Creature — Faerie Rogue
Discard Faerie Macabre: Exile up to two target cards from graveyards
Printings View all
|Duel Decks Anthology (DD3)||Common|
|Modern Masters (MMA)||Common|
|Duel Decks: Garruk vs. Liliana (DDD)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Faerie Macabre Discussion
2 weeks ago
Rogues that synergize with what you're doing: Balustrade Spy--mill + evasion Blighted Agent--evasion Canal Courier--evasion + monarch Disciple of Deceit--tutoring Faerie Macabre--evasion + graveyard hate Looter il-Kor--evasion + card selection Rankle, Master of Pranks
4 weeks ago
META CHANGE / DECK CHANGE
Update at 09/2020
1 month ago
Hi DoktaDakka and thanks! This is definitely one of my favourite decks as well. Many people underestimate how powerful this deck can be.
I think that with Wild Mongrel, Vampire Hounds and Tortured Existence I have enough discard effects that I don't need Putrid Imp. The imp is good when you want to discard something important on Turn 1 or 2, but aside from Basking Rootwalla there's nothing really worth discarding that early in the game. It's an okay option for Exhume decks, but otherwise we're all set with our discard engine.
In terms of Hooting Mandrills, I honestly have never tried them. The deck can always use more cheap beaters, but what would you replace them with? Crypt Rats maybe?
As for TE targets, you'll still find them mostly in the sideboard. Caustic Caterpillar, Spore Frog, Thrull Surgeon, Faerie Macabre and more Crypt Rats are meant to shore up any weaknesses while synergizing well with TE. What other Toolbox cards am I missing? Maybe I could find space for them somewhere.
Thanks again for the comment!
1 month ago
1) Its a dead card outside of the combo. So when you draw it while searching for combo pieces or a counterspell, its a big feelsbad moment as it doesnt do anything.
2) It requires you to have a creature on the battlefield already able to attack, so you had to play a creature last turn and it had to survive all the opponents turns. But the deck doesnt really have creatures, just a few, and on top of that the deck usually just wins on the spot. It makes like one big set up turn to find stuff, then untaps at like turn6 with absolutely nothing on the board (except for lands ofc^^) and just goes High Tide, Tatyova, Sanctuary, counterspell, counterspell, Flicker, win all in one turn.
So the Gear was definitely a very bad wincon, so I switched to Compulsive Research. Its not a dead card outside of the combo because it draws me cards, it lets me win on the turn that I comboed off, I dont have to set it up a turn. Its just better.
But I still had to run Displace, because the entire deck had no way to combo if Ghostly Flicker gets somehow removed. And people are definitely ready for that. They activate Faerie Macabre or cast Cremate while the Ghostly Flicker is in my graveyard with a Mystic Sanctuary trigger targetting it. And if they manage to remove the Flicker, my entire deck has no way to make infinite mana/draws anymore. So I had to run Displace as a worse alternative.
But then I found out about Tidal Bore which brought another combo line to the table, took a lot of pressure away from Ghostly Flicker and made my landdroppers like Sakura-Tribe Scout combo pieces. That basically allowed me to get rid of Displace. I added Whispers of the Muse in that iteration as the Tidal Bore combo only makes infinite mana (and infinite life) but doesnt draw infinite cards. The Ghostly Flicker combo never had that problem because after generating infinite mana you could always Flicker Sanctuary+Island to draw an extra card. But the Tidal Bore combo doesnt have that implemented. So Whispers of the Muse became really handy. As a side note: I onced Tidal Bore comboed and had infinite mana but no card to draw my library. But I had a Scrivener in play and a Blink of an Eye in hand. So I kicker-blinked my Scrivener, drew a card, recast Scrivener to get back Blink and repeated that to draw my library.
Thats basically the main engines and the correct way of actually winning is to draw your library until you find everything you need (and not more^^ People might make you draw a card on instant speed), bounce all their permanents (inlcuding lands) with either Capsize or Boomerang loop (Ghostly Flicker on Archaeomancer + Sanctuary gives you back Boomerang) and then make them draw their whole libraries with the Compulsive Research loop and enough of counterspells in hand because they might float all their mana and fight together over your Compulsive Research while you made them draw so many cards.
And if they managed to exile the Compulsive Research beforehand, you can still just Capsize their entire boards, and hit them a few rounds with Tatyova and a few creatures for lethal (commander) damage. Thanks to commander damage that even works in the case where someone has managed to get infinite life at some point before. But thats just niche cases Im thinking about, that nobody should really think about.
3 months ago
hard to suggest something for a refined list such as this one. Have you thought of playing Liliana of the Veil? Seems like a great card to hold your opponents down while beating them with a Vendilion Clique or with a wide board from Bitterblossom. That may be a more controlling route though, so I may just be suggesting that because it is what I have seen in other faerie decks.
quick note: just thought of Faerie Macabre. obviously not the best card, but it gets people sometimes if you play it.
4 months ago
Throes of Chaos from modern horizons is cheap, on colour, and retrace can be meaningful. Just one or two copies will help reliability immensely.
The second thing to plan is sideboard options-budget constrains many standard options sticking you with a more limited set-Faerie Macabre for example.
6 months ago
Sure thing! I'm going to be looking at this from the perspective of someone who wants to make the deck as "competitive" as possible; I won't talk about stuff like flavor and such because then all of my opinions would clash and you'd be confused. >.<
In the main deck:
I like Quickling, but I would change those Silkbind Faeries back to Pestermite, because even though Silkbind is reusable, it uses up mana and takes a turn to get the effect. Pestermite, while only a single-use creature, gives you an immediate effect and has a more flexible ability that can tap opposing lands, untap one of your own lands to play another creature or leave up counterspell mana, untap one of your creatures to block, etc. whereas Silkbind can only tap creatures. I can't tell you how many times I've saved myself from a turn 4 sweeper or other removal spell by flashing in Pestermite on an opponent's upkeep and tapping down one of their splash colors. Also, the difference between a spell that does something on turn 3 and a spell that sits around on turn 3 then takes mana to do something on turn 4 is huge in Modern (I realize your daughter will be playing against Standard Challengers, but there's still a big difference there).
Faerie Trickery: As an aggressive deck, you want to deal with threats for as little mana as possible, even if the effect is only temporary; that way, you can play your offensive spells on top of the removal and continue to push pressure onto your opponent. This is somewhat less of a deal when you have flash creatures (makes threat evaluation a bit easier), but I've found that it still works far better to keep the cmc of removal spells low. So, I suggest you replace Faerie Trickery with Mana Leak. Exile effects won't matter as much when the deck is as proactive as this one is, so it's better to take the lower cmc and easier-to-cast colors of Mana Leak.
As for Faerie Tauntings, I just don't think it's a very good card. Three mana is a lot for a card that doesn't do much the turn it comes into play. In my opinion, it would be better to just play a couple Vapor Snag in its spot, since this deck needs a few creature removal spells to keep up with other aggressive decks. A 4:2 or 3:3 split of Vapor Snag:Mana Leak would be preferable, actually.
In the sideboard:
Peppersmoke: Generally, when building sideboards you want every card to have as much of an affect on a specific matchup as possible. Peppersmoke is just not that type of card, haha. Fun fact: against Jund specifically, Peppersmoke is pretty bad since it counts as two card types in the graveyard for Tarmogoyf, which means the creature is literally unkillable (even if it's a 0/1) and gets a +2/+2 buff if you try to do so! If you want more creature removal, I suggest playing something more powerful, like Echoing Truth (deals with tokens well), Fatal Push if you can spare the money, Victim of Night, Dismember.
Hypnotic Sprite: This is, once again, not a great sideboard card. You do not want to counter Burn spells with a 3 mana counter (3 mana spent vs 1 mana spent = mana lost and a whole turn spent on your part), and the combo decks I know of will either kill before turn 3 (Neoform combo) or have a >3 cmc spell as their most important combo piece (Past in Flames in Storm, Ad Nauseam). These 3 card slots are much better used by Duress, Spell Pierce, Negate, or Dispel since they cover the same matchups and more for a lower cmc.
Thieving Sprite: They're okay, but I wouldn't play more than 2 of them. This is another example of a card whose function can be covered by a lower cmc card (Duress). Also, Earwig Squad is a really good card in the control matchups since you can search their deck to preemptively take out removal or win conditions, and it can't be hit by Fatal Push.
Notorious Throng: To answer your question, no, the card can definitely be worth it in single player formats. Especially if you're pitting this deck up against a Standard deck. In fact, I would totally play three of them in the main if I knew I was playing against a Standard deck. But putting that aside, the card is very good in midrange matchups, like Jund and them. It's very difficult for black-based midrange to deal with tokens because of their reliance on one-for-one removal; a card that makes a bunch of tokens that fly and occasionally force discards is crazy good against them. Not to mention the Prowl ability on it. shiver
As for the other cards in your list, I think Thieves' Fortune, Latchkey Faerie, and Faerie Macabre are the best of the bunch (that's why they're in the original deck, haha). Macabre is a great graveyard hate card, and Latchkey is very good if you want to take the deck along a more aggressive path; creatures that cantrip, like Silvergill Adept and Elvish Visionary, have always been a staple of their respective tribe archetypes. The only thing that makes me particularly hesitant about playing Faerie Seer, Thornwind Faeries, Sower of Temptation, or Faerie Formation is the fact that they don't have the Rogue creature type. Putting them in the deck can lead to inconsistencies, and when two of the three lords only work with Rogues, I would rather not risk it. Of those, I think Sower has the best chance of being a decent sideboard card (because it is one). Don't play Faerie Formation. Its cmc is too high and its ability uses too much mana.
But honestly, if you think any of those cards would be good includes for their competitive value or flavor or whatnot and you think your daughter might think so too, I say just buy them (if possible) so you and your daughter can play around with numbers yourselves. That's what I did when I bought the deck (I have a set of Latchkey and a set of Cloak and Dagger that have fallen to the wayside lol). When you're trying to decide how best to build a deck, a question which has no definitive answer imo, buying cards like that saves a lot of time; the process of optimizing/customizing a deck to be your own is also a fun activity in itself. But if you want to take my opinion one more time, I believe the best way to navigate the details is to ask your daughter which cards she wants to play with herself, since at the end of the day she's the one whose opinion really matters!
Anyways, I'm really glad your daughter's happy! Have fun with the deck!!!
6 months ago
Hi, I modified the list a bit (not because I think there's anything wrong with it but simply because the deck is for my 10y.o. daughter to bash my son ^_^ I'm not gonna spend 80/90 bucks for that!) Can I ask you what do you think of it?
- 4*Changeling Outcast
- 4*Faerie Miscreant
- 4*Nightshade Stinger
- 4*Oona's Blackguard
- 4*Quickling (to recover other creatures with interesting ETB effects)
- 4*Spellstutter Sprite
- 4*Scion of Oona
- 3*Silkbind Faerie (like Pestermite but permanently on the battlefield)
- 4*Stinkdrinker Bandit
- 2*Faerie Tauntings (to go with all those Flash creatures and instants)
- 4*Faerie Trickery
- 2*Faerie Conclave
- 2*Secluded Glen
- 4*Unclaimed Territory
- 3*Peppersmoke (against Swarm/Jund/etc.)
- 3*Hypnotic Sprite
- // Mesmeric Glare (protection from Combo or Burn)
- 4*Thieving Sprite (for Control)
- 3*Morsel Theft (to recover from Aggro)
- 2*Notorious Throng (is this worth only in multiplayers?)
Also, what do you think of any of the following? Would they be worth including?
- Faerie Seer or Thieves' Fortune (to manipulate my draw)
- Thornwind Faeries (nice utility ability)
- Latchkey Faerie (I don't know why but I like it, with the cantrip and whatnot)
- Faerie Macabre
- Sower of Temptation (seems interesting with big beasts decks)
- Faerie Formation (to help growing the field) My problem is that I wouldn't know what to sub them for -.-
Anyway, she's so happy to finally have her Faeries that you shouldn't be surprised to receive a parchment starting you received a vote to become the next Arch-Chancellor of the Unseen University ^_~