Faerie Conclave

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology (CM1) Uncommon
Commander 2013 (C13) Uncommon
Tenth Edition (10E) Uncommon
Urza's Legacy (ULG) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Faerie Conclave

Land

Faerie Conclave enters the battlefield tapped.

Tap: Add (Blue) to your mana pool.

{1}{U}: Faerie Conclave becomes a 2/1 blue Faerie creature with flying until end of turn. It's still a land. (It can't be blocked except by creatures with flying or reach.)

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Faerie Conclave Discussion

slayingmatt1234 on Edric's Rogue Squad

1 month ago

Hey Man, I love making decks and I'd be glad to help out! Here are some suggestions: First, try to see if you can get more unblockable creatures with relevant creature types. Usually these are rogues so that you can use Notorious Throng and faeries because many of them are rogues and you can use cards like Spellstutter Sprite which also counters spells. Some elves along with Eladamri, Lord of Leaves works too, though I know that's out of your budget. Some creatures I see you don't have are Nightveil Sprite, Triton Shorestalker, and Jhessian Infiltrator. Also shoutout to Trygon Predator which removes stuff as well and Faerie Conclave which is a land that can become a relevant creature, which is very handy in case you run into a lot of boardwipes. Beastmaster Ascension is another win condition you can throw in. Coastal Piracy and Bident of Thassa are redundant effects for edric. Beast Whisperer is also a good draw engine. You also might want to change some of your removal spells as well. Counters like Mana Leak aren't so good in commander. Besides other counter spells, you can also use Rapid Hybridization, Beast Within and Reality Shift and the downsides don't mean much when all your creatures have flying! I also found some cheap dual lands to consider: Yavimaya Coast, Temple of Mystery, Thornwood Falls, Alchemist's Refuge. Finally, In terms of cuts, in addition to slowly improving your unblockable creatures when possible, I would remove some cards that aren't so in tune with your game plan. How often are Mind Control and Allosaurus Rider going to be useful in your deck? Sorry for the wall of text. Hope this all helps!

shadow63 on Disappearing Act

2 months ago

A few options for back up finishes are Delver of Secrets  Flip and Faerie Conclave you could tryPull from Tomorrow for card draw. Also Annex could be helpful in here maybe try Aquitect's Will

JKRice on Merfolk for FNM

3 months ago

I have a couple of suggestions, having played against modern Merfolk. I like the deck in general, you have the right structure, there are just some card ratios and choices that I disagree with. I’m not sure how low your budget is so you might just want to ignore these.

1: Cursecatcher is played as a 4-of a lot in merfolk

2: Peek is not the best card in merfolk I would reccomend taking out all of them

3: Wanderwine Hub doesn’t do much. Choke isn’t played as much as it used to be. However, I would reccomend Faerie Conclave if you’re worried about choke

4: Dismember is useful in merfolk as a 1 mana destroy spell

5: Master of Waves is a good card. However, modern is a turn 3 - turn 4 format, meaning by the time you play master of waves, the game will be close to ending. I would reccomend only running two masters

6: I would reccomend adding 2 harbinger of tides and cutting 2 merfolk tricksters. Also, a good alternative to merfolk trickster is Merrow Reejerey

7: I definitely like Mirror Image as a budget choice for phantasmal

8: Mistcaller is a good sideboard Card, but in the vast majority of situations it doesn’t do anything. I would reccomend 2 Vapor Snag instead

9: as for the sideboard, Echoing Truth, Dispel, and Flashfreeze/Hibernation are all strong choices for the current meta

Dreamweav3r on

3 months ago

Maybe just some blue/colorless utility lands. In my treasure hunt deck I used Nephalia Academy on the slight chance that they make you discard a combo piece before you play it. Faerie Conclave, no real reason to go out and buy it but add it if you have it?

MidgeRub on Mono-Blue Aggro Fliers

3 months ago

Nice list! Considering something similar for a budget league my friends are starting, Faerie Conclave might also fit nicely here.

Granipouss on Mono Blue Bouncing Faeries

5 months ago

Hey veeonix, thank you for the advices and analysis. This is super interesting.

  • Zephyr Sprite is really not impressive, and I would gladly cut it for basically anything. But it enables Spellstutter Sprite on turn 2 and there are very few playable 1 CMC faeries in modern unfortunately...
  • Frankly I hesitated a lot for Favorable Winds main board, it is a very good lord here but it is also sorcery speed and a loss of tempo. I am not a fan of Metallic Mimic for the lack of evasion and the sorcery speed also, could be worth trying, tho'.
  • For the lands, I must admit I completely forgot about Choke, I should clearly diversify the mana base. Secluded Glenis indeed a good inclusion that come into untapped. I would avoid Unclaimed Territory as it makes casting spells harder and all the pain lands as we tend to not have a lot of blockers and the loosing the race to ourself is a very real possibility.
  • I like the idea of counting Faerie Conclave as a creature, I will try the full playset.
  • I also thought of Mutavault, it is technically a faerie and it comes in play untapped.

  • So there are indeed a lot of bouncing in that deck, to gain tempo by bouncing the opponent's stuff and saving my stuff, but I also bounce for value. Most of my creatures have ETB effects (Unsummon on Spellstutter Sprite the recast the sprite is a very common line of play), and the soft lock is basically my best out if the game gets long. This being said, may there are too much indeed. Dismember seems nice but I have a big doubt on paining myself for 4, depends on the matchups but it hurts. Pongify seems really bad because again I don't have many ways to block well and it seems to me like the best way to loose the race.

  • On the general balance I see the point on creature vs spell balance, but I don't really know what creature to add. Vendilion Clique is a clear answer but it is not super budget, should I add more Pestermite ? Maybe a third Mistbind Clique but 4 CMC is so much...

  • My sideboard makes no sense for sure, it is a bunch of random cards that I own already and that can be useful at some point. But I really have a hard time make it.

Thanks again for the comment, I will brew it some more, and come up with a new version.

sergiodelrio on Budget Mono blue faeries

5 months ago

I think you'd be better off using a full playset of Opt instead of the 2/3 Serum Visions/Chart a course split. Your choices will be much more convenient this way, because for one, it's instant speed so you don't have to commit to it on your turn, and then two mana for a sorcery card draw spell in a 19 land deck will awkwardly lock up your mana when you don't want it to. Either keep one Chart a Course or open up that slot for somethig else.

Another good, cheap fit here would be 1-2 Faerie Conclave. This deck looks really fun and stable otherwise, so +1!

sylvannos on Old mono blue control refresh

5 months ago

There's a lot of viable Mono-Blue Control (and control/combo) decks in Legacy.

Some you might like:

Mono-Blue Painter
Omnishow
Counter Bridge
Mono-Blue Fish (this one isn't a control deck, but it's worth looking at because it's cheap to build, can be configured for Modern, and has a lot of overlap with other decks in the format)

I'm partial towards Omnishow, which is a combo deck that plays very "draw, go" before it dumpsters all over your opponent's face.

You might also like U/W Standstill. The deck can be made mono-blue, but it loses some of its power. Decklist can be found here. To make it mono-blue, you'd cut:

-4x Myth Realized
-4x Terminus
-4x Swords to Plowshares
-1x Council's Judgment
-3x Tundra
-1x Karakas

...and add something like:

+1x Faerie Conclave
+1x Mishra's Factory
+2x Island
+2x Daze
+1x Flusterstorm
+4x Delver of Secrets  Flip
+2x Counterspell
+4x Preordain

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