|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 days ago
Nemesis of Reason is also a very strong mill card
Consuming Aberration will mill for more and more the longer it is out.
5 days ago
Priest of Urabrask has been dropped for Cloud of Faeries to many times Priest of Urabrask has just sat in the hand and only presented a good use with Kiki-Jiki, Mirror Breaker & Cloudstone Curio. Typically if you're already at the point where Cloudstone Curio is in play, the win con using Kiki-Jiki, Mirror Breaker + Priest of Urabrask wasn't the best route to take. (Usually you have at least 2 or 3 other win cons at this point.
1 week ago
1 week ago
The combo was popular in pauper before the banning of Cloud of Faeries and Peregrine Drake it works by using Ghostly Flicker or Illusionist's Stratagem to flicker the drake and a Archaeomancer the drake untaps all the lands and generates mana while the archaeomancer gets back the flicker and repeat until done.
1 week ago
Archaeomancer doesnt have enough targets to be worthwhile, which makes Eerie Interlude and Ghostly Flicker seem less viable as they only get one use. Reveillark also has too few targets. master of waves loses his creatures every time he bounces unless there is a pump spell in play like Angel of Invention or Elesh Norn, Grand Cenobite. cut Magus of the Moat, yur flyers aren't enough to win the game. i cut Peregrine Drake for Cloud of Faeries in my deck, i found it did a lot more for me to drop it earlier on, especially with Azorius Chancery, Temple of the False God and Coral Atoll. Darksteel Mutation is worse than Journey to Nowhere or Oblivion Ring as they can really lock out opponents' commanders by getting repeatedly bounced. not a lot of colourless sources for Eldrazi Displacer - cut it or add mana rocks. I would add about 4 lands (40 lands minus one per 2 mana rocks 2 mana or less is a good general rule).
Other than that, there are a lot of high-costed cards - I would have a lower curve, with game-winners at the top.
Lastly, figure out what your win condition is. Your deck should go all in on that. My guess is you want to produce a bunch of tokens and have them beat face. If you can pump them, that would help a lot. I would get a tutor for Cathars' Crusade (something like Idyllic Tutor or Long-Term Plans) and if I had one card to suggest it would be Elesh Norn, Grand Cenobite.
Hope this helps!
3 weeks ago
Also Ancestral Statue is just nonsense since it goes to infinite casts with Animar as long as Animar has 4 or more counters on it. Then if you wanted to get spicy you could run Magus of the Mind to get some creature storm.
Temur Sabertooth is another uncommon that does similarly stupid things in Animar. It allows you to do so much nonsense by easily bouncing creatures back to hand to cast again.
1 month ago
I regret to inform you that Cloud of Faeries is no longer legal. ):
3 months 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.