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.)
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Faerie Conclave Discussion
1 week ago
The mana base Needs some work ;) several Things: you are running Fatal Push which gets better with every fetchland you run. you currently run 7 fetches and 6 Shocks. you should Change that to 9 fetches and 4 shocks.
Since the deck is predominantly black-blue, i would suggest:
I also think Faerie Conclave addint to the faerie Count for sprite will almost never come up, Mistbind Clique championing it even less. and Creeping Tar Pit is almost always the better manland (also taps for black, which is important).
I am also not sold on Blightning because its a 3cmc sorcery that is most of the time just a lot worse than Kolaghan's Command. i would replace it with another kcommand without looking back ;). Blightning is a trap because it gives the Opponent choice and decks like burn or affinity could care less about their life total.
thats it for now, but i'll come back to this. it fascinates me :D
Final note: ub faerie lists run Mutavault, but its very probably too greedy in grixis. yea, it is .D
2 weeks ago
Looking at the list I would recommend replacing Mana Leak with Remand because Mana Leak is decent in the early game but in the late game it becomes much easier to play around. Remand on the other hand fits the tempo style of this deck much better and often feels like a Time Walk in the early game. Next I would drop the Favorable Winds for Serum Visions. Favorable Winds is just to slow for this deck and doesn't do enough, Serum Visions on the other hand can greatly fix you draws ensuring your tempo deck performs as a tempo deck.
Also some cards to consider as you develop your deck:--Stony Silence--Silence--Render Silent--Turn Aside--Faerie Conclave--Celestial Colonnade--Cavern of Souls--Ghost Quarter--Glacial Fortress--Mutavault--Mystic Gate--Nimbus Maze--Sphinx's Revelation--Azorius Charm--Snapcaster Mage--Pithing Needle
Some Cards you want to look out for:--Chalice of the Void--Supreme Verdict--Torpor Orb--Anger of the Gods--Essence Scatter--Molten Rain--Stone Rain--Path to Exile--Lightning Bolt--Snapcaster Mage--Engineered Explosives--General RDW, Goblins and 40 Bolt
That's everything off the top of my head, hope it helps.
1 month ago
Non-Basic Lands I Am thinking of Adding: Blue: Coral Atoll, Faerie Conclave, Sand Silos. Black: Bojuka Bog, Cabal Coffers, Crypt of Agadeem, Everglades, Leechridden Swamp, Shizo, Death's Storehouse, Volrath's Stronghold.
1 month ago
These Polymorph/Indomitable Creativity decks seem to be very popular on this site and for good reason, but I've got to think you can find better ways to get tokens out than Abstruse Interference and Spawning Breath. For one, you could try Goblin Assault, it doesn't give you the tokens immediately like Abstruse Interference does, but by the time you would cast Polymorph or creativity on turn 4 you would get your token, and an extra chump blocker every turn after that. I don't know how well Swan Song has been for you but I would suggest Remand to help dig for polymorph and creativity. Once you cast either one its pretty much gg so that extra card in their hand won't matter too much. Another commonly used tactic for Polymorph decks is to use manlands, especially Mutavault because of it's low activation cost (you can also try Blinkmoth Nexus, Faerie Conclave, Ghitu Encampment, Kher Keep or Wandering Fumarole). Finally, adding a third color to this deck could help with protection and more tokens (although it's definitely not necessary). I decided to add green because of Beast Within for protection, and because it has some very good token generators. Here's my version of the deck, take a look if you want some ideas for splashing green and let me know what you think: Temur Creativity. Keep it up, +1!
1 month ago
Personally I'd throw in a couple manlands. You're running enough ramp that a tap land on turn 3-4 plus shouldn't really hurt, it allows you to actually play magic when you don't have the combo, and you can pressure decks like control and tron that have a hard time dealing with non-cast threats that dodge sorcery speed removal. Manlands would actually address all your problems, since it would be a secondary win condition, avoid discard, let you do something with mana, and avoid chalice.
P.S. in your colors the manlands are Celestial Colonnade, Raging Ravine, Stirring Wildwood, Wandering Fumarole, Needle Spires, Lumbering Falls, Faerie Conclave, Ghitu Encampment, Treetop Village, and Forbidding Watchtower.
1 month ago
So, I would definitely recommend some counterspells. Mana Leak would be amazing in here, and you already have Negate. On a more expensive note, Spell Pierce and Spell Snare are also good. You may consider a manlands such as Treetop Village, Faerie Conclave, and Lumbering Falls. Let me know if there's anything else I can do for you!
1 month ago
All good. You could look at Faerie Conclave as well if you're ok with tap lands.
2 months ago
this looks like a good decklist. maybe in the future upgrade for some AEther Vials.
interns of the tournament, most people will think that it is aggro-control, so your most difficult matchup would probably be either esper or any deck thats heavy on removal. even lantern control with Ensnaring Bridge can be hard to get around. for tron matches, Ugin, the Spirit Dragon can be extremely painful. maybe add 1 or 2 ghost quarter to the main and add 1 or 2 Pithing Needle to the sideboard. possibly adding 1 or 2 Faerie Conclave for 1 or 2 Creeping Tar Pit?