|Commander / EDH||Legal|
Printings View all
|Vintage Masters (VMA)||Common|
|Urza's Legacy (ULG)||Common|
Combos Browse all
Cloud of Faeries
Creature — Faerie
When Cloud of Faeries enters the battlefield, untap up to two lands.
Cycling (, Discard this card: Draw a card.)
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Cloud of Faeries Discussion
3 weeks ago
A dedicated combo deck partnered with a counterspell heavy control deck tends to be a strong combination. A friend and I used to run Azami, Lady of Scrolls and Animar, Soul of Elements at some small tournaments we went to a few years back. I liked using Animar because it ran cards like Peregrine Drake and Cloud of Faeries for its combos, which I could also use to help ramp my partner for a turn by untapping his lands. The decks were designed to be able to combo off each other.
I've also seen people run Skithiryx, the Blight Dragon to try and win off infect.
If you give people a lot of room to pre-plan and coordinate, the format can get pretty degenerate really quick. If everyone is just playing for fun and doesn't take things too seriously it should be fine. I like Epidilius's suggestion of some form of deck randomization, even if it is just each player presents 3 decks and rolls a D6 to pick which of them they will be playing that game. Or each person picks their deck and then gets paired with a random partner.
And I wouldn't go over 50 life starting total. Just sticking with 40 is probably better. It's already a lot of life to stall out the game or use as a resource, so any higher and a player who drops and early Sylvan Library would be free to go nuts drawing extra cards to help pull their team ahead in card advantage. I've seen games that started with 60 life and it made most aggro strategies pretty much useless, forcing people to resort to infinite combos as their main win-con.
1 month ago
I like Cloudstone Curio but without a haste enabler on the board its definitely weaker. I've replaced Erratic Portal for Cloudstone Curio as I do believe it is a better substitute for that spot
1 month ago
Cool deck, the name made me laugh!
So here are some suggestions:
why no Wall of Omens?
as Glacial Chasm and Maze of Ith can shut down your whole gameplan you should include some more ways to get rid of them permanently. By now you can only kill them with Spine of Ish Sah or very slowly with Reality Acid (as brago already can't connect when they're on board) or bounce them once with Venser, Shaper Savant or Riftwing Cloudskate. This is why you might include Strip Mine and Tectonic Edge. They're also bf with Sun Titan ;)
2 months ago
Ghostly Flicker requires three mana while Cloud of Faeries uptap only two lands. So you need another card that either reduces the mana for blue spells and a land that produces two mana to make the combo work. So a five card combo.
How can you prevent counterspells?
2 months ago
3 months ago
Right now the deck is built as a synergistic control deck, but with what is supposed to be an accidental combo which I find myself tutoring for every game anyway because I don't have any better way to win.
I feel like I should add more combo-enablers (Cloud of Faeries) and another combo (Isochron Scepter + Dramatic Reversal) and just go all out. It would probably be good, but it might not be very fun for opponents.
Alternatively I could remove the combo altogether and play more midrange value stuff to actually have a way to kill opponents, but then I'd be better with a different commander, and at that point in different colors because bug commanders don't have many options.
How much do you players take offense at combo decks? For context I'll mostly be playing with pretty serious players who only have themselves to blame if they don't have an answer to combo, but nonetheless I don't want to be that guy who no one likes to play with because I play an unfun deck.
3 months ago
My suggestions is to add similiar cards for more consistancy:
Cut Fireball down to 1x since you wont want to draw it until you combo off.
remove the hexproof spells to add more card draw in perminent form like Elvish Visionary, Abundant Growth, Ichor Wellspring and/or Carven Caryatid to help you get to your combo pieces better. Once you have initiate mana with the combo you can target the wall and one of these cards to find your wincon fireball.
Run Archaeomancer as Mnemonic Wall 5-8
Displace for copies of ghostly flicker 5-8.
you can try Cloud of Faeries and Izzet Boilerworks+Simic Growth Chamber as a second way to get initiate mana. You would need two of those lands in play to make 4 mana using the 3 to recast Flicker - netting one each cast
I would try it like: 8x - 1 drop mana dorks, 8x - 2 drop draw perminent, 3x Cloud of faeries, 4x Archaemancer, 4x Mnemonic Wall, 4x Penegrine Drake, 4x Displace, 4x Ghostly Flicker, 1x Fireball, 20x Lands - with 4x izzet boilerworks 4x simic growth chamber 4x Halimir depths 8x forest