|Commander / EDH||Legal|
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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 day ago
Faerie Conclave entering tapped makes it much harder to hold up counterspells in the early game so I've kept the count low to avoid too many in my opening hand and first few draws. I think Mutavault would be the best choice here but its not exactly a 'budget' card.
I think Dismember is a good card to add.
The list above isn't my most up-to-date list. Hopefully I'll update soon. Feel free to post more suggestions and also check out the Mono Blue Faeries discussion on MTGSalvation here
3 weeks ago
I used to run a Ephara deck, recently changed it to a Brago deck for a change of pace. Faerie Artisans can get you more Ephara triggers and the copy ability can be fun. Mistmeadow Witch is a great way to get more flickers. Nevermaker is a great source of removal that basically steals a draw from your opponent. Stonehorn Dignitary is also great for stalling.
If you're looking for win cons, in my old Ephara deck, I often found it was easy to win with an indestructible 6/5 Commander with commander damage. Just slip in a Rogue's Passage. I also threw in an Inquisitor's Flail and Whirler Rogue, but the Rogue's Passage could easily replace one of your basic lands, Darksteel Citadel, or Faerie Conclave.
It's not budget, but Venser, the Sojourner is one of the best planeswalkers for EDH around and is perfect for a flicker deck. He's also another source for making Ephara unblockable.
Hope this helps.
1 month ago
Thanks, hoardofnotions! Yeah, in general this deck typically tries to kill with commander damage as quickly as possible, but has other beats as backup, so Mistfire Adept is good for giving evasion to Shu Yun, the Silent Tempest.
I don't have any Snow-Covered Mountains in this deck because the average price for each version is above $2, and that's the limit for my local budget playgroup. You make a good point about artifact lands, which I had in the deck to synergize with Metallurgic Summonings. I replaced the Seat of the Synod with Faerie Conclave and Great Furnace with Swiftwater Cliffs (often better than Izzet Guildgate). My deck is mostly blue, but I'm keeping all the vivid lands since fixing for a three-color deck can be challenging.
I agree with you on Arcane Denial over Hindering Light. Oona's Grace seems a bit weak, and since I don't think I'll typically have more than 4 cards to exile from my graveyard, I think I'd rather have Plea for Power than Treasure Cruise.
What do you think? And thank you for the recommendations!
1 month ago
Modern is designed to revolve around turn 4. Most of the aggro and combo decks flat-out win the game by then. However, if those decks haven't won by turn 4, it's usually because they ran out of resources. That's where slower control and midrange decks want to be. You don't have to win, you just have to not lose.
For example, Naya Burn relies on essentially winning with a starting hand of 2 lands and 5 burn spells. It then has to draw a 3rd. land and 2 other burn spells. If the Burn player draws too many lands and not the other burn spells, their opponent sits at 4 life and ends up winning. If they draw too many burn spells and not enough lands, they aren't fast enough as they only cast 1 spell a turn that deals 3 to 4 damage...meaning they won't win until turn 7 at the soonest.
So if you're the control player, you want to grind them out of cards until they're relying on drawing a win off the top of their deck. By killing their creatures, countering their burn cards, etc. they take longer to win, enough time for you to do something stupid, like playing Gideon Jura, Thundermaw Hellkite, or Tasigur, the Golden Fang. Maybe you just clock them a few times with a Faerie Conclave over 10 turns!
Furthermore, you have to understand how the aggro decks use their time. So in the case of the burn deck, the most damage a single spell of theirs can do is often Atarka's Command with Monastery Swiftspear. If you have a 4/4 to block the Monastery Swiftspear, you just need to stay above 3 life so you aren't damaged by Atarka's Command. Boros Charm does 4 damage, so being at 5 life puts you out of range.
A single lifegain card, like Timely Reinforcements, can end the game for the burn player once you have them playing off the top of their deck. If they could only get you to 5 life, and you go back up to 11, now they need to draw 3 Boros Charms off the top of their deck in order to win in the quickest way possible!
Slower decks are definitely viable in Modern. In fact, some of them are the top decks in the format. The key is to stabilize and get the situation under control so the faster decks are in a position where they have to have incredible draws or luck in order to win.
Here's a list of some of the slower decks in the format that regularly do well (some of which were mentioned by others above):
Hopefully, this gives you some ideas on where to go.
What kind of decks specifically are your friends using? Affinity (artifact-based aggro)? Death's Shadow Zoo? Burn?
1 month ago
Very cool deck idea! I like it a lot. However, I have a few suggestions.
Ulamog seems bad in here. You're unlikely to get to 10 mana easily, and you don't really need more win conditions. Gearhulk beat down is usually good enough when you have two or three of them.
I see you've got a mill theme in here, but I would consider dropping that completely for more control elements. Remand works well with snapcaster, Mana Leak helps you survive the early game, and Cryptic Command is just an amazing card in general, and even better when you flash it back. Even more copies of Engulf the Shore could help.
I'm worried that you'll run out of targets for all of these clone effects. I think you can cut down on a couple of the clone spells. Saheeli's Artistry is the most expensive and isn't even an instant, so I'd start there.
1 month 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.
1 month 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 month 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.