Sage of Fables

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Morningtide (MOR) Uncommon

Combos Browse all

Sage of Fables

Creature — Merfolk Wizard

Each other Wizard creature you control enters the battlefield with an additional +1/+1 counter on it.

, Remove a +1/+1 counter from a creature you control: Draw a card.

Price & Acquistion Set Price Alerts

MOR

Ebay

Recent Decks

Sage of Fables Discussion

Sloanan on EDH Inalla Wizards

6 days ago

I see you're running Bloodline Necromancer. If you're looking for a good and easy way to win, I'd thoroughly recommend finding a place for a Ashnod's Altar. Aside from being a great sac outlet that can really ramp you ahead with all of the token copies you make, it goes infinite with the Bloodline Necromancer, making infinite copies of it with haste so you can swarm the board (or cast Inalla and use her ability if someone is using Ghostly Prison or whatever). It's also a very solid option when you've got a bunch of wizards with counters on them and a Marchesa out.

On the subject of counters, I'd also suggest finding a place for Sage of Fables and Metallic Mimic if you can, as those can give your wizards a little more kick for combat and all, which is generally one of their weaker aspects.

I don't have my decklist online yet, but I built mine primarily as a tribal reanimator deck that abuses creature sacs and ETBS, then reanimates them to do it again. One of my typical lines of play involves putting out a Direfleet Ravager, making a copy of him, saccing both, cast something like Animate Dead on it, creating another copy, and by that point the table is drained enough that even my smaller wizards can swing for lethal. I also run Living Death and Patriarch's Bidding, as those reeeeeally help the deck have some longevity. A lot of my deck also involves looting, for which I'd recommend Champion of Wits as well, as that'll move things along quicker for you.

Spellseeker has also done some work as of late. Vedalken AEthermage is the tutor wizard you mentioned and well worth the include. AEther Adept is also a good choice as well, making for some solid tempo swings. Anathemancer can sometimes be a great finisher if you can find ways to reanimate it. Sower of Temptation is also good, as you can steal a few creatures off of it (plus you can oftentimes sac them if you've got a sac outlet and they try to kill the sower).

Seeing that you also have a Dualcaster Mage, I'd encourage getting Ghostly Flicker for the deck. If you cast flicker on whaever, then flash in the dualcaster mage, you can go infinite and make enough wizards to kill the board. Same for Naru Meha, Master Wizard with a kicked Rite of Replication (the copies will die due to legendary, but you can make infinite copies of every creature on the board with all the ETBs).

onehitterquiter on The Bitter Taste of Sweet Decay

2 weeks ago

No Sage of Fables? I have a very similar Marchesa build, but it is more casual and heavily artifact oriented: Durdlebots 2: Extruder Alarm. Nice to see another Marchesa deck that isn't run-of-the-mill :)

lagotripha on Wizard Games

4 weeks 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.

Jote on

1 month ago

I also enjoy good dialogue on deck building, and I especially like when people disagree with me/choose to run different cards than I would. That's what makes this game so fun.

If I might give another suggestion, since you're committed pretty heavily to the undying theme (and therefore +1 counters), have you considered Marchesa, the Black Rose? She would function similarly to Sage of Fables in your deck, since her + undying creates an unkillable creature (not to mention helps out your commander).

scotchtapedsleeves on The Undying Thieves **Primer**

1 month ago

doc_brietz I'm gonna include Captivating Crew in my next update! Thanks for commenting!

Zehk About Mob Rule, I have other board affecting stealy spells, so I don't think I'll be including that. I might include Custodi Lich though, the card draw would be pretty snazzy and flavourful!

Last_Laugh I don't think Sage of Fables is very usable, I have some wizards but I don't think I have enough to make a big effect, I only have seven. Metallic Mimic could be good though, I think I'll wait for Kaladesh to rotate before I buy though, they're too big in metas right now.

Haste could be good but I don't think I really want to use it THAT much. I might include Anger because I have it in my Alesha, Who Smiles at Death, so I could move it into this deck, not sure about Urabrask the Hidden. Too much hate will happen.

He_Who_Hungers I actually have a Puppeteer Clique, so I might put them in in place of one of the cards that I haven't bought yet, thanks for the help!

itachi45 on

1 month ago

Force_of_Willb,

Actually, I had no idea that card existed! Sage of Fables does fit pretty perfectly into what im trying to do! Ill have to see if I can acquire 2 or 3 from somewhere. Thanks!

Dont forget to upvote if you like it!

Force_of_Willb on

1 month ago

Since Fathom Mage is your only way to draw cards and get gas, have you thought about Sage of Fables? it curves nicely into Fathom Mage and Master Biomancer (whom both are wizards) so you would draw a card instantly off of Fathom Mage. Plus if Fathom Mage gets too strong to continue to evolve/draw cards you can remove counters to draw.. (suggest removing Varolz, the Scar-Striped). Zameck Guildmage could also be considered but would require mana to add counters when you cast and doesn't care about creature type, but the card draw would be the same.

Also with many of your creatures costing 4 of more maybe a mana accelerator like Devoted Druid whom later game can be abused for multiple times in the same turn due to the extra plus counters.

Lastly Undergrowth Champion seems like he would be pretty good in the deck and helps with earlier turns and gets bigger over time. Difficult to combat against favorably. Has usual draw backs to exile and creature destruction, but could at least be a sideboard consideration against red decks..

Azdranax on Merfolk

2 months ago

Cursecatcher, Sage of Fables and Metallic Mimic are really good options for merfolk tribal.

Load more