Faeries is a control deck that utilises the principals of Draw-Go to gain control of the board, deny your opponent their spells and win off the back of Bitterblossom and or Mistbind Clique .
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 Jace Beleren , 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.
Cloud Sprite : A 1/1 Faeries for . It helps with a turn two Spellstutter Sprite , but since you're aiming for a turn two Bitterblossom , he isn't much help. On top of that, he's a terrible top deck late game as well. Don't Run.
Oona's Gatewarden : 2/1 flyer, with defender and wither. You have better things to do on your turn. 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. Don't Run.
Spellstutter Sprite : Staple and trademark of Faeries. Counterspell on a stick just isn't fair. On the play, a turn two Bitterblossom makes this guy better than counterspell 9.99/10 times. Run Four. Always.
Dewdrop Spy : A 3cc Faerie that lets you peek at the top card of a players library. Don't Run
Pestermite : Pre-Morningtide Staple. For 2U he's a 2/1 flyer that'll tap down your opponent's biggest attacker or tap down X mana, untaps a random Faerie to block or allows you to play two Faeries on T4 (himself and Spellstutter Sprite) to help counter a spell. He's an amazing card, but in today's meta, he doesn't cut it. Not recommended.
Scion of Oona : The Faerie Lord. He flashes in out of nowhere to provide your Faeries an additional +1/+1 and shroud. He also acts as a pseudo-counterspell if you flash him into play after a Faerie has been targeted since the shroud will cause the spell/ability to counter on resolution. Run Four. Always.
Silkbind Faerie : Hybrid Faerie that doesn't have flash, but can untap himself. Don't Run.
Thieving Sprite : Slightly better than Ravenous Rats , which has seen play, but ultimately his lack of flash does him in. Don't Run.
Vendilion Clique : For 1UU, you get a 3/1 flying Faerie that (1) allows you to cycle a useless card in your hand or (2) allows you to take away your opponents strongest card. Downside is your opponent gets to draw, but it's a fair trade. Strongly recommend one to three between your MD and SB.
Wasp Lancer : 3/2 flyer for three U/B. No flash, no deal. Don't Run.
Faerie Harbinger : At 4CC, she has too much competition to really be worth playing. Don't Run..
Faerie Macabre : 2/2 Flyer for 1BB, no flash. As a creature, he isn't worth playing. However, he's an okay SB card if you have a lot of graveyard based decks in your meta. Don't run MD. Maybe SB if absolutely, 100% needed.
Faerie Swarm[/c]: 4CC, no Flash, no deal. You have better choices. [b]Don't Run.
Fencer Clique : 4CC, no flash, no useful ability and no deal. Don't Run
Final-String Faerie : 3B, no flash creature that only destroys a creature if they were damaged this turn. Unless they're blocking, well, you're not damaging their creatures. Don't Run.
Glen Elendra Liege : A 4CC worse version of Scion of Oona and has no flash. Don't Run.
Inspired Sprite : Faeries version of Merfolk Looter. You have better card draw options. Don't Run
Knacksaw Clique : Another 4CC Faerie without flash and a useless ability. Good butt, but you have better options. 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. 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 and one of your primary win-conditions. Run Four. Always.
Sentinels of Glen Elendra : You'd want Faerie Harbinger over this, and you don't even want the Harbinger really. 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. SB Only, 2-3 copies if you run it.
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. Don't Run.
Glen Elendra Archmage : Decent SB card against control decks. Can counter two different non-creature spells and, should she die via Wrath/Terror/Agony Warp she persists back to threaten to counter another non-creature spell. Run 0-3 SB, meta call.
Glamer Spinners : UW Hybird Faerie with Flash for 5CC and an irrelevant ability. 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. Don't Run
Puppeteer Clique : With Quick N' Toast being one of the best decks in the format, Puppeteer Clique might find a home in the sideboard. He isn't MD worthy. Sideboard only, 1-2 copies if you run it.
Oona, Queen of the Fae : 6CC Fattie with no flash, but a very strong ability. In Faeries, she doesn't see play because of her lack of flash. Don't Run.
Bitterblossom : The saviour of Faeries decks. Since it's birth in Morningtide, it has propelled Faeries to the best deck in standard (TSP-LOR), the best deck in Lorwyn Block, and has Faeries looking to be one the best, if not the best deck, in the new standard (LOR-ALA). Run Four. Always. No questions asked.
Runed Halo : If you're playing "Esper Faeries" (WUB), Runed Halo is a strong choice for the Sideboard. Runed Halo shuts down problematic creatures like Colossus, Demigod, Figure, etc. 0-4 SB
Jace Beleren : The Heir to Ancestral Visions . Granted, he is not as good as Ancestral Visions, he's the best card drawing engine available to Faeries at this time. Strongly recommend 3 MD and 1 SB
Loxdon Warhammer : Helps against RDW and can randomly win you some games. Some player it as a miser one-of in the MD (including me). No more than 1 MD, maybe 1 SB
Bottle Gnomes : Helps if you play a lot of RDW. 0-4 SB, meta call
Razormane Masticore : 5CC first strike, 5/5 creature that deals damage to your opponent's creatures on your draw step. Very good anti-aggro card. Suggested 3 SB
Liliana Vess : The 5CC black Planeswalker that tutors for a card. Good, but breaks our curve and we have better things to do T5. Don't Run
Broken Ambitions : The next best counterspell in standard, now that Rune Snag is gone. Whilst I personally hate this card, we need some kind of early counter. Run 2-4 MD.
Ponder : Some like it as a T1 play, but honestly between Jace (and possibly Esper Charm), it's hard to justify running Ponder. Some run it as 1 of, which is okay if you have the random space. Don't Run
Remove Soul : Hard Counter for creatures which, arguably, are our biggest weakness. Run 0-2 MD
Negate : A Remove Soul for Non-creature spells. Not MD worthy, but a strong SB card if QnT is rampant in your meta. 0-3 SB, 0 MD
Hindering Light : A UW counter for a spell that targets you or a permanent you control. A bit narrow; I prefer Negate myself. Still, I haven't tested this myself so I'll make No recommendation.
Cancel : Worse version of counterspell and our 3CC spot is packed. Don't Run.
Faerie Trickery : Better version of Cancel but our 3CC spot is packed. Don't Run
Esper Charm : The second strongest of the Alara Charms (with Bant Charm being the best ), Esper Charm is worth running if you're playing "Esper Faeries." Instant Draw 2 is NOT to be underestimated, and the ability to neuter your opponent's hand or kill that random pesky enchantment is just icing on the cake. Run 4 if you play "Esper Faeries."
Punish Ignorance : 4CC counter that combines Absorb and Undermine. Good card, but only playable in "Esper Faeries" and even then, you don't want too many 4CC counters. Don't Run
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. Run Four. Always. Period.
Agony Warp : Woohoo! A UB instant that allows you to split the effects. One creature gets -0/-3 and another -3/-0. Kills a creature and fogs another. This is better than Nameless Inversion . Run Four.
Nameless Inversion : With the birth of Agony Warp, Nameless inversion just doesn't cut it anymore. Don't run.
Terror : Too many black creatures running around to justify terror. Agony Warp is better. Don't Run.
Infest : 1BB sorcery that gives all creatures -2/-2 until EOT. Whilst not great, and no Damnation , it's good enough for Faeries. Unless you're playing "Esper Faeries" run 3-4 SB.
Eyeblight's Ending : 3CC instant that kills a non-elf creature. Decent removal as a 1-2 of MD, possibly in the SB as well. 0-2 MD, 0-4 SB
Wrath of God : If you're playing "Esper Faeries," this is your Damnation . Run 3-4 SB if you play "Esper Faeries."
Since Faeries is a control deck, and one that loves mana, it is strongly recommended that you run 25 land. 24 is the absolute minimum, and not advised.
Special Thanks to... Hodoku, for the awesome dividers Titanium Dragon for his work on the first three faerie threads. turtleboy52387 for the awesome banner.
I don't like Jace, especially when you have access to Esper Charm. Condemn would brobably be better, as a MD answer to Colossus among other fat things.
I'm not sold on Remove Soul, but that may be opinion/meta.
Is this better than red-splash fae though? Grixis Charm answers the majority of relevant threats in the format and also has the little "I win" line so long as you have 4/5 creatures on the table. Having a 3-costed Wrath MD is extremely relevant in some matchups, but pretty useless in others.
Thanks. I knew I missed something. I'll add it in later.
Arven: Condemn is listed; hindering light is okay but what makes it better than Broken Ambitions or Negate ?
Edit: If you're running WUB, Jace isn't needed, just extra CA. If you run Condemn I wouldn't run Agony Warp or Runed Halo; my preference in Warp/Halo. I've done no testing with the WUB list up there, it's mostly there as a "here's what it could look like" kind of thing.
Thanks. I knew I missed something. I'll add it in later.
Arven: Condemn is listed; hindering light is okay but what makes it better than Broken Ambitions or Negate ?
Edit: If you're running WUB, Jace isn't needed, just extra CA. If you run Condemn I wouldn't run Agony Warp or Runed Halo; my preference in Warp/Halo. I've done no testing with the WUB list up there, it's mostly there as a "here's what it could look like" kind of thing.
Hindering Light is never going to replace Broken Ambitions, but it's an ace SB card. There's so much it hoses.. Discard: Thoughtseize, Cruel Ultimatum, Mind Shatter, Raven's Crime, Blightning Removal: Unmake, Esper Charm, Bant Charm, Naya Charm, Flame Javelin Commands: Cryptic Command, Profane Command and Primal Command can all be countered conditionally. Random stuff: Sanity Grinding, Rite of Consumption, Chaotic Backlash, Naya Charm, Corrupt
Of course that's nothing because BA can do all that too, but Hinderink Light cantrips :P It's at least really strong in UltimatumToast/5CCharms/QnT.
Hindering Light is never going to replace Broken Ambitions, but it's an ace SB card. There's so much it hoses.. Discard: Thoughtseize, Cruel Ultimatum, Mind Shatter, Raven's Crime, Blightning Removal: Unmake, Esper Charm, Bant Charm, Naya Charm, Flame Javelin Commands: Cryptic Command, Profane Command and Primal Command can all be countered conditionally. Random stuff: Sanity Grinding, Rite of Consumption, Chaotic Backlash, Naya Charm, Corrupt
Of course that's nothing because BA can do all that too, but Hinderink Light cantrips :P It's at least really strong in UltimatumToast/5CCharms/QnT.
Eh, you have a point. But I like Negate better myself. I'll add it to the OP though.
I like Esper Faeries in a matchup against Grixis Fae. t2: BB t3: Esper charm their BB. I wonder though against other decks. What are the advantages of Esper over the speed of Grixis?
I like Esper Faeries in a matchup against Grixis Fae. t2: BB t3: Esper charm their BB. I wonder though against other decks. What are the advantages of Esper over the speed of Grixis?
Esper can stall or slow versus Grixis' speed up and deploy. Consider how Runed Halo is very useful in the mirror by stopping Clique. The advantage in deling with your opponent's Blossom is also good, and you have just as good a method of running Unmake as they do, and possibly with less mana screwage, too.
I like Esper Faeries in a matchup against Grixis Fae. t2: BB t3: Esper charm their BB. I wonder though against other decks. What are the advantages of Esper over the speed of Grixis?
Faeries isn't an aggro deck; it's a control deck. Speed isn't all that important; keeping control is.
When you compare the two, UBR has: - Grixis Charm - Firespout - Random burn
WUB has: - Esper Charm - Wrath of God - Runed Halo - Condemn
On the charms, Esper Charm is the second best charm out of Alara, with Bant being the best (and that's because it can counter the other charms). Instant speed draw is extremely strong, which makes Esper Charm, hands down, the stronger charm. -4/-4 is nice, but Esper has Condemn and Agony Warp to handle that. Bounce is nice, but not really needed. I remain convinced the +2/+0 is win-more and completely unneeded.
Wrath > Firespout.
Runed Halo and Condemn can handle creatures like Demigod, Colossus, Figure, whatever you need to deal with (so can Agony warp, colossus notwithstanding). When you pair Esper Charm with Jace (which I highly recommend), you have so much CA it's insane. CA wins games, straight up. You need CA against decks like QnT and Faeries, otherwise they'll simply bury you under their massive card advantage.
Yes, UBR has speed, but in a protracted battle against UB/UBW/QnT, unless you have some form of CA to keep up, you're in trouble, and right now it looks like UB and QnT are going to be the top decks.