not sure about it. Story Circle isn't much of an issue (we can bounce EoT), and lifegain against a control deck isn't terribly good. The card would only be considered because of Wither...which, I think, isn't really worth it.
Thanks everyone for the comments.

Momo, I've added your list to the OP; thanks for providing it. I'm not sure about removing all the bad Faeries from the primer; I've kind of developed a hybrid between keeping them and removing them like TD would suggest: I've added a "Verdict" under each Fae to specifically outline which Faeries should be run and which shouldn't.

To everyone else: If anyone can come up with some FAQs and answers, it would be appreciated, as well as more suggestions to add to the primer (thanks Leper).
Looks Great, Some comments:

Oona's Blackguard is listed as a Don't Run but I'd say it fits more as a not recommended. It is a good card, it just doesn't make the cut.

Vendilion Clique is really in need of more testing before any ruling is handed out. So far I have always been happy to see her. It gets rid of their best card - or whatever would cause you the most trouble. Also you don't have to use the ability so if their hand isn't so good, leave it that way and remember what's there. Many times I've found a player who desperately needed a land and had great cards in his hand. So I left those great cards in his hand simply so that he would not hit that land just yet and I'd know his entire hand. Yes, they don't actually discard and could draw a better card, but they would have drawn that card anyway. Also the hand information is invaluable for the control mindset. Lastly the Clique has an awesome body. It's a 3/1 flash flyer for 3.

Faerie Macabre may actually be useful. It totally owns Lark - in response to Lark targeting the two creatures you remove them no questions asked and no possible interference. Yes, we're already strong against Lark, but its something to consider for someone in a Lark heavy Meta. Or if any other graveyard shenanigans pop up.

As Far as FAQ, I think the most common question revolves around how Champion works. I don't know the best way to word it, but something to the effect of:

1. You announce and cast Mistbind Clique.
2. Your opponent gets a chance to respond. (e.g. counter it or kill one of your faeries)
3. If Mistbind Clique resolves you put the Champion ability on the stack (at this point you do not declare a target as champion does not target).
4. Your opponent gets a chance to respond. (e.g. remove your faeries)
5. The champion ability resolves and you pick a faerie to champion. Your opponent can not respond as selecting the faerie to champion is part of the ability resolving.
6. Tap their lands and smile, or feel bad for them.

More clarifications:

A. Mistbind Clique only requires you to champion a faerie so you can champion any faerie including Bitterblossom and Faerie Tauntings.
B. Champion does not target so Scion of Oona does not pose any problems.
C. You can champion Faerie Conclave and Mutavault if they've been activated. When Clique leaves play they return to play under your control as if they had just come into play and have no memory of once being a faerie until you activate them again. Fun trick: Cast Mistbind with no faeries available to champion and see if it resolves. Your opponent may look at you quizically and then say okay. In response to the champion trigger you turn mutavault into a faerie and then champion it. I snuck her through countermagic this way a few times.
D. Mistbind Clique only taps their land if and when you champion a faerie.
E. Just remember that champion uses the stack.
Nice...

"Black Lotus x4, Time Walk x4. and Mox Sapphire x4?, Maybe he is running the budget version"

[center]---Standard---[/center]

Eldrazi Green

:R: Red Deck Wins :R:

:G::W: Naya :W::G::R:

---Extended---

Red Deck Wins

I dont know...
T1 Martyr of Sands
T2 Max +21 life, so we have to do 41 dmg to them now. Not a quick feat for Fae.

Some time in the late game they throw down another. Because you countered the Wrath and the other Martyr they tried to play. So they gain another 15ish life. So now we had to do a total of 56 dmg.

But then again against said deck, Pithing Needle works and Mistbind Clique does pretty good too, and has always pulled out the win for me.

But like I said in my original post its situational and who can really predicted the exact meta in the future?

And in responce to the wither abil not being that good. You could use it to BB Token Chump block down a Doran if you are running just MD Terrors. And what happens if Troll Astetic is big in your meta? Maybe 2x -1/-1 counter could kill that. Or if persist becomes big? Oh welljust some ideas. :D
New thread .. sweet
Sunken Ruins is a great card, but I personally don't think it can replace underground river. It can't suspend Ancestral Vision on turn one. It also is useless in conjunction with Mutavault, Desert, and all other colorless lands.

With the addition of Ancestral Vision to most decklists we need to consider the turn 1 suspending of it as a high priority.

This is my land base (fairly similar to most):
24 Land:
4 Secluded Glen
4 River of Tears
4 Underground River
4 Faerie Conclave
4 Island
3 Mutavault
1 Swamp

Right now we have 12 lands that allow for a turn one suspend and 12 that don't. Sunken Ruins is yet another "don't" so I don't think we should be replacing any of the 12 (Secluded Glen, Underground, Islands). I'll probably drop the swamp for it, but I only see River of Tears as being available for transplanting.
Nice thread, iRebel. *adds link to sig*

I did notice some things that need changing, though:

- Deathmarks verdict in the Removal section is incomplete.

- On Vendilion Clique: the more I play this card, the more I think that it should be a staple for the archetype. Pestermite has always been the weakest card in the deck, and this thing just blows 'mite out of the water in terms of playability/power. Yeah, Legendary-status sucks (making it a 2- or 3-of at most), but that hindrance alone should not mean that V for Vendilion Clique takes a backseat to Pestermite in this deck.
- On Vendilion Clique: the more I play this card, the more I think that it should be a staple for the archetype. Pestermite has always been the weakest card in the deck, and this thing just blows 'mite out of the water in terms of playability/power. Yeah, Legendary-status sucks (making it a 2- or 3-of at most), but that hindrance alone should not mean that V for Vendilion Clique takes a backseat to Pestermite in this deck.

This, at the very least I'd drop pestermite to recommended because the fae players seemed split between pestermite and vendillion.

I'd fix some autocarding, you mess up autocarding cryptic when comparing it to Glen elendra pranksters and I think you miss autocarded syphon soul.


I'd explain the differance between UB rogues and faeries if I were you. If anything It'll give up something to quote the next time someone posts a rogue list. (you know what rogue I mean)

The other HUGE FAQ should be sideboarding. That's unclear in most threads and so I'd think we should get a jump ahead and actually have a sb FAQ.
I dont know...
T1 Martyr of Sands
T2 Max +21 life, so we have to do 41 dmg to them now. Not a quick feat for Fae.

Some time in the late game they throw down another. Because you countered the Wrath and the other Martyr they tried to play. So they gain another 15ish life. So now we had to do a total of 56 dmg.

But then again against said deck, Pithing Needle works and Mistbind Clique does pretty good too, and has always pulled out the win for me.

I don't get why Fae player always look worried for Matyr. I've played Martyr-centered decks for two years and as soon I've seen the first Fae list by Titanium Dragon, I understood Wx Martyr was done. Fae eats Martyr alive, and it did so from the dawn of time.

Stop worrying about that.
Kurskorahn -- Only thing with Faerie Macabre, is they can just activate Mirror Entity again if they're combo-ing off.

As for V-Clique and Pestermite, I changed both to Highly Recommended if you don't run the other. I think most people are running either or at this point in time.

KKEYSER4063: Fixed Deathmark.

Umezete: Fixed the auto-carding; thanks. I don't have Syphon Soul in the primer though..

I agree on the SB FAQ. So lets get some discussion going there so we can begin formulating some things to add to it. Also, I added onto the UB Rogues a bit; if you think anything else needs to be added, Umezete, just post it here and I'll add it.
Kurskorahn -- Only thing with Faerie Macabre, is they can just activate Mirror Entity again if they're combo-ing off.

Not if you stack it right. As soon as one of Mirror Entity's activations resolves He and Lark/Body Double go off to the graveyard and Lark's triggered ability goes on the stack declaring targets. You simply remove the targets at this point and there is nothing left on their board. They can't reactivate Entity from the graveyard, they're both already in it. Faerie Macabre ends all Lark Shenanigans.

Also, Was that Champion thing with Mistbind Clique at all useful?
Not if you stack it right. As soon as one of Mirror Entity's activations resolves He and Lark/Body Double go off to the graveyard and Lark's triggered ability goes on the stack declaring targets. You simply remove the targets at this point and there is nothing left on their board. They can't reactivate Entity from the graveyard, they're both already in it. Faerie Macabre ends all Lark Shenanigans.

Also, Was that Champion thing with Mistbind Clique at all useful?

Hmm. I didn't think about it like that; good point.

Ad yes, it was. I'll be adding the Champion question to the FAQ tonight or tomorrow. Finals this week, so what I am able to do will be limited until next Monday afternoon (which is why I went ahead and got this up).
Umezete: Fixed the auto-carding; thanks. I don't have Syphon Soul in the primer though..
.

Yeah, oops. Its removed soul under the counters section.
ix_deadend's post shadowmoor list

4 mutavault
4 secluded glen
4 river of tears
4 sunken ruins
4 faerie conclave
4 island

4 spellstutter sprite
4 pestermite
4 scion of oona
2 sower of temptation
4 mistbind clique

4 bitterblossom
2 nameless inversion
4 ancestral vision
4 rune snag
4 cryptic command

sideboard
1 sower of temptation
3 bottle gnomes
4 deathmark
3 damnation
4 flashfreeze


add to the OP if you will. i'll give my suggestions for the thread tonight. crypt and thoughtseize aren't in my SB because lark is dead in my meta and i'm not sure yet how big combo will be post shadowmoor. bottle gnomes seemed more attractive as i'm expecting a lot of R/x decks.
ix_deadend's post shadowmoor list

4 mutavault
4 secluded glen
4 river of tears
4 sunken ruins
4 faerie conclave
4 island

4 spellstutter sprite
4 pestermite
4 scion of oona
2 sower of temptation
4 mistbind clique

4 bitterblossom
2 nameless inversion
4 ancestral vision
4 rune snag
4 cryptic command

sideboard
1 sower of temptation
3 bottle gnomes
4 deathmark
3 damnation
4 flashfreeze


add to the OP if you will. i'll give my suggestions for the thread tonight. crypt and thoughtseize aren't in my SB because lark is dead in my meta and i'm not sure yet how big combo will be post shadowmoor. bottle gnomes seemed more attractive as i'm expecting a lot of R/x decks.

Solid choice it seems with the thoughtseize.

This deck would be harder to play without Reveillark being popular.
Burn decks pretty much make Sower of Temptation really bad. They run few creatures, most of them leaving the board very quickly (Keldon Marauders, Mogg Fanatic, and ALL creatures if Gargadon is suspended).

Every single one of their burn spells kills Sower. It seems like he's a waste of a four-drop in the main deck, which is why I now run 3 in the SB, 0 in MD. (8 decks in my meta play Red Burn).
Burn decks pretty much make Sower of Temptation really bad. They run few creatures, most of them leaving the board very quickly (Keldon Marauders, Mogg Fanatic, and ALL creatures if Gargadon is suspended).

Every single one of their burn spells kills Sower. It seems like he's a waste of a four-drop in the main deck, which is why I now run 3 in the SB, 0 in MD. (8 decks in my meta play Red Burn).

that's fine. nobody ever said that you MUST play sower. if it's bad for your meta then don't run it MD. but if it's 8 red decks out of 50 then there's no reason not to run 2-3 MD.
The thing is, it won't be 8 red decks out of 50 once Shadowmoor is in. I agree with Sower maindeck at the moment, but with Shadowmoor, no way.
The thing is, it won't be 8 red decks out of 50 once Shadowmoor is in. I agree with Sower maindeck at the moment, but with Shadowmoor, no way.

QFT

The thing is, it won't be 8 red decks out of 50 once Shadowmoor is in. I agree with Sower maindeck at the moment, but with Shadowmoor, no way.

i agree. but that will really depend on individual metas more than anything else. i don't want to over generalize before shadowmoor is even standard legal. and even when it is, it prolly won't be 100% true for absolutely everyone.
The thing is, it won't be 8 red decks out of 50 once Shadowmoor is in. I agree with Sower maindeck at the moment, but with Shadowmoor, no way.

See, I agree with you, but I think I must add something. However, I just expressed the very same concept in the Merrow thread, so allow me to quote myself:

I think I'll eat my words about Fae/Merrow being kicked out of the format by RDW because, after having tested a plethora of decks post-SHM (Hybrid Stompy, LD Control, RDW, and such) none of the strikes me for power and flexibility like Fae/Merrow do.

Without a doubt we'll be powered down, but I think that the chance of survival are higher than expected.

I think that the first step forward that can be taken with minimal readaptations, such as:

post-SHM UB Fae


// Lands
5 [UNH] Island
4 [LRW] Secluded Glen
4 [FUT] River of Tears
4 [10E] Faerie Conclave
4 [AN] Desert
3 [SHM] Sunken Ruins

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

// Spells
4 [TSP] Ancestral Vision
4 [MOR] Bitterblossom
4 [10E] Terror
4 [CS] Rune Snag
4 [LRW] Cryptic Command

// Sideboard
SB: 4 [CS] Deathmark
SB: 4 [10E] Dragon's Claw
SB: 4 [CS] Flashfreeze
SB: 3 [LRW] Sower of Temptation


This doesn't look too alien to the Fae we're used to -at all, indeed- and I think it will have fair game with RDW.
Wouldn't Bottle Gnomes be better than Dragon's Claw? It's immune to Smash to Smithereens, and can block.
Wouldn't Bottle Gnomes be better than Dragon's Claw? It's immune to Smash to Smithereens, and can block.

The issue is debated and I'm actually inclined to test both. The point was showing that Faes can adapt and have other choices than to kill themselves by smoking DDT after Shadowmoor.

That said, I'm not sure that a RDW player would pack an answer-to-answer like that. If they will, than it's a point on the gnomes' favor, no doubt. Though you admit that multiple claws in play would make every RDW player cry.
Do people actually think that faeries is going to die? What new threat is there? Honestly, the worst cards for us to face already have been thrown at us: Cloudthresher, Sulfurous Blast, Eyes of the Wisent, and Bitterblossom(on the other side of the board).

Shadowmoor offers Raking Canopy, Firespout, Vexing Shusher and what else?
Raking canopy is easier to dispel than Eyes and can be played around much easier.
Firespout is worse than Blast or Cloudthresher.
Vexing shusher can easily be killed and makes them increase their mana curve by 1 on all cards - slowing them down. Yes, he's good, but he alone does not signal the end of Faeries.

Our biggest rival will most Likely be RDL (Red Deck Loses) and they will only be employing the already existing Blast against us.

What is everyone so worried about?
Do people actually think that faeries is going to die?

The Doomsayers say so, but if Faeries will die out it won't be for the hate cards, at all, but for the dominance of fast red-based aggro decks like RDW and RG Aggro, not because of an enchantment that does nothing.
What new threat is there?

None, really...
Shadowmoor offers Raking Canopy, Firespout, Vexing Shusher and what else?
Raking canopy is easier to dispel than Eyes and can be played around much easier.
Firespout is worse than Blast or Cloudthresher.
Vexing shusher can easily be killed and makes them increase their mana curve by 1 on all cards - slowing them down. Yes, he's good, but he alone does not signal the end of Faeries.

Exactly the points about those cards.
If you have problems dealing with 3 mana Pyroclasm, 3 mana donothing enchantments and Grizzly Bears I'm not sure how you can win with this deck...
Our biggest rival will most Likely be RDL (Red Deck Loses) and they will only be employing the already existing Blast against us.

Except that now they gain faster beater (Tattermunge Maniac, Boggart Ram-Gang) and better burn (Flame Javelin) along with the already dangerous Mogg Fanatics, Shard Volley and Incinerate.
What is everyone so worried about?

The resurgence of the deck's worst MU: RDW.
And I'm not talking about the burn version because it sucks balls big times since you just need to counter 2-3 burn spells and they're out of gas, but about the proper aggro version of the deck with Maniac, Fanatics, Marauders, Ram-Gang and the like.

That said, I'm still not sure if Dragon's Claw or Bottle Gnomes will be better.
Until now, the Claws were much better, but with such a change in the RDW strategy (more creature-based aggro) and the printing of Smash to Smithereens the ability of Bottle Gnomes to block and counter the new Shatter might become more relevant than the sheer power of Dragon Claw.
What is everyone so worried about?

Congratulations for not reading what has written over the last two weeks. However, read Jiaozy's post for a serious answer to your not-as-serious question.

I have an hard time imagining someone who has problems with Raking Canopy.
The Gruul deck will be a tough MU, but I don't think faeries is dead. It's still a very good deck. It just needs to adapt a bit to more aggro.
there will be decks running raking canopy together with greater auramancy. for the most part, the canopy is inconsequential, the only real threats to faeries being cloudthresher and squall line. in the right deck however, a turn 2 raking canopy with auramancy next turn would be an instant loss. at least be wary of such, but not overly concerned. shadowmoor didn't make faeries any weaker. if anything, it just shows us how powerful faeries were from the very beginning (the only non-land addition since lorwyn being bitterblossom).
there will be decks running raking canopy together with greater auramancy.

Well, if they're playing a bucketload of hate, then the MU is hard, sure, but it remains to be seen if people are willing to devote that much space (Canopy AND Auramancy) in their SB to combat this deck and how useful it'll be...
Well, if they're playing a bucketload of hate, then the MU is hard, sure, but it remains to be seen if people are willing to devote that much space (Canopy AND Auramancy) in their SB to combat this deck and how useful it'll be...

which is why i said specific decks built around that. there are decks like that.
Congratulations for not reading what has written over the last two weeks. However, read Jiaozy's post for a serious answer to your not-as-serious question.

Wow, relax there Momo. I've been on board with faeries from day one of Lorwyn. Yes, I don't post as much as you, but if you look over the past page I am obviously here to help and not to merely throw out superfluous ideas.

I was being completely serious. Aside from RDW, RDL, and R/G aggro becoming popular I didn't see any other threats and wanted to know what the concern was. I already knew about them and had adjusted my sideboard accordingly - 4 Flashfreeze and 4 Bottle Gnomes. I've also been participating in the debate of Gnomes vs Dragon's Claw. I advocate Gnomes because they seem to be so much better than claw given the aggro format.

MOMO - don't freak out about someone you don't recognize posting. I've read every last post from Titanium Dragon's first to now. We exist, we're called lurkers and you have no need to be so caustic.
We'll see about Claw. Claw's better in the abstract, but if RDW decides that packing artifact removal is a good idea (not unlikely, since the mirror also involves Claw), Bottle Gnomes become much better.

As for other aggro decks in general, they're not a problem. I've lost a grand total of one match to Elves in the last month of tournaments (I think 8 or 9).
We'll see about Claw. Claw's better in the abstract, but if RDW decides that packing artifact removal is a good idea (not unlikely, since the mirror also involves Claw), Bottle Gnomes become much better.

The point is that, up until now, if they packed artifact removal for your Claw they'd be taking out direct damage spells WHILE you'd gain life off said artifact removal spell.

With Shadowmoor, tho, they can pack artifact removal the is ALSO direct damage, making the Gnomes better than the Claws.

The other aggro MUs aren't a problem, with Deathmark, Flashfreeze and Terror you can easily keep Elves at bay untill you can start playing your own game.