Faerie Miscreant

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Magic Origins (ORI) Common

Combos Browse all

Faerie Miscreant

Creature — Faerie Rogue

Flying (This creature can't be blocked except by creatures with flying or reach.)

When Faerie Miscreant enters the battlefield, if you control another creature named Faerie Miscreant, draw a card.

Faerie Miscreant Discussion

Boza on Competitive pauper deck in t1 ...

3 weeks ago

The list overall feels weak. In order to make it, you are eschewing what makes a Delve(r) deck in Modern good, while also being unable to include what makes the same deck good in Pauper. So, it ends up not being made for any format.

You are more likely to have success with a UR build. You can leverage the 8 faerie package of Faerie Miscreant and Spellstutter Sprite , while also including burn options, including the new Skewer the Critics since flying fae enable it easily. You have the same options, but there are many powerful commons in red. Heck, if you have the money for it, you can even run Skred and snow basics too.

I now realize I forgot to add Daze to the above list, and I also forgot the Chainer's Edict from black that is also unavailable.

hungry000 on Night Prowlers

1 month ago

You need more one-drops. All you have right now is Faerie Miscreant, and Hidden Strings, Morsel Theft, Noggin Whack, and Stinkdrinker Bandit all get better when they can be consistently played on turn 2 (Stinkdrinker and Noggin Whack in particular). Without a solid one-drop suite most of the time you'll only be playing those cards on turn 3, which is too slow against many decks. I recommend you play at least 10 one-drops, more if possible. Slither Blade is the best one available, Triton Shorestalker is the worse version of it and Vampire Cutthroat can give some life gain.

Also, fill out the rest of the playset of Stinkdrinker Bandit; it's your best card. I'd drop a Oona's Prowler, Latchkey Faerie, or a Tetsuko for the last copy.

hungry000 on The Tempo Menace

1 month ago

No Mausoleum Wanderer? It's better than Judge's Familiar. Some other 1-drops you could play: Faerie Miscreant, Jace's Phantasm (incidentally hates on graveyard decks)

Have you ever tried playing Psionic Blast? Nobody expects burn in mono blue.

Talonisnthavingit on Bruna, Light of Alabaster Commander

1 month ago

Taigam's Scheming and/or Contingency Plan: put some auras in your graveyard for Bruna while still keeping the cards you want on top of your library.

Nightveil Spectre?: Continuous surveil triggers to get auras in your graveyard.

Dream Eater: A Large surveil, some control and then a 4/3 flier afterwards. Flash is also nice.

Octopus Umbra: An extra totem armor. Plus, it basically gives Bruna +3/+3 and allows her to tap any flying creatures your opponent(s) may have.

Danitha Capashen, Paragon: Easier to cast auras and equipment. Also, a 2/2 first strike vigilance lifelink is pretty nice.

Maybe Fumble To steal your opponents auras and equipments, as well as for control.

Cards to remove: - Faerie Miscreant for obvious reasons. Perhaps add nightveil or Danitha in it's place. - Pull from Tomorrow if you add Contingency Plan/Taigam's Scheming - Angelic Edict: bit too costly.

JonnySnickers on mono blue delver control

2 months ago

I find this build really clunky.

  1. Preordain is better than Serum Visions

  2. Vulshok Morningstar is quite expensive, especially when you want to leave mana up for counter. 2 point in toughness is nice vs Lightning Bolt but I would suggest changing it to either Bonesplitter if you want to close the game faster or Mutagenic Growth if you want to have protection vs Bolt (also more spells that flip Delver).

  3. Archeomancer is very slow. You have 6 spells in Daze and Deprive that bounce your land. I would go for Augur of Bolas. With so many spells you will almost never miss on his trigger.

  4. Too little creatures. Any starting hand without Delver of Secrets  Flip in it seems quite bad. If opponent puts any >1 toughness creature (like Glint Hawk or Lagonna-Band Trailblazer) into play you will probably die to it.

  5. You also lack the ability to sneak the Ninja of the Deep Hours into play with ninjutsu. Delver decks usually use Faerie Miscreant and Spellstutter Sprite to put Ninja into play and get back something with etb trigger.

You are mixing up two things. If you want to use Delver of Secrets  Flip you are creating Tempo deck. That means you have to go down on cmc and get cards that can interact with opponent but also get in some points of damage, i.e Vapor Snag or Spellstutter Sprite - when you counter with Sprite you will kill opponent unless he does something about it, but when you counter with Counterspell you are not any closer to winning the game.

If you want to create Controll deck, you don't even need creatures to win, however you need some way of interacting with things your opponent manages to put into play as well as some card advantage. You can look up UR or UB control lists - they play a lot of removal like Chainer's Edict or Skred to deal with things they coulnd't counter and play things like Think Twice, Mystical Teachings, Accumulated Knowledge and so on to generate card advantage. You can even count not playing creatures as "card advantage" - their removal would be useless.

Kogarashi on When do ninjutsu effects trigger?

4 months ago

As a note, ninjutsu itself doesn't trigger. It's an activated ability. The requirements to be able to activate it are that you must have an attacking creature that hasn't been blocked. This means you can't activate ninjutsu until the declare blockers step, and you have through the end of combat step to do so, when your attackers are no longer officially attacking. However, as long as you have priority during any of those steps, you can activate ninjutsu, so you could use Quickling to bounce your blocked Mistblade Shinobi and then use the Mistblade's ninjutsu ability to swap it with Faerie Miscreant.

And as DragonKing90 said, while first strike can cause the combat phase to have two combat damage steps, the combat phase will only have one declare blockers step no matter what, so using ninjutsu will not reset that.

mfogle on When do ninjutsu effects trigger?

4 months ago

An extremely specific example that creates a step by step analysis for how "fast" ninjutsu effects are:

Assume you have 2 creatures on the field; Mistblade Shinobi and Faerie Miscreant. You also have a Quickling and a Ninja of the Deep Hours in your hand with plenty available mana.

You declare both creatures are attacking, then the opponent declares he will block Mistblade Shinobi but not Faerie Miscreant.

You then play Quickling with flash and return the Mistblade Shinobi to your hand with Quickling etb effect, removing the Mistblade Shinobi from combat before damge is dealt.

From there, can you pay the ninjutsu cost for Mistblade Shinobi and return the Faerie Miscreant to your hand within that same combat?

The second part to this question is whether ninjas are ninjutsu'd in before the damage step (after declare blockers) or afterwards, so that the ninja's and the unblocked attacker's damage are both applied?

If the latter is the case can a second ninjutsu be activated after the first has dealt damage?

Finally, once a ninjutsu is used, and the ninja is summoned (tapped and attacking), does the opponent get to declare blockers again?

Apologies for the long explanation, but i felt it necessary to avoid confusion.

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Faerie Miscreant occurrence in decks from the last year

Modern:

All decks: 0.02%

Blue: 0.25%

Commander / EDH:

All decks: 0.0%

G/U (Simic): 0.07%