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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 fog s the bloody opponent, keeping you alive one more turn. The card is so versatile, it's obscene. This card wins games -- straight up.
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.
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 Tarmogoyf s and Doran, the Siege Tower s 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.
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.
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.
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.
Special Thanks to... Hodoku, for the awesome dividers Titanium Dragon for his work on the first three faerie threads. turtleboy52387 for the awesome banner.
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.
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.
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.
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.
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).
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.