Faerie Conclave enters the battlefield tapped.
Tap: Add (Blue) to your mana pool.
1U: 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.)
Price & Acquistion Set Price Alerts
Faerie Conclave Discussion
3 hours ago
What about things like Faerie Conclave for a land that can become creatures? Tezzeret the Seeker would let you use your artifacts as creatures too for milling. Tezzeret's Touch could be very useful too.
6 days ago
Greetings! First thing, thank you: this is the only viable list based on Kefnet that i have seen so far.
I am trying to build a budget version of this deck, but i can't really find something even close to Celestial Colonnade. Dread Statuary doesn't provide coloured mana; Faerie Conclave doubles the clock on my opponent; Gideon Jura and every other CMC>3 planeswalker require a landbase adjustement to be accomodated, consequently reducing the number of non-land answers. So, what would you choose as a second budget wincon?
Ps. I read the other comments. I tried to built a deck with Kefnet and Bouncelands to abuse Landfall, Revolt or generic ETB/LTB trigger, but ended up really slow for modern. So i decided to try the Draw-Go route and that brought me here. But maybe you will have more "luck" than me in that challenge.
1 week ago
Adds I would recommend: More lands 35 is pretty risky and generally you would prefer mana flood to mana screw. I would aim for 38 myself. Utility lands Yeah, this list runs Back to Basics but you will not always draw it and a couple dead lands with it out still is not so bad. You exclude a lot of useful effects like Reliquary Tower, Myriad Landscape, Riptide Laboratory (for protecting talrand), Faerie Conclave/Dread Statuary (for emergency blocks) etc. by not running nonbasics and mono-colour decks with no duals have the most space for those. More mana acceleration Most edh decks need ramp and this deck is no exception. With more mana, you can counter more spells per turn cycle. Sol Ring and other mana rocks are staples. I would aim for ten total. More card draw Same deal as ramp. Most of your counters trade 1 for 1 with your opponent's spells so you will need hand refills or you will run out of cards trying to trade 1 for 1 with 1 with 3 or 4 opponents. Pretty basic multiplayer card advantage. This deck prefers instants so it can keep mana up for counters. Blue Sun's Zenith, Stroke of Genius, and Pull from Tomorrow have a big impact. Perilous Research costs little and you can just sacrifice the drake it makes. Board wipes Some games you will fall behind your opponents so you need more reset buttons. Evacuation, Inundate, Crush of Tentacles, and Engulf the Shore all get you out of sticky situations and simulate a blue Wrath of God. Oblivion Stone permanently destroys. Other Curse of the Swine, Pongify, and Rapid Hybridization are all instant or sorcery spot removal. Rise from the Tides gets you a LOT of tokens. Dismiss replaces itself. Propaganda protects you. Brainstorm, Telling Time, Think Twice, Opt and other cantrips do not really give you net card draw since you use up a spell to cast them, but give you card quality instead.Cuts I would recommend: Kraken's Eye is probably bad because cards that only gain you life typically are. Elixir of Immortality is the same unless you are regularly near decking yourself. Backfire, Creature Bond, Feedback, Power Taint, Psychic Venom and other cards that only damage players are typically too low impact in edh. Disperse and Flash Counter are strictly worse than Into the Roil and Dispel. Cancel is strictly worse than s many other options; here is an entire article detailing them: http://articles.edhrec.com/in-the-margins-cancel/ Disappearing Act seems worse than Cancel unless you particularly want to replay your permanents.
1 week ago
First things first- its important to know the aproxamate format that your friends play- casual 'throw whatever together and we'll self regulate' is great, but needs to be discussed. If they're playing modern then this deck will be a little slow due to the larger surge cards. I'd look at things like Mana Leak, Flame Slash etc. With this deck- the construction is a little creature heavy. 3 Enigma drake/4 stormchaser/3 swiftspear/3 jori is enough to back a very solid spells deck. The tournament play version is based around Delver of Secrets Flip and swiftspear and is affectionately referred to as 'delver'. Lists looked something like Izzet Delver pior to Brainstorm, Gitaxian Probe and Treasure Cruise bans and after that something like Pyrodrakedelver is still pretty commonly played. I'd reccomend looking up the top 8's for ideas if you go that way.
The core gameplan is just to play small creatures then use spells to protect your creatures and finish the game. Izzet Charm and Vapor Snag or Unsummon are super practical here, and if you want to push closer to midrange in a more casual meta Spellheart Chimera does a decent impression of a second enigma drake and can be backed by a powerful engine in Faithless Looting/Cathartic Reunion/Izzet Charm/Think Twice/Burning Vengance/Secrets of the Dead/Flame Jab. Your lands are good enough to run pretty much any of this, though I'd consider Wandering Fumarole or Faerie Conclave in place of swiftwater if trading permits
Big advice in noncompetitive metas where you're mostly playing with the same deck over and over, have a core of 3 4-ofs that make your deck tick- in this deck it would be 4- 3 ofs in enigma Drake, Jori En, Ruin Diver, Monastery Swiftspear and Stormchaser Mage, 4 Lightning Bolt, then run a lot of singleton cards. A Negate, a Mana Leak, a Reverberate a Redirect, a Temur Battle Rage, an Electrolyze , a Wild Ricochet etc so that no two games go exactly the same. Otherwise, things get stale pretty quick. If things get competitive, pick up full sets of the things that have been working best, then keep a stable of cards to switch in and out as the game permits. Sideboards are your friend if things go like that.
2 weeks ago
1 month ago
Suggestions welcome, im thinking of dropping red and finding some other combos / planeswalkers to speed up proliferation on my creatures. Any land suggestions welcome as well, I have Faerie Conclave s ready to go if needed
1 month ago
If you get rid of Myth Realized and Isochron Scepter, replacing them with something more reliable, you actually have the start of a strong deck on your hands. You'll have to move a few things around (like Dispel/Spell Pierce/Negate/Remand instead of Dissipate), but plain U/W puts up solid results.
The archetype benefits from having a simpler mana base. This allows you to play things like Ghost Quarter and not run into any problems.
For the larger, control strategy, Dragonlord Ojutai and Sphinx's Revelation will just fuck people's shit right up shit creek. If you can afford to get any of the higher mana cost planeswalkers that are good in Modern, those can work too. Elspeth, Sun's Champion and Jace, Architect of Thought stand out the most.
Other budget options I'd suggest (in addition to the above) are: