Cloud of Faeries

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Vintage Masters (VMA) Common
Urza's Legacy (ULG) Common

Combos Browse all

Cloud of Faeries

Creature — Faerie

Flying

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

SaberTech on 2HG EDH

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.

kylezim on Greater Storm [Ramos, Dragon Engine Combo]

1 month ago

Burning-Tree Emissary + Cloud of Faeries (or similar) + Cloudstone Curio would work I suppose. Although without the combo pieces in hand both pieces are relatively dead draws.

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

Bxbx on Brago, King Blink182

1 month ago

Cool deck, the name made me laugh!

I wasn't aware of the combo with Strionic Resonator and Sol Ring before. It is a really nice one!

So here are some suggestions:

nerdolfo on The Millstone is a Grind

1 month ago

Cloud of Faeries is banned in Pauper.

Fatespinner79 on Esper Familiars

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?

ToolmasterOfBrainerd on All-in combo or no combo ...

3 months ago

Chronic Banana Syndrome

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.

Force_of_Willb on ⬇ ⬊ ➡ FP

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

Don't know if they are legal in pauper but Frantic Search, Rewind, and Snap for control (maybe sideboard)

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

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