|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 (7)||angesoir , orzhov_is_relatively_okay819 , ibraJG84 , ironax , Mousemke , frederiklw , CampbellStev|
Faerie Impostor Discussion
2 months ago
As good as Mistbind Clique is, with so few faeries have you had problems casting and championing another faerie?
I haven't tested this but if you want to be mean I think Mistbind + Faerie Impostor + Quickling or any other creature that requires you to return a creature to your hand (Ex Aether Adept) but Quickling is the best since it has flash.
So for 6 mana you can lock out an opponent. During opponents upkeep have Have Mistbind champion the Impostor, then you can flash in Quickling to return the Mistbind returning the Impostor to the battlefield which then returns to Quickling to repeat next uptap phase.
You are also missing some pretty solid Faeries for a Fae Deck: Faerie Harbinger (tutor), Faerie Trickery (counter), Spellstutter Sprite (counter), Glen Elendra Archmage (more counters), Glen Elendra Liege (lord - great with Oona making 3/3s), Scion of Oona (Lord + Shroud), and just a fun one but Faerie Artisans basically it lets you benefit from all your opponents ETB effects sometimes you get a good creature to attack with but mostly it should be the ETB
2 months ago
ChaosJester Not really. Ornithopter is great because it has flying. That's the key,as damage will almost always get through. I stronly STRONGLY agree with you however, that I have too many creatures. I'm lost at what to do.
If I remove ninjas then...I just have a weak Faerie deck. If I remove Faeries, then which ones? I have Faerie Impostor to bounce back ninjas. And I have Faerie Miscreant for another cheap one drop for allowing Ninjutsu on turn 2 as well as the added ETB effect.
I'm thinking of removing faeries and allowing for other ways to get damage through with Ninjas and finding ways to bounce them back if they cant' get damage through. Maybe I add Aqueous Form for damage? However bouncing it back kills the enchantment.
Or perhaps I could try out Trusted Advisor, but I have to be able to swing with cheap creatures fast to allow for Ninjas to continually be on the field. I think Walker of Secret Ways serves me better then because I can unsummon at my own pace.
The issue I'm clearly having is what I should play my ninjutsu around. I'm just so stuck lol
2 months ago
Yeah, I'm definitely still figuring things out. I'll think about Equilibrium or perhaps, Walker of Secret Ways. Also, Ornithopter makes no sense? How so. It's a turn one drop for zero and a ninja enabler. Also, combined with Faerie Impostor I can bounce Orni and just recast it for free, no worries.
6 months ago
7 months ago
I would run some more aggressive cards as at the end of the day you are a kind of tempo deck looking to attack with flyers and counter your opponent's blockers. Even though you're on a budget there are still some strong choices like Scion of Oona (note that Faerie Impostor and Quickling don't say target) and Smuggler's Copter. I know Smuggler's Copter may seem like a weird choice, but trust me it is amazing (especially for the price) and I have never felt bad running it.
8 months ago
8 months ago
8 months ago
Ok, I've found what I would consider to be the 7 easiest cuts. I'll suggest more later that are possibles, but these shouldn't effect the deck much if removed, and while not bad, their replacements would definitely contribute more.
Faerie Impostor: Replace with Temur Sabertooth. It can't bounce itself. Cards like Shrieking Drake and his two counterparts can all be played and bounced for repeatedly to quickly amass counters on Animar. Then, if need be, they can be allowed to remain in the field to bounce something else. Faerie Impostor is one time use. 1 counter, bounce something else. Not horrible, but you have 3 other creatures that do this better, plus Ancestral Statue.
Alchemist's Apprentice: Replace with Paradoxical Outcome. Alchemist's Apprentice is a weak card. Enters giving 1 +1/+1 counter, assuming you wait until Animar, Sould of Elements is on the field before you cast him. Then, you must sacrifice him to draw a card. An ability not easily repeated in your deck. The creature is lost, so overall you bet minimal gain.
Wild Cantor: Replace with Hardened Scales or Evolutionary Escalation. It is only good in your opening hand. Yes, it can get Animar out a turn earlier, but it is a single use card whose 1 mana is virtually useless later in the game. Basically a dead draw unless it's your first draw. The suggested replacements don't get your commander out that extra turn sooner, but they drastically increase his growth rate, getting him bigger in fewer turns than he would be one turn early.
Sylvan Ranger. Weak card. Land to hand, not even ramp. 1 +1/+1 counter, possibly. Could easily be cut.
Raven Familiar: Weak draw card. You draw him, then play him to gain a +1/+1 counter and hope to draw something good. Why not just replace him with something good? (Deepglow Skate or Chord of Calling would work well here)
Fortune Thief: Replace with Walking Ballista. This is such a situational ability, and requires you to have this card, ideally face down waiting to flip, right before you lose. And still you're left with 1 life and a 0/1 creature being the only thing protecting you. At the point that he is useful, you are already fighting a losing game. And that is on the few games that he is useful, and the fewer times you have him ready to use. He will most likely be a dead card in hand. I suggest Walking Ballista as the substitute because it is solid removal, or an instant game win. Keeps the same "last ditch" spot, but for a last ditch win as opposed to a last ditch survival effort.
Ok, this one I'm iffy on.
- Kiki-Jiki, Mirror Breaker. The reason he is in my cut suggestions is A, your Eldrazi are cast abilities, not etb, and B, his copies put no counters on Animar, Soul of Elements. He doesn't combo with anything, doesn't help your commander, doesn't do much with your big things, he's just there for the small etb triggers. Something more Animar focused, such as Increasing Savagery or the Deepglow Skate might do the deck better. That, or, I missed something in here.
Anyhow, these are my thoughts for now. I'll see what else I can come up with.