Fairgrounds Warden


Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Standard Legal
Frontier Legal

Printings View all

Set Rarity
Kaladesh Uncommon

Combos Browse all

Fairgrounds Warden

Creature — Dwarf Soldier

When Fairgrounds Warden enters the battlefield, exile target creature an opponent controls until Fairgrounds Warden leaves the battlefield.

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Fairgrounds Warden Discussion

Turn8ScornfulEgotist on Infinite Combo Emeria

3 days ago

For Company, I would cut the Supreme Verdicts to the side, 1 Sakura-Tribe Elder and 1 Lone Missionary. They seem like the weakest creatures to hit with Company and you can also dig for them if you need them with a Company; also, Supreme Verdict really seems like a card you don't want mainboard as the amount of time it hurts an opponent more than you when you're playing a creature-based deck is going to be low.

With the addition of Company, I would cut the Mortarpods (Why, exactly is it in here?) for Cartel Aristocrat which you can grab with Company. I would cut at least 1 Detention Sphere for at least 1 Fairgrounds Warden or Fiend Hunter; Detention Sphere is the better card, being basically immune to removal compared to creatures, but the creatures can be grabbed off of a Company.

Otherwise, great deck!

keevel on Winless mono white sad panda

4 days ago

Issues with the deck:

  • Doesn't start building a board state until turn 3
  • Small Creatures that develop slow, Too many 3 drops
  • No finishing strategy (this does not need to be $20 cards, just consistent)

One Approach:

  • Aggro
  • Taxing - disrupt opponents Tempo
  • Think in terms of size, cost and speed.


Suggestions based on idea of Aggro/Taxing strategy:

Wyrmweird on Winless mono white sad panda

1 week ago

Tonight when I get to the LGS I plan to swap out the Fairgrounds Warden and 1x Aerial Responder for Authority of the Consuls and 3-4 Solemn Recruit


2 weeks ago

Keep the Familiars and the Responder those are both solid cards. I would look at cutting at least two Ironclad Slayer (if not all 4) for two Sram, Senior Edificer and maybe cut 2 or all 4 Choking Restraints (because crew and vehicles are such a thing now Revoke Privileges or Thopter Arrest seem strictly better to me). Angel of Invention would be really good in here to boost all your creatures too. Bygone Bishop another solid card that would hit a lot of your creatures and help your card draw. Collective Effort all three abilities pretty good here. Fairgrounds Warden could take the place of some removal too. I think I would do the following:-4 Ironclad Slayer for +2 Sram, Senior Edificer and +2 Bygone Bishop (or another good creature) something like Glint-Sleeve Artisan even.-4 Choking Restraints for +2 Collective Effort or Gryff's Boon (which can return itself so you don't need the Slayers) and +2 Fairgrounds Warden.If you can find a slot for Angel of Invention I would suggest that too as your top-end.

elonth on First deck - W/U Artifact-heavy

2 weeks ago

i'm guessing you just started playing magic so the reason you have a lot of 1 of cards is simply because you don't own anymore. The number 1 thing you need to make your deck better is consistency. If you fill your deck with a bunch of 1 of cards you will never see them when you need them. Now to avoid confusion if you hear anything about vintage ignore it, that is an entirely different version of magic where 1 of is fine because of how quickly they go through their decks.

So obviously i get that you are trying to play blue/white flyers. This is abbreviated in short hand as W/U (white and U is blue because B is black) this is also called "azurious" which is the cannon name of U/W combination. this is just to help lower any confusion you may have.

The first thing you want to do is look at the best creatures you have, how can you get more of them! (local game stores which you can find almost anywhere) can sell you singles cards. Since you are just starting out you want to look to Uncommon cards (the silver set symbol). The sad truth is magic is not a pay to win game its a pay to compete. So general cards that are Rare or Mythic rare tend to be much more powerful than their common/uncommon counterparts. There are obvious exceptions but for the post part you will find most "tier 1" (decks played by professionals) have a very large amount of rare/mythic compared to common decks. Again this is not always an absolute law.

So lets look at your best flying creatures! and then we will look at your best artifact creatures and see how we can improve on it! The best card you own is Skysovereign, Consul Flagship so you will most likely want to be able to protect it. That makes your 2 Aegis Angel even better! they have something they want to protect!Your next most important cards are going to be your Sphinx of Magosi this card is an old card that back in its day was very powerful. it has slightly fallen behind the times but its still a great card for someone starting out! so we want to keep 2 of them. Now that we have your "late game" options flushed out some we need to figure out a great way to make sure you get to these 5 cards.

One card that you want to get 4 of to help you do this is your Aerial Responder he is nicknamed "dwarf dayhawk" because of his similarity to a previous card that made a name for itself. The reason he is good is because hes is good on offense and defense at the same time! this allows you to stay alive longer while also maybe winning early. due to the combination of his "keywords" which are flying/vigilance/lifelink. So to simplify we will simply say you need 4xAerial Responder.Another good card for you is also a dwarf. Fairgrounds Warden. While he may not be able to get rid of an opponents creature forever he can keep one locked for maybe long enough.

now that we have gotten a few good creatures to keep you alive and allow you to have some control on the board (whats in play) we can start looking to make your artifact synergy. To do this we are going to want cards that make artifact creatures when they come in and also make artifact cards better! The best card for this cards like Experimental Aviator or Chief of the Foundry. so getting at least 3 of each of them could really help that strategy.

Other cards that could make more artifacts for you are. Master Trinketeer he makes all your thopters bigger! while also letting you do something with extra mana.Another creature that does well with having lots of artifacts is Gearseeker Serpent while he does seem expensive once you have lots of little tokens out he gets very cheap! but you don't want to many in your deck so having 2 could be good enough. Other cards you could use are Spire Patrol.Among these creatures you should have enough stuff to keep you alive. (again this won't help you beat the best decks around).

You want to look at ways to stop your opponent from attacking at you. Look for cards that can destroy their things such as Skywhaler's Shot or Gideon's Reproach.

CONSISTENCY IS THE KEY! All of these cards i've suggested are cards that usually see next to no play in a very competitive format, but are good enough for casual play. If you would like i could design a deck for you that is blue/white fliers that would be something for you to work towards. I've avoided using Rare or mythic rare cards that are worth more than .50 cents apiece because you just started playing. In reality to get a competative deck that you could just take to any store and do at least well with for standard is going to cost at least 40-80 dollars. I have a R/W (red/white) equipment deck that is very aggressive that costs only about 30 dollars to put together, but if you go the extra mile to make the land base (the types of lands in the deck) it costs another 50.

Since you are also just starting out try and stick to getting cards from the following sets. Kaldesh, Aether revolt. Because of how standard works older sets rotate out as new ones come in. Kaladesh and aether revolt are the first 2 sets in a group of 4. after the next 2 sets come out (Ahmonket, Hour of devistation) they will be considered one big 4 set called a "block" this block will not rotate out until 5 more sets come out. But when the set that comes in after hour of devistiation the following sets will no longer be legal. M16, Battle for zendikar, Oath of the gate watch, Shadows over innistrad, Eldritch moon.

I know this seems like a lot of information at first i just wanted to bring you up to speed in case no one in your personal life has.

Zaueski on tips, strategies and cards to ...

2 weeks ago

In Esper colors () the best case scenario is to keep their creatures off of the field. To that end, the best card to counter them I've found in testing is Horribly Awry. If you're a faster deck or a combo deck where you often only need a turn or two more then Unsubstantiate could be great due to its versatility. Immolating Glare and the like are great removal since most lists don't run Blossoming Defense. If you hit it before too many counters come down Yahenni's Expertise can be really good too. Fairgrounds Warden can be really good removal attached to a creature because even if they get it back, the counters still leave.

Anyways, this was some very broad advice. If you link a deck list we can help more.

AiryNeon on Bant Panharmonicon

2 weeks ago

Run some dual lands. Canopy Vista, Prairie Stream, Botanical Sanctum, Port Town, and Fortified Village are all good options for Bant colored lands to fix your mana base. I think that you should run more bombs. Verdurous Gearhulk is one of my favorite cards in standard right now. Also, if you are playing Bant, why not run Tamiyo, Field Researcher? I would run Fairgrounds Warden in the mainboard, and Stasis Snare in the side, and side it in against Gideon, Ally of Zendikar and Ulamog, the Ceaseless Hunger. Torrential Gearhulk, along with some strong instants such as Disallow and Glimmer of Genius could be fun. Enlightened Maniac is simply not a good card. One more cute idea: run one or two World Breaker, because you can hit multiple targets with one or more Panharmonicon out. You may need a good outlet for all of the energy that you are putting out. Perhaps Aethertide Whale or Aethersquall Ancient, the ancient being able to bounce your stuff and then you can play it again for more Panharmonicon triggers. Confiscation Coup might be a sideboard card. If push comes to shove, then Aetherwind Basker is a beautiful energy outlet. If you need more help, comment on my profile. Also, if you wouldn't mind doing me a favor: if you find my advice helpful, could you recommend my help to others? Thanks! And +1 from me!

Boza on Need some help developing land ...

3 weeks ago

With Saheeli Rai combo decks being a top dog in standard, any deck not able to interact with it is not looking good. INstant speed interaction is even better.

4 Fairgrounds Warden seem to be a good addition. 3 Wall of Resurgence is very good anti-aggro card in this meta vs GB. 4 Felidar Guardian is a given. 3 Rishkar, Peema Renegade is a very good option to ramp and 4 Cloudblazer are always the bread and butter of this type of deck. I like Thraben Inspector as good 4-of early drop. Of course, 4 Servant of the Conduit for more ramp and fixing are quite good.

26 creatures, 22 lands and 4 Panharmonicon so far. That leaves space for 8 spells, which should be removals. 2 Skywhaler's Shot, 2 Declaration in Stone, 3 Essence Flux and 1 Eerie Interlude that act as instant speed removals with the warden.

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