Mistbind Clique

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Lorwyn (LRW) Rare

Combos Browse all

Mistbind Clique

Creature — Faerie Wizard

Flash

Flying

Champion a Faerie (When this enters the battlefield, sacrifice it unless you remove another Faerie you control from the game. When this leaves the battlefield, that card returns to play.)

When a Faerie is championed with Mistbind Clique, tap all lands target player controls.

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Mistbind Clique Discussion

AnonymousBadger on A Bigger Boat

3 weeks ago

Some creatures that are good against control and/or combo: Vendilion Clique, Judge's Familiar, Glen Elendra Archmage, Thassa, God of the Sea are just a few examples.

You could also go all-in on either Spirits (Mausoleum Wanderer, Kira, Great Glass-Spinner, splash white for Spell Queller?), or fairies (Spellstutter Sprite, Mistbind Clique).

Force_of_Willb on The Otherworld

3 weeks ago

To keep your theme I've suggested some improvements

Faeries

Faerie Harbinger - Tutor for the fary you need

Inspired Sprite - Extra Card draw

Mistbind Clique - Basically a one turn time warp - more if you can bounce with effects like Glen Elendra Pranksters

Nightshade Schemers - Since most of your deck is Faerie

Scion of Oona - Faerie lord - the shroud could be beneficial too

Spellstutter Sprite - Counter spell - more if you can bounce with effects like Glen Elendra Pranksters

Sprite Noble - Weaker "Faerie" Lord - most likely to cut

Sirens

Siren of the Silent Song or Raven's Crime - discard

Hypnotic Siren - on theme version of Spirit away but not dead in hand early game

Siren Stormtamer - counter spell

Banshee

Midnight Banshee - might hurt with all the blue you play but strong against many decks

Krakens

Thing in the Ice  Flip

Scourge of Fleets - Cyclonic Rift type effect for all opponents - good with repeatable bounce maybe something like Mark of Eviction, Sunken Hope, Trusted Advisor, Faerie Impostor, or Quickling

I would Remove Macabre Waltz, Fill with Fright, Send to Sleep, Wings of Velis Vel, Fear, Phyresis with Glistening Oil (repeatable infect + used as removal in pinch), Psychic Surgery, Sleep Paralysis, Waterknot (your in black use actual removal), Faerie Invaders, Oona's Gatewarden (sorry I know oona's the general but its a weak card) and Dauthi Embrace (I know you said its a win con but most of your creatures are evasive on their own)

Granipouss on Mono Blue Bouncing Faeries

5 months ago

Hey veeonix, thank you for the advices and analysis. This is super interesting.

  • Zephyr Sprite is really not impressive, and I would gladly cut it for basically anything. But it enables Spellstutter Sprite on turn 2 and there are very few playable 1 CMC faeries in modern unfortunately...
  • Frankly I hesitated a lot for Favorable Winds main board, it is a very good lord here but it is also sorcery speed and a loss of tempo. I am not a fan of Metallic Mimic for the lack of evasion and the sorcery speed also, could be worth trying, tho'.
  • For the lands, I must admit I completely forgot about Choke, I should clearly diversify the mana base. Secluded Glenis indeed a good inclusion that come into untapped. I would avoid Unclaimed Territory as it makes casting spells harder and all the pain lands as we tend to not have a lot of blockers and the loosing the race to ourself is a very real possibility.
  • I like the idea of counting Faerie Conclave as a creature, I will try the full playset.
  • I also thought of Mutavault, it is technically a faerie and it comes in play untapped.

  • So there are indeed a lot of bouncing in that deck, to gain tempo by bouncing the opponent's stuff and saving my stuff, but I also bounce for value. Most of my creatures have ETB effects (Unsummon on Spellstutter Sprite the recast the sprite is a very common line of play), and the soft lock is basically my best out if the game gets long. This being said, may there are too much indeed. Dismember seems nice but I have a big doubt on paining myself for 4, depends on the matchups but it hurts. Pongify seems really bad because again I don't have many ways to block well and it seems to me like the best way to loose the race.

  • On the general balance I see the point on creature vs spell balance, but I don't really know what creature to add. Vendilion Clique is a clear answer but it is not super budget, should I add more Pestermite ? Maybe a third Mistbind Clique but 4 CMC is so much...

  • My sideboard makes no sense for sure, it is a bunch of random cards that I own already and that can be useful at some point. But I really have a hard time make it.

Thanks again for the comment, I will brew it some more, and come up with a new version.

PhyrexianPreator on TempestDelverThing

5 months ago

The best blue creatures for this style of deck generally are Snapcater Mage, Vendilion Clique, Nimble Obstructionist, Thing in the Ice, Cryptic Serpent, Delver of Secrets, Tempest Djinn, Mutavault (creature land), Faerie Conclave (another creature land), Glen Elendra Archmage, Mistbind Clique, Sower of Temptation and Spellstutter Sprite.

Essentially, the creatures you want have built in disruption or impact the game a certain way. Cryptic Serpent for instants may be a vanilla creature for the most part, but it is a big creature that can win you the game for two mana. The creatures you have right now are great. But you need cards like Cryptic Command and AEtherize to make the most of them.

daseeker25 on Fae Taxes

5 months ago

Mistbind Clique may have too few targets but it is fun to play when it works. I like the commitment to flash creatures even without aether vial. Spell Queller seems like a must

lagotripha on Wizard Games

7 months ago

I actully like this setup. I agree that its a little unfocussed. I reccomned one change- A transformative sideboard rather than an 'answers' sideboard.

'Side 15' sounds like a bad joke, but 15 cards is enough to completely transform from tempo to control, and can transform bad matchups by drastically moving your critical turns. Even against matchups that 'demand' specific answers (dredge, tron), a lot can be done just by shifting the kind of deck that you are- tron has issues if you just combo out, dredge has issues if you run more bounce effects etc.

Even if you're siding in the same 15 cards each game, if you're removing 'dead' cards from your deck you are creating a big advantage. It really helps maintain that 'diverse' feeling with less performance impact.

Getting used to switching out different cards for different gameplans in that way will also help further refine your mainboard, by identifying cards you're always removing (or never enjoying) and spotting cards you're always reintroducing.

In terms of how that transformative board is structured, I'd hide a set of Geist of Saint Traft in there, (as a clock against high-interaction decks, which the wizard tribe is unfortunately lacking), and run spells that you're plainly considering maindeck- your wraths, extra bounce tools, and wizards. I'd even go so far as to hide a Teferi, Mage of Zhalfir/Knowledge Pool lock as a 2-of, or run Vedalken AEthermage for wizardcycling to fetch a similar low-key combo. Augur of Bolas is also well worth a look,while less efficient that snappy, and sorcery speed, works wonders as extra functional copies.

Also, for fun, flavour-filled cards with various viability; (with some synergy!) check out Fatespinner, Glen Elendra Pranksters, Jace's Archivist Lullmage Mentor Meddling Mage Mistbind Clique Mistmeadow Witch Mizzium Meddler, Naban, Dean of Iteration Sage of Fables Sigil Tracer Simic Manipulator Spellstutter Sprite Talrand, Sky Summoner Timestream Navigator Treasure Mage Venser, Shaper Savant and Voidmage Prodigy.

sylvannos on Pattern Recognition #65 - The ...

8 months ago

One of the issues Extended ran into towards the end of its life was how horrible the format had gotten and the DCI's refusal (or rather, they just didn't care and forgot Extended was a sanctioned format) to ban problematic cards. Those cards being Bitterblossom, Jace, the Mind Sculptor, and Stoneforge Mystic.

U/B Faeries dominated Extended due to its timing. It rotated in when Onslaught block was rotating out. There was this ginormous power vacuum left in their place. Goblins, Dredge-a-Tog, Elves, 4CC, and so on all left in a very short time. The most powerful cards in the format were, without a doubt, Cryptic Command, Umezawa's Jitte, Thoughtseize, Bitterblossom, and Vendilion Clique. Oh look! These all go together in the same deck! They even get support from Mistbind Clique and Spellstutter Sprite!

Modern players may recognize that this isn't much different from how Faeries are played today, except it's in a much smaller format with fewer options to answer the Fae.

How bad was it? Well, you can start here and go all the way to the back on page 13, then scroll forward. Notice anything out of the ordinary? It's all top 8 finishes, often for the same event, and all at the level of Pro Tour Qualifier or higher. This is a format that normally has sometimes as many as 8 different decks in its top 8s, but with Fae? 3 out of 8 (sometimes more) of those spots are taken up by U/B Faerie variants.

And this continued for years. Faeries dominated the Extended meta for almost half a decade, yet no bans were made to curb its ability to fight a war of attrition, play a tempo game, or sit back and play draw/go.

It only gets worse.

By the time Lorwyn was looking to finally cycle out of Extended, Zendikar had already cycled in. And with Zendikar came Stoneblade. Faerie players just jammed Jace, the Mind Sculptor and Stoneforge Mystic into their decks. It was just a question of whether you wanted to play Squadron Hawk or Spellstutter Sprite.

Did the DCI finally realize this type of gameplay was hurting the format? That maybe people wanted to play something that wasn't durdly blue bullshit dot deck? Hahahaha nope. This continued for years as well, so that by the time Faeries had cycled out, Stoneblade had taken its place.

Surely, the DCI would realize this problem, right? I mean, they wouldn't just--

Oh. Wait.

Yup. September 20th. 2011, the month after Modern was created, is when they finally banned Jace, the Mind Sculptor, Stoneforge Mystic, Ponder, and Preordain from Extended.

By now, it was too late. Anyone who enjoyed Extended had already begun to switch over to Modern. Everyone else had grown to resent the format.

So the problem wasn't any issue with the concept of Extended. Mike Flores even suggested it may have been the best format ever made. The problem was a handful of cards that lead to 4 grueling years of mirror matches between dumb blue decks that could do everything possible in the game except storm off and kill you with Tendrils of Agony.

I miss Extended myself. I've wanted it back even when they created Modern. In the past, it's been a format that's only slightly faster than Standard with a greater variety in viable options of what you can brew. 2002 to 2005 was probably the golden age we'll never get back, but I'd be interested in joining a silver age of the format.

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