|Commander / EDH||Legal|
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|Modern Masters (MMA)||Common|
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Creature — Faerie Rogue
Prowl (2)(Blue) (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Faerie or Rogue.)
When Latchkey Faerie enters the battlefield, if its prowl cost was paid, draw a card.
Latchkey Faerie Discussion
1 week ago
Oh, and a few thoughts:
I'd swap around the Snag/ETruth distribution: as in, 4 Vapor Snag s in the main and 3 Echoing Truth s in the sideboard. it's a cheaper removal spell and can be a 1 mana protection spell/way to reuse Spellstutter.
I'd also go up to 4 Pestermite and down 2 Latchkey Faerie . In my own Modern faeries deck, I've found Pestermite's Twiddle ability to be far more useful and versatile than the draw/slightly larger body of Latchkey Faerie, though I won't fault you for doing it the other way around.
2 months ago
You're welcome. I forgot to mention this, but is there a reason you're not playing Oona's Blackguard? It's quite nuts with Notorious Throng and the discard ability on it isn't irrelevant. You'd need more one-drops to make it really good though.
While I'm on the topic of good cards, Pestermite is one of my favorite rogues, and personally I think it's better than Latchkey Faerie. It has one less attack but makes up for it with more flexibility; it can untap a land which lets you play more cards, tap a blocker, tap an opponent's land, etc. Thieves' Fortune and Morsel Theft are enough for card draw, I'd say.
2 months 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.
3 months ago
and consider replacing with: Spellstutter Sprite, Sentinels of Glen Elendra, Nightveil Sprite, Nightshade Stinger, Mistbind Clique, Latchkey Faerie, Knacksaw Clique, Inspired Sprite, Glen Elendra Archmage, Fencer Clique, Faerie Trickery, Faerie Impostor, Faerie Artisans, Cloud of Faeries
6 months ago
A bit of card draw could really smooth this out, I think. Latchkey Faerie works super well with Tetsuko, and Faerie Miscreant is a straight upgrade to Nightshade Stinger. You're probably going fast enough if you can stick a Stinkdrinker Bandit, but in the (likely) case it gets removed, you'll want to draw into more gas. Love seeing some Rogue love, though. Such a fun tribe!
9 months ago
MadMadison nope. Just an example ;p (I play it in my Jodah decl). I was looking through some cards and found some good ideas. See if any of these work? Maybe take out some clunky cards for it. BTW not checking to see if you already have these cards. If they are here, then they should be pretty good. 1. Commandeer? --> You have a bunch of draw power, so put it to good use! 2. AEtherspouts? --> Not too sure about this one. I'll test it a bit more and see. 3. Cryptic Command? --> Almost always a good card, especially in mono blue! 4. Cephalid Constable --> More Disruption. I stand by this card and think it's extremely valuable. 5. Latchkey Faerie --> Depends on if you are planning to go tribal heavy or not. 6. Master of Waves --> I think those 2/1s are gonna poke in for a lot of damage. 7. Nimble Obstructionist --> I think the cycle ability is great, but a 3/1 unblockable is also valuable. 8. Phyrexian Revoker --> Good card in general. Also unblockable. Disrupts tempo. 9. Rootwater Thief --> Helps disrupt certain cards in their combo. 10. Surrakar Spellblade --> Amazing for card draw. Also unblockable. 11. Thing in the Ice Flip --> Good card in general. I think you should use him as one of your finishers in case your board gets blown up. 12. General Comments: - I think you are too creature heavy. I think you can include soft counter spells. For example, Spell Pierce, Spell Snare, and Negate. I think you need less counter spells for creatures (speaking of, use Counterspell and Mana Drain), because the big damage will be coming from spells like Damnation, Wrath of God, Anger of the Gods, etc. I think counter spells will be useful to save your board state. And if a mass removal does resolve, a Thing in the Ice Flip would be great. Some examples are... - Cyclonic Rift is also great creature disruption with high versatility. - Forbid might be good if you need to dump some cards that u drew. - Stifle is also nice if a creature entered the battlefield and triggered mass removal, like Avacyn, the Purifier.
Another miscellaneous cards could be.. - Mask of Memory --> great card draw!
What you should cut... - Wild-Field Scarecrow - Temporal Adept - Shapesharer and Shape Stealer - Consider Siren of the Fanged Coast even though it did me wonders in that one match. - Courtly Provocateur
That's all I've got for now. Please remember these are just my suggestions. If you implement all of these, it becomes my deck and not yours. So remember, keep what you can justify, and leave what you can't. Incorporate what you see potential in, leave or test the rest. Good luck!
P.S.: I will be back to look at it some more. This deck really intrigues me!
10 months ago
willis1234Yeah Oona's Blackguard kind of goes against him but usually dies fast to removal pretty fast. His effect still ends up working a lot. If it don't it just wins games. As for Earwig Squad I was running 3 but Took 1 out to test Auntie's Snitch. Auntie is a blast to play with Tetsuko Umezawa, Fugitive.
10 months ago
I have a very similar deck that you may be able to make use of. The link is here. This is a UB Deep Hours Aggro list, and it wins often.
The best part of magic is having fun, so nothing I have said is a command.
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