Creatures you control with flying get +1/+1.
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Favorable Winds Discussion
6 days ago
Karmic Justice, AEther Barrier, Archmage Ascension, Bitterblossom, Chill and High Seas (Sideboard), Spear of Heliod, Counterbalance, Curiosity, Crusade, Curse of Shallow Graves, Damping Field, Eel Umbra, Favorable Winds, Feast on the Fallen, Tainted Remedy, Flickerform, Ghostly Touch, Glorious Anthem, Gravestorm, Grim Guardian, Honor of the Pure, Infiltrator's Magemark, Legacy's Allure, Underworld Coinsmith, Luminarch Ascension, Necromancer's Magemark, Orim's Prayer, Pledge of Loyalty, Psychic Surgery, Rule of Law, Suppression Field, Telepathy, Thassa, God of the Sea, Training Grounds, War Tax, Web of Inertia.
2 weeks ago
Ashcloud Phoenix looks like it'll totally add to my fun. Thanks! I'll think about Tempest Owl, but it might be out of my mana range (because of the kicker ability). As for Favorable Winds, I'll try it out.
2 weeks ago
A top pick of mine would be Favorable Winds to make your birds stronger (I mean a Hippogriff is sort of a bird right?).
3 weeks ago
4 weeks ago
Also, you have exactly three cards in the deck that use green mana, and you only have two lands that can provide access to green mana. Both of the creatures cost two green, so the chances of you being able to play them are not super high. I'd ditch the green and make it red/blue only, for reliability's sake.
1 month ago
Thanks for the input!
I had been thinking about adding back another Pestermite but I was thinking of dropping a Quickling for it instead. Quicklings are good when there are creatures to bounce but are unplayable when my board is empty.
I've been happy with 3 but maybe 2 Favorable Winds is fine. I definitely don't want to cut more than that. A problem with this deck is that there isn't enough power in the 1/1s to close out a game fast. Sure, I can play the controlling game but its just a matter of time before there just aren't enough counterspells to hold an opponent's (often much larger) threats back.
The Ninja of the Deep Hours suggestion seems to be a common one. It just seems to me that it's only good enough for 1 sneaky draw and afterwards its pretty easy to block/kill. Maybe that's just enough reason to add it in. I've never played with it so I'm just going off pure speculation (shame on me). Also I'm a bit of a purist when it comes to making my Tribal decks so I've tried to keep it all Faeries so far. I guess if lots of people have success with it then it may be time for me to test it out :)
Where would you make a cut for some Ninjas? I hesitate to take anything out because I've been pretty happy with the overall composition. Yes, I've been told that Zephyr Sprites aren't great but I like to have them for a Turn 1 play (if I don't have Miscreant) with the option to hold up Spellstutter Sprite to catch a 2-mana spell instead of 1-mana one on Turn 2. Or drop a Turn 2 Quickling for a bit more early damage or blocking if necessary. It can even just be an extra Faerie to Champion or bounce so we can avoid an opponent's attempt to 2-for-1 me on resolving a Mistbind Clique or Quickling later in the game. Even so, they appear to be the most obvious place to begin making cuts
1 month ago
One of the advantages of this deck over oher tribal strategies is the Tempo/control aspect of it, everything is either One-drops or has flash. So your main strategy is to leave mana Up so that you can respont to your opponent's threats. Taking Out pestermites over Favorable wind is doable BUT i guess you may need to rethink the numbers, i would leave 2 Pestermite and 2 Favorable Winds.
A card suggestion for you to add/test is Ninja of the Deep Hours. the fae-ninja archetype is Old but functional for a reason. the Ninjustu ability generates insane value in a deck that everything Flies, has ETB effects AND flash. 2-3 of the Ninja would be very very interesting in your build. :) +1 for me.
1 month ago
Go for the Throat instead of doom blade
Modern is pretty much a turn 4 win format, so expensive mana cost cards that doesn't win you games are not awesome.
I would suggest to stay away from Oona, Queen of the Fae, I have a faerie deck and it never served me any purpose other than get killed or being a dead draw.
Tragic Slip is a hit or miss and I would consider something more reliable because you can't have a creature die anytime you want to.
Faerie Miscreant is pretty good as 4x of.
Faeries are really weak and are more reliable with alot of control in the long run, so I would prefer more control over Favorable Winds.
Thats what I think for now