Faerie Macabre


Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters Common
Duel Decks: Garruk vs. Liliana Common
Shadowmoor Common

Combos Browse all

Faerie Macabre

Creature — Faerie Rogue


Discard Faerie Macabre: Remove up to two target cards in graveyards from the game.

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Faerie Macabre Discussion

Enral on Kess the Meteorologist

4 days ago

The only GY hate I frequently see in cEDH is Faerie Macabre.

VegaBoralis257 on Hollow one modern

1 week ago

This is definitely a reckless deck! Burning Inquiry lets you cast Hollow One for free, but you might discard it! Ah, I'm not sure I could deal with that. This looks like a ton of fun, though.

Might wanna go up to the full four Street Wraith, though. I love seeing Sedraxis Specter here. Faerie Macabre is an excellent choice because I don't think most people anticipate maindeck graveyard removal.

Zauberer on Legacy G/b Elves

3 weeks ago

I can give you a couple thoughts at least.

-Quirion Ranger is very weak in this list- you've only got 4 Forests and Dryad Arbor. What this means is that most of the time, it's going to be a Willow Elf with occasional Maze of Ith effects.

-Natural Order is definitely where you want to be these days. Chaos Elves existed mostly to fight Miracles- a matchup that has dramatically improved since the Top ban.

-You've got 4 Crop Rotations, but really only 1 or 2 lands you'd want to fetch with it.

-Deathrite Shaman is definitely the best mana dork, but with 0 fetchlands to feed him with, he won't be more than a Norwood Ranger most of the time. Better to stick with old reliable for now.

-Your graveyard hate is way too slow in a format where BR Reanimator can go off turn 1 on the play.

-Abrupt Decay, while still a very, very good card, is less necessary in today's meta, and probably isn't needed as a 4-of anymore.

Keeping budget in mind, I'd make the following changes to your list.

-2 Quirion Ranger, -1 Crop Rotation, +3 Natural Order

(You definitely want Natural Order these days, and these cards are the weakest links in your current build)

-3 Deathrite Shaman, +3 Llanowar Elves

(will more reliably produce mana, at least until you've got fetchlands)

-2 Abrupt Decay, +2 Faerie Macabre

(uncounterable grave hate, usable when you're on the draw)

-1 Scavenging Ooze, +1 Bojuka Bog

(fetchable, instant speed grave hate, with Crop Rotation)

-2 Inquisition of Kozilek, +2 Duress

(diversifying gives your discard a bit more reach)

-1 Ramunap Excavator , +1 Progenitus

(the first snake dude wants a different kind of deck than this one, the other puts in a lot of work in the rougher matchups)

PickleNutz on My Living End

3 weeks ago

My friend runs almost a mirror copy of this deck and it is really good. He uses Faerie Macabre in the sideboard with Shriekmaws though, I think in his main board he uses the Cerodon from Amonkhet that is one cost red cycling, Desert Cerodon. It's all meta specific though.


Zaueski on 5 Color Living End

3 weeks ago

If you want mainboard Faerie Macabre then I'd swap it for Fulminator Mage and Beast Within or the Archfiend of Ifnirs. Currently I'm testing a version without Archfiend and instead running Monstrous Carabid for even more fast cycling. The name of this variant is speed and its been running well for me.

Zaueski on 5 Color Living End

1 month ago

I have already updated the sideboard in person, just not on here and I agree Faerie Macabre is the better choice. I'll update this list soon to better reflect that. Forbidden Orchard has actually proved to be 100% insane in testing as it guarantees that I can always have a target for Demonic Dread. As for the Gemstone Mines, yes they aren't super consistent but I'm very hesitant to replace them with City of Brass because of how weak I am to burn anyways. I've played about 20 games with this list so far and I've only been screwed by Gemstone Mine once. If there's a better rainbow land that gets printed it'll be the first to go, but as is, the consistency it gives has helped more than its hurt so far.

PayOneLife on Sure Hit

2 months ago

There are some really weird suggestions here, this thread has me scratching my head.

Firstly, I think your mana curve is a bit of an issue. You have 22 2cmc cards which is really too many. It means that currently you only have two cards in the deck to cast on turn one (Serum Visions) in an aggro deck which wants to race the opponent. That is a problem. Have a look at something like 8 whack - nearly the entire deck is 1cmc cards. It also means that you will usually be only casting a 2 cmc spell on turn three, when if you had a mix of 1cmc and 2cmc cards you'd be able to cast two spells. At the moment you go:

Turn 1: Land, pass.
Turn 2: Land, 2cmc rogue, pass.
Turn 3: Land, 2cmc rogue or 3 cmc card (you've got a 56% chance of hitting one of your 3cmc cards by turn 3 when you're on the play, so half the time you'll only play a 2cmc card).

You're on turn 3 and you have two creatures. If you increase your 1cmc rogues it will look like this:

Turn 1: Land, 1cmc rogue, pass.
Turn 2: Land, 2cmc rogue, pass.
Turn 3: Land, 2cmc rogue, 1cmc rogue, (or 3cmc card), pass.

You end up with 4 creatures in play on turn 3 instead of 2! This is extremely important if you want to get around your opponent's removal (and they all run a lot of it). It will also allow you to cast spells for their prowl cost a lot sooner.

Serum Visions is also not a good choice for an aggro deck as card selection is far less important to your plan than having threats. I think the first thing you should do is drop Serum Visions and possibly Morsel Theft or Inkfathom infiltrators for four Slither Blades. I would also consider playing Faerie Miscreant, as it gives you an evasive body with a minor upside. It can block fliers which can sometimes be necessary to staying alive. If you choose to play Miscreant you'd need to play the full four. If you were just going to play 2 and keep the Morsel Thefts then you'd be better off with Triton Shorestalker as previously suggested (Gudul Lurker is terrible though, not close to worthy of consideration).

I'd also cut Fireshrieker. I get that it gives you double triggers for combat damage, but it's just too slow! You can't equip it until turn 4, and if someone kills the creature you equip it to then you've just wasted all of your turn 3 mana and half of your turn four mana for no benefit. Cards like Sword of Fire and Ice and Sword of Light and Shadow are far more powerful and don't get played in modern because they don't do anything straight away. I like the idea of a single copy of Earwig Squad. It will usually cost you three mana (especially if you take my advice on bringing in the 1cmc creatures) and it's enter the battlefield effect is very strong against some decks in modern. Ad Nauseam combo only runs two cards as win cons, and storm combo usually only runs three. These decks use different cards to win so that they can't get beaten by stuff like Cranial Extraction, but Earwig Squad doesn't make you choose cards with the same name. If you resolve Earwig Squad against these decks you literally win. It's also a 5/3 on turn 3 which is pretty darn aggro AND it's a rogue!

Another card I think could be good is Smuggler's Copter. It helps cards like Frogtosser Banneret and Royal Assassin get in real damage and the looting efect is pretty handy. Also its name fits perfectly with rogues :P

I'm not sure about most of the cards in your sideboard, how did you decide on these? As for suggestions, I would substitute Terror for Doom Blade, which is strictly better and 25c to buy. I also like Faerie Macabre, which is a great uncounterable response to reanimator decks, Snapcaster Mage, Tarmogoyf and Delirium amongst others. It's also a rogue with evasion for the times you don't end up needing to hate on the graveyard. You might also consider Tormod's Crypt because dredge and reanimator strategies are going to be the decks most likely to outrace you. A few Dispel would help nicely against burn decks, Collected Company, Ad Nauseam, Chord of Calling, Cryptic Command and to counter your opponent's counterspells! Having two Negate and two Dispel will help a lot against burn. I would drop Diabolic Tutor, Inquisitor's Flail and Hands of Binding for some combination of the cards I've suggested.

Hope this has been helpful :)

JA14732 on This Deck Hates You

2 months ago

It's definitely a very good start. Cards to keep an eye out for:

Spirit of the Labyrinth. This is a must-have for hatebears decks. Halting your opponents from card advantaging you out is insane.

Vryn Wingmare/Thalia, Guardian of Thraben/Glowrider: Why not? Use your cheaper creatures to grind out your opponent. Also tax them for trying to stop you.

Aura of Silence: Again, tax your opponents. Also has an incredible rider on it.

Lodestone Golem: Big beater? Check. Taxes your opponent? Check.

Leonin Arbiter: Tax your opponents, yet again.

Rule of Law: Preventing combos, by the books. Curse of Exhaustion also works, but is single target.

Ethersworn Canonist: Like above, except also beats for 2. A great inclusion.

Hokori, Dust Drinker: Is it a Winter Orb that beats? Sure, why not.

Samurai of the Pale Curtain: While not as amazing as he used to be, still a beater that hurts graveyard based decks.

Dauntless Escort: Because who doesn't like a repeatable Archangel Avacyn  Flip? Bonus points for use with Karmic Guide + Reveillark .

Nezumi Graverobber: Okay, stealing creatures from yards, stripping them bare AND beating down? This guy just isn't fair. Also, Faerie Macabre does well, especially if you have to get something out of a yard.

Voidstone Gargoyle: At 5 mana, less important, but he can lock your opponents out of their commander. Or a board wipe. Or really anything.

Acidic Slime: Cheap, good, repeatable, also just generally good. Did I mention that he was good?

Eternal Witness: Semi-expensive rn, but if you have to get something back, accept NO substitutes.

Qasali Pridemage: Me-ow.

Vampire Hexmage: Opponent has an annoying 'walker? Got a Walking Ballista? Hangarback Walker? They playing Atraxa? Want something dead? Welcome our Hexmage overlords!

Phyrexian Revoker: Legacy staple, also beats for 2.

Dust Elemental: Save 3 dudes, get a beater. All-in-all, a win-win.

Hushwing Gryff: While it does turn off many cards, it also turns off your opponents. Use at your own risk.

Stonecloaker: Just do it.

Oblation: Just do it.

Soul Sculptor: 'Tis but a silly card, and one that really hurts some decks. Very, very badly.

Arena of the Ancients: Opponents relying on legendary creatures? Well fear not, because this turns them all off!

Most of these cards are sub-$2, but they may be somewhat hard to find. Keep an eye out, and your deck will quickly become terrifying.

Also, maybe 5-6 more lands?

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