Tribal Instant — Faerie
Counter target non-Faerie spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
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Faerie Trickery Discussion
1 day ago
Isn't Forbid just a Faerie Trickery with a potential upside? like you don't have to buyback every time you cast it but if you do it just once you get to counter two spells. Granted I haven't played a game with it yet, just thought it'd be good. I'll update the list with the results of my play testing.
Right now I run 4 rocks, what 6 cards am I taking out to get up to 10? I think a strength of the deck is that i don't need to go super big, and hitting lands drops every turn is kinda my land ramp. normally I play like 20 turns with this deck and I rarely miss any land drops throughout the game.
1 day ago
Another suggestion would be to cut room for at least 10 mana rocks. It's a good standard for edh decks. Although your commander is cheap it's nice to have way more mana to cast spells on everyones turn. I'd reference my list you visited earlier for some quick rocks.
1 month ago
I noticed a couple cards that you might consider swapping.
Bedlam Reveler... excellent synergy with your theme and hand refilling.
Dig Through Time... also excellent syngergy with your deck and allowing you to search for answers.
Leyline of Anticipation... just things, do all the things.
And lastly Baral, Chief of Compliance... an odd addition i know but lowering the cost is solid value and the loot option for all your control cards is also value with all your recursion. It could be a great synergy asset.
That's all for now. I'll check back with you and see what you thought of these.
4 months ago
I used your deck to playtest against for the last hour or so and I have a few suggestions (I'll put some playtest notes at the bottom if you're interested). Overall, I think your cards could be more impactful, and I think you need more artifact ramp. You should also add a bit of graveyard hate. I notice that the deck cost is fairly low, so I'll keep my suggestions relatively budget friendly.
Ramp: Dimir Signet, Azorius Signet, Druidic Satchel, Darksteel Ingot, Sol Ring, Mind Stone, Hedron Archive, Wayfarer's Bauble, Dreamscape Artist. I would consider adding all of these cards, they will make your deck MUCH faster.
Final dump that I'm too lazy to organize: Phyrexian Reclamation, Drogskol Reaver, Tainted Sigil, Phyrexian Arena, Sphinx of the Steel Wind, Wall of Reverence, Defiant Bloodlord, Cliffhaven Vampire, Crypt Ghast, Ashen Rider, Beacon of Immortality, Dig Through Time, Fumigate, Chalice of Life Flip, Sun Droplet
Archangel of Tithes - Too much white, and your mana base isn't great.
Augury Adept - Too easy to block. Far too often this card does nothing.
Bloodbond Vampire - It gets big. Eventually. This is too slow.
Exalted Angel - This is 6 mana for a 4/4 flying lifelink. That is just bad.
Indulgent Tormentor - In EDH, paying the life is too easy.
Mourning Thrull - Uh...yeah. Doesn't really do anything. Change to ramp.
Resolute Archangel - High Cost, and if you're losing, this is not going to make you win except in VERY particular circumstances.
Seraph of Dawn - This is bad.
Tithe Drinker - There are better extort cards, and it's otherwise underwhelming.
Underworld Coinsmith - Slow and low impact.
Ruinous Path - Sorcery Speed.
Entreat the Angels - If this wins you the game, it's be a miracle (hehe). For real though, there are WAY better end game cards. check out
Moonsilver Spear - This is OK. It's slow, it makes tokens. I want every card in a deck to make me smile when I draw it, and this card just makes me go, "Ah, I see."
Steel of the Godhead - This is just kinda OK. Only creature to put it on is Oloro.
Sunbond - Slow and opens you up to being 2 for 1ed.
Sunspring Expedition - If you are going to play a card that only gains you life, it needs to gain you a lot of life. 8 is not a lot of life.
Pulse of the Fields - If an opponent has more life, you're doing something wrong.
Riot Control - Unless this card is great in your meta, it just doesn't belong is most decks. You should be controlling the field enough that this card doesn't do anything.
Samite Ministration - See above.
To the Slaughter - Yes, it can kill a planeswalker. But other than that, most people have a little shit creature they don't care about that they can sacrifice, and this costs 3 mana.
Anyway, I hope deckbuilding goes well! It looks like your building a fun deck. Cheers!
Playtest notes: I playtested against Reaper King stars in MTG: The Clone Wars. Obviously, mine is a MUCH more expensive and tuned deck, so it should win. I chose your deck despite the obvious mismatch because I'm getting some buddies into EDH and I wanted to make a deck that was powerful but didn't overwhelm them. Your deck seemed to roughly match the budget of what they'll be building. Overall, Reaper King lost one game and won three. The loss involved you getting an Elspeth and enough removal to protect her. The wins were mostly because of a lack of graveyard hate, not enough removal, threats that weren't very threatening, and mana issues. I think the mana issues deal was largely a luck thing, as you play enough lands, but some ramp would really smooth that out.
4 months ago
Card draw is always a good thing, and any deck with can run my most hated card, Rhystic Study. Other draw I'm fond of includes Mystic Remora, Elemental Bond, Lifecrafter's Bestiary and with Surak going for creatures Primordial Sage and Soul of the Harvest might work ok. Some Artifact ramp (The Signets, Commander's Sphere, stuff like that) is always good, same with Kodama's Reach, Cultivate, Rampant Growth, and Explosive Vegetation would go nice given the number of basics you wont run out of targets, ramp away to cast the fatties. With the access comes the oh so lovely counters. Stuff like Negate, Counterspell, Faerie Trickery, Arcane Denial work well and don't cost a ton of $$. As for creatures, I'm not much of a Dragon guy but I've always like Archwing Dragon for some reason, and Moltensteel Dragon can smash face for a LOT of damage and Utvara Hellkite can get NUTS in a dragon tribal deck. Some non-dragons for your consideration are Acidic Slime, Somberwald Sage, Trygon Predator, and a personal favorite Conduit of Ruin. Might suggest cutting down on the lands a bit, usually EDH decks have around 36-38 lands, 40 is a bit much (unless its an Azusa or Omnomnom deck, then its a tad too few) here.
5 months ago
Spitting Image has a blue/green color identity so it isnt legal in a mono-blue edh/commander deck.
Ghostly Flicker type effects also seem useful.
6 months ago
6 months ago
The idea of the deck is alright, but if you want to win your extra draws have to take you somewhere. I highly recommend you to put at least one combo here, like:Peregrine Drake + Deadeye Navigator + Blue Sun's Zenith + Laboratory Maniac = Mill yourself to the win.
You can replace Peregrine+Deadeye for another infinite mana combo and it will have the same effect.
Mind Over Matter it is kind of expensive but gives you a lot of value with Arcanis the Omnipotent and Azami, Lady of Scrolls, they do the same combo to Laboratory Maniac but without the necessity of infinite mana and blue sun's.
Another good combo is Archaeomancer + Ghostly Flicker + Gilded Lotus. With Baral on the table you have infinite mana, with Talrand on the table infinite drakes. Archaeomancer + Turnabout + Rite of Replication = a lot of infinites.
Some extra turn cards that you should consider are Time Warp and Beacon of Tomorrows (to both of them you already have part of a combo in your current build), in multiplayer you really shouldn't trust with people voting or choosing for you, to much debate that can backfire for you.
Suggestions for out:
Alhammarret's Archive: okay, extra draw by countering a spell is great, but for 5cmc you want something that you can use all effects possible. In EDH every slot must be filled with something completely useful, you are using U and that is the best color for draw, probably you have better alternatives for it or a slot open to more protective measures, what taking the low count of creatures is probably a good choice.
Talent of the Telepath: Mill everything or mill nothing. Bad against aggro decks, terrible against reanimator decks, with possible little or no return at all.
Fact or Fiction: I believe that blue should not give their opponents a choice to screw you, because believe, after some counters (especially in multiplayer), they will.
Foil: I love most of the counters, but foil isn't the case, just too many bad experiences with it in EDH games.
In: Outside the cards for combo that I commented previously, you should also consider:
Venser, Shaper Savant: Counter or bounce, with Deadeye+Peregrine combo, a lockout.
Overwhelming Denial: Always good have a ensurence that you WILL counter that spell
AEtherize: You dislike beatdown strategies, make that very clear to the table
Impulse: Dig four cards at instant speed.
Faerie Trickery: Because exile is best than graveyard.
Sphinx-Bone Wand: Counters can also give damage and that is great.
Mind's Dilation: Eliminate problems before they if have a chance to exist.
Learn from the Past: Recicle your graveyard into your deck