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 week ago
Looks like a pretty good start. I feel like the general gameplan with this deck is to lay down some evasive flyers and then get out buffs on T4/5 and win in the air.
Assuming that's the direction you want to, my recommendation would be:
- Cut Faerie Harbinger, Faerie Trickery, Nectar Faerie, Oona's Gatewarden, Final-Sting Faerie and Thieving Sprite (18 total cards). These are all cards that either don't really further the game plan, have too high of an opportunity cost, or can't attack.
- Add 2-3 more lands (Creeping Tar Pit, Evolving Wilds or just more Islands))
- Add a few hard removals (Doom Blade, Fatal Push, etc)
- Add a 4th copy of Spellstutter Sprite
- Consider swapping Coat of Arms for the 4th copies of Glen Elendra Liege and Scion of Oona
That should put it at 60 cards. The idea here is to try to land creatures on turns 1 and 2, then hold up counters or Spellstutter Sprite T3 and then start dropping buffers to beat down in the air. Then you keep the handful of spot removals in case your opponent resolves a big flying/reach creature before the game can get closed out.
If you want to move in a somewhat more controlling direction, 1-2 copies of Bident of Thassa might be worth considering. In a weenie flyer deck, it can help ensure that you're drawing enough gas to rebuild if a board wipe happens.
2 months 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.
2 months 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.
3 months 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.
6 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.
6 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.
7 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.
8 months ago