Thornwind Faeries

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Thornwind Faeries

Creature — Faerie

Flying

Tap: Thornwind Faeries deals 1 damage to target creature or player.

hungry000 on Faerie Rogue Tribal

4 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

4 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 ^_~

Idoneity on

4 years ago

It seems there are many cards in here that just don't do much, as well as there being naught in terms of basic essentials for a commander deck.

As for creatures:

Dewdrop Spy , Dream Thief , Faerie Duelist , Faerie Seer , Final-Sting Faerie , Hypnotic Sprite , Latchkey Faerie , Nightshade Schemers , Pestermite , Shinechaser , Surveilling Sprite , Thornwind Faeries , Wasp Lancer , and Wizened Snitches . None of these seem to stand out. They have lacking effects that don't bolster power level, but rather drag it down. Cards in other supertypes seem to fall under the same category.

Faerie Tauntings , Stolen by the Fae , Dimir Locket , Violet Pall and Dimir Locket all seem incongruous and lacking. Brainstorm is best when shuffling effects can launder away cards if need be. This deck has only two tutors. Stolen by the Fae is restrictive and minute in impact, as well as a sorcery. Violet Pall seems far too expensive for what it does.

For what I believe should be added, card draw, ramp, and threats.

Windreader Sphinx , Coastal Piracy , and Bident of Thassa are able to draw a considerable amount over the course of a match. Phyrexian Arena , Underworld Connections , and Consecrated Sphinx oft daggle me through the game rather easily.

Sol Ring , Smothering Tithe , Talisman of Progress , Talisman of Hierarchy , Azorius Signet , Dimir Signet , Orzhov Signet , and Mind Stone all carry their weight and herald efficiency.

For wraths, I find that two or three do the job well, and Rout or Cyclonic Rift seem to fit the plan of this deck well.

Dovin, Grand Arbiter could be a spicy option, and Unfulfilled Desires is a favourite of mine.

Good fortune to you, my liege. May all lout in your wake.

ItsMrMix on Oona queen of the lit

4 years ago

So, a couple things: 40 lands is too many for this deck, I'd go down to 38 or maybe even 37 because of the new mulligan rule. I'd also work on the balance of mana based on the colors you have in the deck, taking out some Swamps and replacing them with Islands, and maybe trying to find a few more dual lands because you don't really gave too many and having mostly basics will make it easy for you to get color screwed. Maybe a few more artifacts like a Dimir Signet , Sol Ring for obvious reasons, and Fellwar Stone , stuff like that.

It also seems like you're stuck between Faerie tribal and mill. Personally I'd go with mill, because it's probably cheaper. You can take out cards like Final-Sting Faerie , Nectar Faerie , Quickling , Thornwind Faeries , Wasp Lancer , Distant Melody , Bident of Thassa , Violet Pall , and Faerie Tauntings . You could put cards like Jace, Wielder of Mysteries , Fraying Sanity , Jace, Memory Adept , Sire of Stagnation , Hedron Crab (I have one of these that you can use), Lazav, Dimir Mastermind , Notion Thief , and Nemesis of Reason in order to strengthen your mill plan, and if you wanna win with tokens out of nowhere, you can put in Scion of Oona to keep your tokens safe.

I would also put in some more removal, like Murder , Cast Down , Rapid Hybridization , Go for the Throat , Hero's Downfall , or similar cards. I really like the inclusion of cards like Crypt Incursion and Startled Awake  Flip, because those are just really cool cards. This deck has potential, I think you made a really solid first draft.

Yesterday on Official missing/incorrect card/token thread

6 years ago

I was updating my inventory and there seem to be an awful lot of cards that are missing their Commander Anthology printings here.

Printings not found: Anger (CMT), Arcane Denial (CMT), Bathe in Light (CMT), Boros Guildmage (CMT), Borrowing 100,000 Arrows (CMT), Cleansing Beam (CMT), Congregate (CMT), Control Magic (CMT), Curse of Inertia (CMT), Curse of Predation (CMT), Curse of the Forsaken (CMT), Darksteel Mutation (CMT), Death by Dragons (CMT), Deceiver Exarch (CMT), Diabolic Tutor (CMT), Diviner Spirit (CMT), Dragon Whelp (CMT), Duergar Hedge-Mage (CMT), Evincar's Justice (CMT), Furnace Whelp (CMT), Gwyllion Hedge-Mage (CMT), Hada Spy Patrol (CMT), Krosan Grip (CMT), Leafdrake Roost (CMT), Leonin Bladetrap (CMT), Lightkeeper of Emeria (CMT), Mortify (CMT), Mother of Runes (CMT), Oni of Wild Places (CMT), Orim's Thunder (CMT), Orzhov Guildmage (CMT), Path to Exile (CMT), Pilgrim's Eye (CMT), Presence of Gond (CMT), Pyrohemia (CMT), Razorjaw Oni (CMT), Restore (CMT), Return to Dust (CMT), Selesnya Charm (CMT), Selesnya Guildmage (CMT), Serra Angel (CMT), Shattered Angel (CMT), Skyward Eye Prophets (CMT), Soul Snare (CMT), Stonecloaker (CMT), Sulfurous Blast (CMT), Swiftfoot Boots (CMT), Sylvan Reclamation (CMT), Syphon Flesh (CMT), Syphon Mind (CMT), Terminate (CMT), Thornwind Faeries (CMT), Thunderstaff (CMT), Vow of Duty (CMT), Vow of Lightning (CMT), Vow of Malice (CMT), Wash Out (CMT), Winged Coatl (CMT), Wonder (CMT), Wrecking Ball (CMT).

enpc on Lilbrudder

7 years ago

Hmmm, just realised there'd be a bunch of -1/-1 counters on the ooze from generating the mana to add the +1/+1 counters at a rate of 4 to 1. Maybe I'll stick with Thornwind Faeries after all. Still like it in Thrasios though.

enpc on Lilbrudder

7 years ago

Yeah, it seems like the better choice over Triskelion in a lot of places. I'm also contemplating running it over Thornwind Faeries in HD Mimeoplasm.

sonnet666 on Commanders by Power Level [EDH Tier List]

7 years ago

Dunadain, potatopotatopotato, Momir being out of date is a question that comes up a lot, and the general consensus is that, even though Prophet was the best card in the deck, the changes to the deck from it's banning are actually minimal (no other card in there needs Prophet to function).

If you look at the TappedOut profile of the creator of that deck, Jebus4054, you can see that he has an updated version of the deck where he just swapped out Prophet of Kruphix for Altered Ego.

The reason we still have the MTGSalvation link up is that it's just nicer to link new players to a detailed primer, even if it's out of date, than a collection of 100 cards with no context.


enpc, That deck you made looks great. Usually Nooze focused decks have this tendency to devolve into a lot of combo pieces that don't really do anything on their own, but you kept this one really tight and organized, so good job.

As far as possible improvements, all I can think of is adding Sylvan Tutor and Muddle the Mixture for extra ways to grab HD, Chrome Mox for more acceleration, and maybe Mesmeric Orb to fill up your graveyard in games where you're having trouble finding HD.

Another interesting thing I noticed, which is actually a bit surprising, is that you don't actually need Thornwind Faeries in order to win the game. Sure, dealing infinite damage is super simple, but keep in mind that you have infinite mana, and Nooze has the activated abilities of everything in your graveyard. Which include:

So you can activate Yisan's ability with Nooze as many times as you want, pulling any creatures you want onto the battlefield from your library. Only problem is that you don't have a library... Oh wait, Memory's Journey. So now you can put Laboratory Maniac and Jarad, Golgari Lich Lord into play, and have the option of either drawing to win the game with Jace or Magus, or just saccing Nooze for lethal life loss on all your opponents. And even if none of that appeals to you, you can make infinite by tapping Nooze as Birds of Paradise or Bloom Tender, and use Deathrite Shaman repeatedly to exile all the instants and sorceries in your graveyard for about 60 life lost for each of your opponents.

So when you look at all that going on, Thornwind Faeries seems a little unnecessary. I'd replace it with Krosan Reclamation for a second copy of Memory's Journey, allowing you to play though two counterspells after activating HD.

Other cards I think you can safely cut to make space without affecting deck performance are Stifle, Frantic Search, and maybe one land.


merrowMania, I still think he should be T1, and I don't think it will set precedent.

Think about it, if Wizards came out with a functional reprint of Zur the Enchanter, except it cost and also had hexproof and indestructible, would there be any question of what tier it belonged in? Would we really need a probationary period?

Now, that's not going to happen, but what just did happen was very similar, in that Grixis Storm was already a proven T1 deck, and Yidris is basically a strict upgrade.

Good to know about Jeleva being useful though.

(Also, as far as complicated combos go? I can't playtest Storm for the life of me. I always end up messing up and generally giving myself a headache.)


Lastly, I made this thing:



It's all 105 possible combinations of partner commanders. Yay!

Hopefully we'll eventually be able to have a tier ranking for each combination and a little blurb about how they work together. When it's finished it could be added to this list as another dropdown spoiler in the description.

If any of you have ideas about the merits of any of the pairings, feel free to message me about it, comment on the decklist, or just comment here, and I'll do my best to add it by that partner pair.

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