|Commander / EDH||Legal|
Printings View all
|Duel Decks: Speed vs. Cunning (DDN)||Uncommon|
|Return to Ravnica (RTR)||Uncommon|
Combos Browse all
Creature — Faerie Rogue
When Faerie Impostor enters the battlefield, sacrifice it unless you return another creature you control to its owner's hand.
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|Have (9)||angesoir , PTsmitty , orzhov_is_relatively_okay819 , ibraJG84 , ironax , Mousemke , NixterFenix , frederiklw , CampbellStev|
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Faerie Impostor Discussion
2 weeks ago
A good alternative to Zephyr Sprite might be Faerie Impostor, it's still but it's a 2/1. I'd cream my shorts if it had flash, but it doesn't, though the attached bounce could still be useful, even if at sorcery speed.
1 month ago
@lamocomp1 I appreciate your enthusiasm for the deck already.
First of all: Sleep is a new addition to the deck, so I don't have any experience with the card. Someone in my playgroup played it last week and I totaly forgot about the powerful effect of this card in multiplayer. ATM I swapped it for Equilibrium, which is a far more lategame-card. Sleep fits more into the tempo playstyle of the deck. I like the functions of letting you go through for 1-2 combats at one single player and protecting you from the strongest boardstate (which also opens the doors for other players, who are interessted in killing the specific opponent). But that's just in theory.
The thing with Prickly Boggart or even Vampire Cutthroat, which are obviously worse evasive creatures, is Notorious Throng. I just wanted to be sure, that I can get the Prowl-cost active any time. But after a few games, I already came to the point, where these guys stayed back, because they weren't evasive anymore. Also Notorious Throng is most of the time bad at generating tokens, because the aggressive amount of damage, the deck wants to provide, is lifeloss from our commander. It functioned more like a bad Time Warp. Maybe I'll try alternative cards for the Throng, so I can fix my evasive guys, because I won't need rogues anymore.
I'm honestly not a big fan of all the cmc2 dorks. Yes, they have the better utility effects and synergize better with the Ninjutsu - no doubt. But I want to swarm my board with little evasive guys much more than this "enter the battlefield-shenanigans". So the difference between cmc1 and cmc2 is a lot for the deck, because for 2 mana I am more likely to cast 2 creatures. The bigger the evasive board, the bigger is the blowout with triggers, like under a Arcane adaption or similar. Also Opposition and definitely Inkfathom Witch benefit.
I totaly agree with you on Looter il-Kor. It's gonna be changed into a Nightveil Sprite after the release of Guilds of Ravnica. I also think about playing the new split cards due to it's high total converted mana cost. The owl-plan is very innovative and funny with Yuriko. Though I'm unsure if I really want to cut other creatures. The deck isn't very interactive and has problems to disrupt high value lategame-cards or combos, most commander decks are try to reach out for. So my thought was to put pressure on the opponents as high and early as possible. So the amount of evasive 1-drops effectively secure me a turn 2 attacking unblocked Yuriko. More 2 drops would slow down the game-plan while making the deck more versatile. I'm not already interessted into that right now, while my first attempt worked out very juicy so far.
The only 2 drop I'm repine with since building the deck is indeed Tetsuko Umezawa, Fugitive, because of making Yuriko and itself unblockable. I didn't miss the effect that much in the games so far. Cavern Harpy (which is very good in my opinion) and the other guys like Shrieking Drake are fullfilling a similar use. You can't cast them early, that's the drawback, but later you reactivate Yuriko (or other Ninjas) with them, while beeing evasive themselves. But maybe I'll trade Faerie Impostor with Tetsuko (because it's the worst one of these, because it doesn't combo as good with Vela the Night-Clad or in the past with Equilibrium, which remains on the "Maybeboard"].
I watched your list and also liked your ideas. I think yours is more a control-heavy build with the ramp and sweepers. Dowsing Dagger Flip on the other hand sounds very fun to me, because it is a sustained and effective ramp (and also so much flavor...). I'd keep this one in mind - maybe I can find space for this one.
2 months ago
I think you're splitting your focus between ETB/Evasion creatures and setting up the top of your library for Yuriko's triggered ability a bit too much.
Cuts I recommend: Metallic Mimic - Is a ninja, buffs ninjas, but no evasion built in so will be harder to trigger Yuriko. You've got enough creature type fixing to gain more benefit off Yuriko triggers than an extra counter.
Kathari Remnant - I feel like most of your cuts are going to come from your 1-3 drops since you want a higher average CMC for Yuriko's triggers, so the cascade will be lackluster.
Amoeboid Changeling - Once one of your board-wide subtype changers hits the board (especially since you're tutoring for them), since this doesn't have evasion, I don't think it'll see much use.
Tetsuko Umezawa, Fugitive - Besides herself, you only have 4 creatures in your list with power/toughness 1 that don't already have evasion built in, 3 of which are ninjutsu creatures that will likely be unblocked anyways.
Dragonlord Silumgar - Good CMC for Yuriko's trigger, and a nice ETB effect. But they get the creature back when you ninjutsu him away, and he's a little pricey to tack onto a ninjutsu cost to regain the same target.
2 months ago
I would also add cards like Faerie Impostor or other self bouncing cards.
4 months ago
5 months ago
You should include Umezawa's Jitte; it's a way for blue to pump after blockers are declared, and it's on flavor.
Mindshrieker is creature that can also pump after blockers; and with cards like Field of Dreams (which I'm probably not going to run because, Oh my Thassa, that card is expensive) or Lantern of Insight, you can guarantee the best option (and it's not limited to one activation per turn snicker).
Go, Blue Aggro!
8 months ago
Damnit, couldn't work out how to edit my last comment.
Right now you've only got 12 cards in your sideboard. You can have 15, so I re-jigged my recommended sideboard a bit:
8 months ago
Interesting idea. As a Faerie Tribal EDH player, may I suggest a few changes to really go all out on the Faerie theme?
- Pitch 2x Spellstutter Sprite and replace with 2x Glen Elendra Archmage.
- Pitch 2x Spell Snare for 2x Disallow. Pitch the other 2 for 2x Spell Pierce.
- Pitch 2x Remand for 2x Faerie Trickery.
- Pitch 2x Ancestral Recall for 2x Brainstorm.
- Pitch 1x Fatal Push for 1x Faerie Tauntings.
- Pitch 1x Island for 1x Faerie Tauntings.
- Pitch 2x Wydwen, the Biting Gale for 2x Glen Elendra Liege.
- Pitch 4x Mutavault for 4x Faerie Conclave.
- Pitch 4x Darkslick Shores for 4x Secluded Glen.
I'd also recommend putting 3x Doom Blade in your sideboard, replacing the 3x Surgical Extraction with 3x Slaughter Pact, replacing the 3x Annul with 3x Stubborn Denial and the 3x Thoughtseize with 3x Notorious Throng.
Finding a way to get a couple of Faerie Impostor in there would be great too, as their requirement that you bounce a creature back to your hand is a great way to replay all those lovely ETB effects faeries like Vendillion Clique and Faerie Miscreant have. Maybe cut 1 Miscreant and 1 Scion?