|Commander / EDH||Legal|
Printings View all
|Modern Masters 2015 Edition (MM2)||Mythic Rare|
|Modern Masters (MMA)||mythic rare|
|Promo Set (000)||Rare|
Combos Browse all
Legendary Creature — Faerie Wizard
When Vendilion Clique enters the battlefield, look at target player's hand. You may choose a nonland card from it. If you do, that player reveals the chosen card, puts it on the bottom of his or her library, then draws a card.
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Vendilion Clique Discussion
1 week ago
Take out: Gut Shot, Mutagenic Growth, Mystical Tutor, Merchant Scroll, Enigma Drake, Spellheart Chimera, Vivid Crag.
Add: Delver of Secrets Flip, Remand, Electrolyze, Grim Lavamancer, and maybe Condescend and Shard Volley or Rift Bolt or Searing Blaze which ever one you prefer. If you got the money Goblin Guide, Cryptic Command, and more Snapcaster Mage's. Sideboard could use some of these Spell Snare, Breaking Point, Flames of the Blood Hand, Sudden Shock and maybe Vendilion Clique and/or a Bribery to steal Emrakul, the Aeons Torn or Progenitus from an opponents deck. Guile Is a cool card as well.
1 week ago
I wrote a reply and it got ate by my login expiring. Whoops.
So to give some context to my list of cut recommendations, in general, I think it's useful for the mainboard to prioritize cards that further the deck's core game plan over situational utility. In a 3-game format, those latter cards would generally go in the sideboard. In casual, I'd recommend limiting things like that to at most 1 copy (I like having a couple for spice, but I find that too many swings games more towards being about who gets lucky with their draws than who makes the best decisions with their cards).
With that in mind and given that my cut list was optimized for an aggressive strategy, here's a bit more specific reasoning on my cut recommendations:
- Gatewarden can't attack. So the question becomes what does a 2/1 defender actually do for the deck? In most cases, you're at best hoping to shrink down something huge that's killing you. But if you're at that stage of the game and chumping things, the game is probably already over. For the same mana, you can run hard removals that do the same thing a lot better and that can also get things out of the way for your other creatures to get through.
- Nectar Faerie has two problems. The first is that it has to choose between attacking and granting lifelink, and in most cases, you'd rather have the damage. The second is that your creatures aren't very big, so giving lifelink isn't really going to benefit you that much. Your typical case is that you spend a card, 2 turns and 3 mana to gain 2-3 life. It's also important to ask what gaining life does for the deck. Incidental life gain can be good in control decks that may need to outlast a burn strategy, but if you're on the beatdown plan, spending cards to gain life only serves to give your opponent more turns to stabilize.
- Final Sting Faerie has a similar problem to Gatewarden. It's basically a really conditional removal. For it to work, you need to spend a creature, and even then it really only works against an enemy flyer that blocked one of your faeries this turn. So while it comes on a body, it's not a net gain for you (unlike something like Shriekmaw). For one less mana you can get unconditional instant-speed removal (Murder/Hero's Downfall).
- Thieiving Sprite I don't think is a bad card. But I think it fulfills a similar role to Blackguard at a more expensive mana cost (albeit with the upside of taking a card right away). I think 6 discard effects is probably too many, though and you already -really- want to be casting Scion of Oona or Sprite Noble at 3 mana, so the 2-mana option seemed a litle better.
- My reasoning on Trickery was similar. There are too many counters in the deck, and Trickery was the worst counter (the extra 1 cost doesn't really seem worth the exile rider). But you could cut Counterspell instead if you prefer Trickery for flavor reasons.
In terms of color balance, it's actually probably better in this deck to skew a little more heavily blue than black and simply run more Islands than Swamps. You have several spells that cost 2 blue and none that cost 2 black, so treating the black as more of a splash and skewing the mana base towards blue is actually likely to make it more likely that you can always cast your spells.
One thing you might consider is playing the deck as is and just keep track of a few things:
- How often do you actually cast each of the cards in the deck?
- How often did a card sit in your hand because you either couldn't cast it (wrong mana) or it wasn't useful?
- How often did a given situational card actually do what it was intended to do?
- When the deck lost, what cards would you have rather had that would have given you a chance to win?
That can allow you to objectively measure which cards are underperforming or which cards/effects you might want to add copies of. Just remember to also think of it as ratios. You have a percentage chance to draw a given card in the deck. So if you want to increase the chances of drawing a type of card, you want to cut an underperformer/average card when you add more copies.
All that aside, this all assumes a build towards aggro. If you wanted to go a control faeries route, I'd recommend instead cutting almost every 1-2 mana Faerie except Spellstutter Sprite instead and adding in more removals, cheap discard (Thoughtseize/Duress/etc) and probably some additional card draw. But then you probably also start wanting things like Vendilion Clique and maybe even Aether Vial and the deck suddenly gets expensive in a hurry.
1 week ago
I was playing GDS and my opponent was playing Gifts Storm in modern. I let my opponent know to stop after he drew a card, because I had effects(Kolaghan's Command). He said that there was no point during his draw step that I would have had priority to cast it. Which I was 90% sure wasn't true considering people play cards such as Vendilion Clique for that same reason. I ended up letting it slide because I didn't feel like arguing. I ended up winning 2-0 anyway. Thanks in advance.
1 week ago
2 weeks ago
You have a lot of 3s here that I think should be 4s. Delver, Young Peezy, and Visions should all be 4 ofs I believe.
I terribly fond of 3 Spell Pierce, maybe 1 is fine. I don't think you need stuff like Peek, Chasm Skulker, Burn at the Stake, or Slip through Space. I think I'd rather see those cards turns into Monastery Swiftspear, Bedlam Reveler, Opt, and Thought Scour
Remand is a better tempo counter than Mana Leak
Non budget suggestions
Mana base suggestions
2 weeks ago
I need a bit more time playtesting the current budget MF (it's fun enough for my kitchentable games, but I might need to take it to a game shop at some point).
But I've been thinking about making a mono-blue Talrand, Sky Summoner control deck on a budget. Most techs I've seen run things like Snapcaster Mage, Vendilion Clique, and Cryptic Command, which is not cost-reasonable, haha.
2 weeks ago
I was wondering, why not build a budget version of this deck so that you can play it? You could replace the expensive dual lands for some cheap ones. Cryptic Command and Snapcaster Mage are your only expensive cards in the deck. You could find a cheap alternative for Cryptic Command. Sleep, Into the Roil, or Repeal would work to replace Cryptic Command. There is no replacement for Snapcaster Mage but you could build a deck with Venser, Shaper Savant, Augur of Bolas, or Vendilion Clique so that you can at least play it.
2 weeks ago
So Nimble Obstructionist is one of the only cards that got me excited lately.
I'll buy in a Vendilion Clique or two but I was wondering about Nimble Obstructionist . The card seems great on paper and I'd like to have the advice of anyone who's been playing it and what he/she thinks of it?
Do you think it'd have a spot in Blue Moon?
PS : I linked Obstructionist properly but it won't appear... so click here just in case