Thieving Sprite

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Thieving Sprite

Creature — Faerie Rogue

Flying

When Thieving Sprite enters the battlefield, target player reveals X cards from his or her hand, where X is the number of Faeries you control. You choose one of those cards. That player discards that card.

Icbrgr on Modern Ninja Control

1 year ago

I feel your pain... I've spent a lot of time brewing ninjutsu decks... I have never been able to find success with the deck but i can share some synergies that DID WORK WELL but not exactly anything that put the deck over-the-top....closing out games is just tough.

I wish you the best of luck and hope you can find the secret sauce to make ninjas work!

Kaweiwu on Faerie Rogue Tribal

1 year ago

Hey, thanks for the suggestions! ^^ I thought a lot about adding Vendilion Clique, but in the end, they don't fit very well, as this deck kind of cosplays as a rogue tribal (Noggin Whack and Oona's Blackguard) too and already has so much "interaction" with the enemy hand by Inquisition of Kozilek, Noggin Whack, Oona's Blackguard and Thieving Sprite, that the cluqie feels a bit redundant. Lonely Sandbar was actually in the deck for quite some time, until i discovered the super-budget mana fixer Choked Estuary which just replaced them, since they require a certain amount of basic lands ^^ Vendilion Clique has a lot of flavour tho, so i'm still internally debating whether or not to include them.

GrimlockVIII on Representation: List of Tribal Support in Pauper

2 years ago

Aight, so here's some pauper tribal stuff you're missing out on.

Dinosaurs: Commune with Dinosaurs, Kinjalli's Caller, Pterodon Knight, Stampeding Horncrest, Sun-Crested Pterodon, Thrash of Raptors, and Knight of the Stampede.

Giants: Crush Underfoot, Elvish Handservant, Kithkin Greatheart, and Stinkdrinker Daredevil

Faeries: Spellstutter Sprite, Thieving Sprite, Faerie Trickery, Silvergill Douser, Boggart Sprite-Chaser, Violet Pall, and Latchkey Faerie

Wizards: Information Dealer, Ixidor's Will, Lavamancer's Skill, Stonybrook Banneret, Step Through, and Vedalken AEthermage

Warriors: Brighthearth Banneret, Expedition Champion, and Herald of Dromoka

Pirates: Buccaneer's Bravado, Fiery Cannonade, Headstrong Brute, and Sea Legs

Allies: Akoum Battlesinger, Bojuka Brigand, Graypelt Hunter, Halimar Excavator, Highland Berserker, Joraga Bard, Kalastria Healer, Makindi Patrol, Makindi Shieldmate, Nimana Sell-Sword, Ondu Champion, Oran-Rief Survivalist, Spawnbinder Mage, Tajuru Beastmaster, Tuktuk Grunts, Umara Raptor, and Zada's Commando

Also btw would you count the party mechanic from Zendikar Rising as semi-tribal support or nah?

Also you're missing Rogue and Elemental support, but some of said support overlaps with other tribes like Faeries, Goblins, and Warriors.

Also I'm leaving out Merfolk, Zombies, and Goblins cuz those are just a whole ass can of worms.

hungry000 on Faerie Rogue Tribal

3 years ago

Sure thing! I'm going to be looking at this from the perspective of someone who wants to make the deck as "competitive" as possible; I won't talk about stuff like flavor and such because then all of my opinions would clash and you'd be confused. >.<

In the main deck:

I like Quickling, but I would change those Silkbind Faeries back to Pestermite, because even though Silkbind is reusable, it uses up mana and takes a turn to get the effect. Pestermite, while only a single-use creature, gives you an immediate effect and has a more flexible ability that can tap opposing lands, untap one of your own lands to play another creature or leave up counterspell mana, untap one of your creatures to block, etc. whereas Silkbind can only tap creatures. I can't tell you how many times I've saved myself from a turn 4 sweeper or other removal spell by flashing in Pestermite on an opponent's upkeep and tapping down one of their splash colors. Also, the difference between a spell that does something on turn 3 and a spell that sits around on turn 3 then takes mana to do something on turn 4 is huge in Modern (I realize your daughter will be playing against Standard Challengers, but there's still a big difference there).

Faerie Trickery: As an aggressive deck, you want to deal with threats for as little mana as possible, even if the effect is only temporary; that way, you can play your offensive spells on top of the removal and continue to push pressure onto your opponent. This is somewhat less of a deal when you have flash creatures (makes threat evaluation a bit easier), but I've found that it still works far better to keep the cmc of removal spells low. So, I suggest you replace Faerie Trickery with Mana Leak. Exile effects won't matter as much when the deck is as proactive as this one is, so it's better to take the lower cmc and easier-to-cast colors of Mana Leak.

As for Faerie Tauntings, I just don't think it's a very good card. Three mana is a lot for a card that doesn't do much the turn it comes into play. In my opinion, it would be better to just play a couple Vapor Snag in its spot, since this deck needs a few creature removal spells to keep up with other aggressive decks. A 4:2 or 3:3 split of Vapor Snag:Mana Leak would be preferable, actually.

In the sideboard:

Peppersmoke: Generally, when building sideboards you want every card to have as much of an affect on a specific matchup as possible. Peppersmoke is just not that type of card, haha. Fun fact: against Jund specifically, Peppersmoke is pretty bad since it counts as two card types in the graveyard for Tarmogoyf, which means the creature is literally unkillable (even if it's a 0/1) and gets a +2/+2 buff if you try to do so! If you want more creature removal, I suggest playing something more powerful, like Echoing Truth (deals with tokens well), Fatal Push if you can spare the money, Victim of Night, Dismember.

Hypnotic Sprite: This is, once again, not a great sideboard card. You do not want to counter Burn spells with a 3 mana counter (3 mana spent vs 1 mana spent = mana lost and a whole turn spent on your part), and the combo decks I know of will either kill before turn 3 (Neoform combo) or have a >3 cmc spell as their most important combo piece (Past in Flames in Storm, Ad Nauseam). These 3 card slots are much better used by Duress, Spell Pierce, Negate, or Dispel since they cover the same matchups and more for a lower cmc.

Thieving Sprite: They're okay, but I wouldn't play more than 2 of them. This is another example of a card whose function can be covered by a lower cmc card (Duress). Also, Earwig Squad is a really good card in the control matchups since you can search their deck to preemptively take out removal or win conditions, and it can't be hit by Fatal Push.

Notorious Throng: To answer your question, no, the card can definitely be worth it in single player formats. Especially if you're pitting this deck up against a Standard deck. In fact, I would totally play three of them in the main if I knew I was playing against a Standard deck. But putting that aside, the card is very good in midrange matchups, like Jund and them. It's very difficult for black-based midrange to deal with tokens because of their reliance on one-for-one removal; a card that makes a bunch of tokens that fly and occasionally force discards is crazy good against them. Not to mention the Prowl ability on it. shiver

As for the other cards in your list, I think Thieves' Fortune, Latchkey Faerie, and Faerie Macabre are the best of the bunch (that's why they're in the original deck, haha). Macabre is a great graveyard hate card, and Latchkey is very good if you want to take the deck along a more aggressive path; creatures that cantrip, like Silvergill Adept and Elvish Visionary, have always been a staple of their respective tribe archetypes. The only thing that makes me particularly hesitant about playing Faerie Seer, Thornwind Faeries, Sower of Temptation, or Faerie Formation is the fact that they don't have the Rogue creature type. Putting them in the deck can lead to inconsistencies, and when two of the three lords only work with Rogues, I would rather not risk it. Of those, I think Sower has the best chance of being a decent sideboard card (because it is one). Don't play Faerie Formation. Its cmc is too high and its ability uses too much mana.

But honestly, if you think any of those cards would be good includes for their competitive value or flavor or whatnot and you think your daughter might think so too, I say just buy them (if possible) so you and your daughter can play around with numbers yourselves. That's what I did when I bought the deck (I have a set of Latchkey and a set of Cloak and Dagger that have fallen to the wayside lol). When you're trying to decide how best to build a deck, a question which has no definitive answer imo, buying cards like that saves a lot of time; the process of optimizing/customizing a deck to be your own is also a fun activity in itself. But if you want to take my opinion one more time, I believe the best way to navigate the details is to ask your daughter which cards she wants to play with herself, since at the end of the day she's the one whose opinion really matters!

Anyways, I'm really glad your daughter's happy! Have fun with the deck!!!

ma_rukh on Faerie Rogue Tribal

3 years ago

Hi, I modified the list a bit (not because I think there's anything wrong with it but simply because the deck is for my 10y.o. daughter to bash my son ^_^ I'm not gonna spend 80/90 bucks for that!) Can I ask you what do you think of it?

  • Mainboard
  • 4*Changeling Outcast
  • 4*Faerie Miscreant
  • 4*Nightshade Stinger
  • 4*Oona's Blackguard
  • 4*Quickling (to recover other creatures with interesting ETB effects)
  • 4*Spellstutter Sprite
  • 4*Scion of Oona
  • 3*Silkbind Faerie (like Pestermite but permanently on the battlefield)
  • 4*Stinkdrinker Bandit
  • 2*Faerie Tauntings (to go with all those Flash creatures and instants)
  • 4*Faerie Trickery
  • 2*Faerie Conclave
  • 7*Island
  • 2*Secluded Glen
  • 6*Swamp
  • 4*Unclaimed Territory
  • Sideboard
  • 3*Peppersmoke (against Swarm/Jund/etc.)
  • 3*Hypnotic Sprite
  • // Mesmeric Glare (protection from Combo or Burn)
  • 4*Thieving Sprite (for Control)
  • 3*Morsel Theft (to recover from Aggro)
  • 2*Notorious Throng (is this worth only in multiplayers?)

Also, what do you think of any of the following? Would they be worth including?

Anyway, she's so happy to finally have her Faeries that you shouldn't be surprised to receive a parchment starting you received a vote to become the next Arch-Chancellor of the Unseen University ^_~

Hikarumei on Faeries Tribal

4 years ago

so the way I see it you're actually quite close (33 basic lands means 25 basic lands brings you up to 82)

Sooooo creatures

  • Zephyr Sprite (basic 1 drop flyer, but a 1 drop flyer is good on its own)
  • Wydwen, the Biting Gale (3/3 flyer with an ability that gives you bounce to save itself or add faerie casts)
  • Wasp Lancer (3 mana faerie flyer, that's it)
  • Vendilion Clique (ok, pricey but a good way to say no to an incoming problem)
  • Thieving Sprite (another way to say no to an incoming threat)
  • Silkbind Faerie (untap effects are very exploitable, although often rare)
  • Silkbind Faerie (easy to be a 3/3 flying vigilance for 3)
  • Ringskipper (this one is kinda mostly filler but could be obnoxious to get rid of)
  • Quickling (ok I think this is a diamond in the rough, 2 mana, get a body AND save a faerie from impending doom)
  • Oona's Gatewarden (i know defender BUT WITHER IS SUCH A GOOD MECHANIC)
  • Nightveil Sprite (2 mana 1/2 flyer that lets you look at the top card of your library, with the option to toss)
  • Mistbind Clique (forcing your opponent into an all out play can create quite the opening, timing it before the end of a phase limits their options on what they can do with all that mana)
  • Metropolis Sprite (With anthems that ability could be nasty, especially since early game flyers are often going unblocked)
  • Knacksaw Clique (I hate myself for suggesting this monster of a card but even if you aren't stealing their cards, your permanently removing them and that's just nasty)
  • Faerie Vandal (drawing 2 cards in a turn isnt hard in blue, so in many cases it will get +1/+1 every turn)
  • Faerie Mechanist (counts as an artifact AND sifts for more)
  • Fae of Wishes (that adventure lets you pull solutions out of thin air)
  • Eye Collector (1/1 with a decent ability)
  • Brazen Borrower (again not budget but another great adventure)
  • Faerie Guidemother (1 drop white with an ok adventure option)
  • Phyrexian Metamorph (clone that can hit artifacts always good, especially in EDH)
ANTHEMS

Other Stuff

My sanity is lasping soooooo…. Also might want to think of artifact / enchantment recovery cards and good ol’ Elixir of Immortality

daseeker25 on Dimir Faeries with a splash of White

5 years ago

You have a good build with good synergy here. I just threw down some thoughts on cards that are hopefully all budget enough to consider. Most of these are super cheap on mtgo which makes that a good program to play on for brewing budget options. You are looking at up to $0.25 a card (usually much less) instead of $2

I like Glen Elendra Liege but why not drop those for two more Scion of Oona? You have no blue and black creatures and all your creatures are faeries so it seems much better. If you want more than 4 of those effects, then I would go to Glen Elendra Liege.

Have you considered Despise or Duress for other turn 1 plays? Inquisition of Kozilek is not too expensive if within budget. You do rely on throwing out creatures and swinging wide so perhaps not playing these is best.

Secluded Glen seems much better than Dismal Backwater but quite pricey. River of Tears may work well for you. Faerie Conclave may be a good option but I wouldn't play more than 2 because you do not want too many tapped lands in this build. Mutavault is a powerhouse in faeries with how it interacts with Spellstutter Sprite and in this case Thieving Sprite. However, 4 Mutavault cost more than the whole deck currently and as much as one Bitterblossom.

Your biggest fear is board wipes post sideboarding. I would recommend Spell Pierce, Negate, or Countersquall. I would also play Nihil Spellbomb in the sideboard for graveyard hate. I love Shadow of Doubt to hit fetchlands or combo decks but Squelch can be a fun budget option. Disdainful Stroke is also a very good budget counterspell.

Another upgrade path for this deck would be to focus on the go wide flying theme and splash white (perhaps use fast lands in esper colors). Key card is Pride of the Clouds while not a faerie becomes huge when you have a few faeries out. Spell Queller is also a good card that you cannot pass up if playing blue/white flyers. Selfless Spirit protects from board wipes. Adding in these cards decreases usefullness of Scion of Oona and may make sense to move back to Glen Elendra Liege

KongMing on Tribal Faeries - Oona, Queen of the Fae

5 years ago

As for something to cut, you could probably get rid of Thieving Sprite. It's ability is a little underpowered compared to other stuff you have access to.

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