Dewdrop Spy

Dewdrop Spy

Creature — Faerie Rogue

Flash

Flying

When Dewdrop Spy enters the battlefield, look at the top card of target player's library.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Morningtide (MOR) Common

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Legality

Format Legality
Commander / EDH Legal
Highlander Legal
Noble Legal
2019-10-04 Legal
Vintage Legal
Casual Legal
Block Constructed Legal
Unformat Legal
Modern Legal
Duel Commander Legal
Canadian Highlander Legal
Leviathan Legal
Legacy Legal
Pauper EDH Legal
1v1 Commander Legal
Pauper Legal
Tiny Leaders Legal
Oathbreaker Legal
Magic Duels Legal

Dewdrop Spy Discussion

Azeworai on Fury of the Fae

7 months ago

It seems there are many cards in here that just don't do much, as well as there being naught in terms of basic essentials for a commander deck.

As for creatures:

Dewdrop Spy , Dream Thief , Faerie Duelist , Faerie Seer , Final-Sting Faerie , Hypnotic Sprite , Latchkey Faerie , Nightshade Schemers , Pestermite , Shinechaser , Surveilling Sprite , Thornwind Faeries , Wasp Lancer , and Wizened Snitches . None of these seem to stand out. They have lacking effects that don't bolster power level, but rather drag it down. Cards in other supertypes seem to fall under the same category.

Faerie Tauntings , Stolen by the Fae , Dimir Locket , Violet Pall and Dimir Locket all seem incongruous and lacking. Brainstorm is best when shuffling effects can launder away cards if need be. This deck has only two tutors. Stolen by the Fae is restrictive and minute in impact, as well as a sorcery. Violet Pall seems far too expensive for what it does.

For what I believe should be added, card draw, ramp, and threats.

Windreader Sphinx , Coastal Piracy , and Bident of Thassa are able to draw a considerable amount over the course of a match. Phyrexian Arena , Underworld Connections , and Consecrated Sphinx oft daggle me through the game rather easily.

Sol Ring , Smothering Tithe , Talisman of Progress , Talisman of Hierarchy , Azorius Signet , Dimir Signet , Orzhov Signet , and Mind Stone all carry their weight and herald efficiency.

For wraths, I find that two or three do the job well, and Rout or Cyclonic Rift seem to fit the plan of this deck well.

Dovin, Grand Arbiter could be a spicy option, and Unfulfilled Desires is a favourite of mine.

Good fortune to you, my liege. May all lout in your wake.

bshred8 on Bant Insight

2 years ago

May I suggest Ray of Revelation in place of Seal of Primordium? I really like this deck, and mill I think is a very interesting strategy. I'd like to see some more ways to look at the top cards of your opponent's library, so you know when to mill effectively. Example: Spy Network, Dewdrop Spy, and Portent. These are of course not necessary, but if you want to eventually run more milling spells then these would be very efficient at telling you when to use your mill spells to get certain things in the graveyard.

xyr0s on

2 years ago

Dewdrop Spy seems to be simply too weak - it doesn't generate any card advantage, it just lets you look at one card. How about Nimble Obstructionist instead? The problem about levelling creatures in a tempo deck, is that you have to spend mana in your own turn. Take Transcendent Master as an example - it's going to take a lot of mana (6, to be exact), before that really is anything better than the standard fare for 3/3 creatures in modern. You could also consider Reflector Mage in that slot.

mmmm.... looking a bit longer at it: Levelling is actually almost the greatest anti-tempo you can find. First of all, redundant copies are just that - redundant. You can't level more than one Lighthouse Chronologist or whatever, in the scope of a normal game. Second, removal is a real issue, since you lose quite a bit of tempo if you have to Vapor Snag a creature back to your own hand (against some decks, that happens quite a lot - grixis control, for example). And lose even more, if a creature is levelled, and then removed as you declare the last level-counter on the stack. You need some other kind of protection, and fewer creatures to protect, perhaps. That could be something like Gods Willing.

Time of Heroes is not all that great, either. Due to the cost of both playing AND levelling a creature, before it gets any bonus from Time of Heroes, you will have fewer creatures to receive the bonus... and that reduces the utility of the enchantment.

MTGplayer00 on Faeries and Death v4.7

2 years ago

Wow I'm really stupid. I'm running Unmake in my EDH deck and didn't even realize it was common-level. Still though, it IS triple-B so I might only run one copy...

The current phase I'm in for decktesting is diversifying my portfolio of removal. Murder was kind of a placeholder but it worked surprisingly well so I just left it in so I could deal with other pressing issues this deck had (probably should have put that in the description lol). The issue I have with Eyeblight's Ending is minor and it's just a flavor gripe since it does have the elf subtype. Right now, thanks to your suggestions, here's the list I'm considering:

1x Unmake

3x Eyeblight's Ending or Rend Flesh (haven't decided - I'll have to look at the current meta)

3x Agony Warp

2x Ghastly Demise or Vendetta (haven't decided, maybe 1 of each)?

I might cut Dewdrop Spy for Ninja of the Deep Hours because you're right that it doesn't help me as much. I always kinda thought that Latchkey Faerie was like Ninja of the Deep Hours if it were a faerie. At the time I thought that having to return something to your hand was kind of a bad trade for the NOTDH trigger but now I realize that with all the ETB effects these faeries have it could actually be a good thing.

Thanks for the suggestion, though! I really appreciate anyone who takes some time to help me make this deck better.

Samuel-Frederick on

4 years ago

Mono-Blue Faerie Tempo, a deck that very much asks the question, why play on my own turn when I can play on yours. Out of the 36 non-land cards, 35 of them can be cast at instant speed, so you very rarely cast anything on your own turn, let your opponent play and be reactive. So, let's have a look at the card list.

The Counter Suite;

1x Dispel, 4x Faerie Trickery, 2x Negate, 2x Nullify, and 4x Spellstutter Sprite, in anyone's book that's a great deal of counter spells. The reason for so many is that the deck works really well with them, it's mono coloured which means you won't fall behind with lands coming in tapped, and all of your creatures (except one), have flash, so this lets you counter any spells that you need to, then if you don't need you haven't wasted the turn as you can flash in a creature at the end of your opponents turn. Don't be shy with them either, counter anything that you may struggle with, almost always counter creatures and planeswalkers when you can, and basically slow your opponent down. This isn't a full on control deck, so you aren't trying to stop everything, just enough for you to run in and win before they can get off the ground.

The Creatures;

4x Quickling, this gal is a little star, she's a two mana 2/2 flyer which we love of course, but she lets you bounce a Spellstutter or Dewdrop to your hand to use again. As you look to build on the deck, and build up a sideboard, keep in mind the versatility of enters the battlefield effects when you know you can play them more than once. But wait there one minute, because her usefulness doesn't end there, she has two other main uses as well! Firstly, she can protect one of your other creatures. If your opponent uses a removal spell, once they've targeted one of your creatures you can flash Quickling in to return the targeted creature to your hand, saving your own creature and in effect 'countering' your opponents removal spell. The other trick with her is if your opponent is attacking, once they attack you can declare a blocker, then before the damage step, flash her in and return to your hand a blocker. This way your creature returns safely to you, and you still don't take any damage as the creature is still classified as blocked (unless the attacking creature has trample), and if the attacking creature has lifelink then your opponent doesn't gain any life either as no damage was dealt. So, I hope you also see how awesome she is, the more you play the deck, the more she'll do for you.

4x Dewdrop Spy is a card you flash in at the end of your opponents turn when you've got the mana spare. She's a 2/2 flyer and will help you beat your opponent down, and she lets you look at the top card of your opponents library (be sure to make a note of it), and getting information on your opponents hand is always useful. She's also a target for Quickling. Is Dewdrop Spy the most exciting card? No, but it does a job, is a faerie, and has flash and flying, and is this deck that means a lot!

4x Scion of Oona, not a lot to say about this guy really, he's all sorts of powerful and is the main win condition of the deck (or at least speeds a win up). All your creatures get +1/+1 and become very hard to deal with, and because he has flash he can also be used as a combat trick to increase your creatures P/T and win fights, or to 'counter' removal spells. When your opponent casts a removal spell on one of your guys, flash this guy in, all your guys get shroud, and the removal spell fails! Be careful though, because your opponents can do the same, when you flash him in they can use removal spells in response before the shroud ability takes effect.

Finally, Oona, Queen of the Fae. Not a lot of explanation needed here really, if the game goes long she can win it single handed. If she is on the field, at the end of your opponents turn activate her ability, mill your opponent and get an army or faeries, you'll either mill your opponent out, or defeat them with an onslaught of faeries.

The Other Cards

4x AEtherize, don't be overly cautious with this, but don't waste it either. You want to get maximum value for it and return as many creatures as you can, but don't wait for your opponent to attack with loads if it's going to cost you the game in the damage they are doing in the mean time. This card is so important in the mid-game as it lets you do a 'soft reset' on the board and buy you time. Late in the game it lets you bounce and keep mana up to counter the creatures as they re-enter.

2x Sweep Away, for when Aetherize isn't worth it, or when you want to slow the draw. Putting the card on top of their deck is incredibly powerful. Not only have you slowed the attack, but you've also made them miss a draw step, the perfect tempo play.

4x Accumulated Knowledge, when you haven't had to play anything else, draw a card or two. There are a range of two and one mana draw cards, I like this one, but pick your favorite or what works for you, cards such as Brainstorm, Think Twice, and Anticipate are also very good!

24x Island, I know I know, the land looks a little boring, but it's consistent, and it won't slow you down!

So, that's the deck. As with any deck the more you play it and practice the more it'll give you in return. So enjoy it, and frustrate as many people as you can!

Samuel Frederick