Zephyr Sprite

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
2010 Core Set (M10) Common

Combos Browse all

Zephyr Sprite

Creature — Faerie

Flying

Price & Acquistion Set Price Alerts

M10

Ebay

Zephyr Sprite Discussion

elementalheroflamewingman on Favorable Faeries

1 month ago

Get rid of Zephyr Sprite. It's a bad card, even for tribal fae. Smuggler's Copter is an extremely good card in this kind of deck allowing you to sift through your deck for your more important anthems. Also, make space for Mistbind Clique. In addition to allowing you to basically timewalk your opponent past t4, championing Spellstutter Sprite basically makes Quickling a counterspell when you need it, while letting you tap out your opponent's lands again which is an extremely strong tempo play. It also lets you reset the persist from Glen Elendra Archmage, and it also has good stats to close out games.

slvstrChung on Overhead

3 months ago

I'm using the ring menu displayed by the site to do this, so there's no reason you can't do it yourself next time. ;) But let's see.

You only have 4 spells each in White, Red and Green, so one solution is to halve the number of Plains, Mountains and Forests in the deck and add on six more Islands (or maybe 7 Islands 1 Swamp). However, that also leaves you in the position of maybe drawing those colors and not getting the colors you need.

Another solution would be to trade out ALL the non-blue lands for taplands: 3 each of Tranquil Cove, Swiftwater Cliffs and Thornwood Falls, 4 Dismal Backwater, and 7 Islands. This is a fairly slow mana base, but you probably won't be caught unawares. Another option in this vein would be to run 4 Dismal Backwater, 4 Jungle Shrine and 12 Islands, but this leaves you jammed if you end up with more than 4 R, W and/or G cards in hand. (It's statistically unlikely that you would, but our job in mapping out the lands is to plan for everything that can happen... especially the unlikely stuff.)

A third is mana-fixing. Rupture Spire essentially has a casting cost, but it still gets you any color. Shimmering Grotto is standard mana-filtering. Those, 12 Islands and your Birds of Paradise would probably be sufficient.

Finally, as to what to replace the Cloudfin Raptor with: Cloud Sprite, Faerie Squadron, Jace's Phantasm, Zephyr Sprite or -- my personal recommendation -- Judge's Familiar.

ChubyCryBaby on Flights Cancelled

4 months ago

I'll work up something with "Flying" and such since, the name is Flights Cancelled lol. Add in a few more Delver of Secrets  Flip, 2/3 should be plenty. Faerie Miscreant for card draw, Jace's Phantasm more flying that gets powerful with cards in the graveyard, Thought Scour, Mind Sculpt to get more in your opponents graveyard Favorable Winds for more power/Toughness, Augury Owl to control your next few draws, Zephyr Sprite 1 drop flying, Cloudfin Raptor should get big quickly. Warden of Evos Isle reducing cost of flyers

Allergymedsandcats on Edric

6 months ago

Cycada Zephyr Sprite is the wrong card to cut. Its a fairy so it makes Spellstutter Sprite work. Flying Men is strictly worse.

DHWorlds on Budget Mono U Faeries

8 months ago

Wow! Nice feedback, thanks for the thoughtful considerations!! I would test Tweeking with the Remand, Vapor Snag and Mana Leak. I really like both remands and Vapor snags, they give you a lot of control over you opponent's drops and can use it to predict movements and such. Mana Leak is a weaker version of Spellstutter Sprite, it get's rid ov something permanently BUT does not swing for 1 or 2. Remember that ninja can also be used to abuse triggers and ETB effects from the Faeries.

-2 Mana Leak-1 Zephyr Sprite

+3 Ninja of the Deep Hours, test it out, give your thoughts, i really think it may be worth it!Thtanks for the feedback :)

pbharris3 on Budget Mono U Faeries

8 months ago

Thanks for the input!

I had been thinking about adding back another Pestermite but I was thinking of dropping a Quickling for it instead. Quicklings are good when there are creatures to bounce but are unplayable when my board is empty.

I've been happy with 3 but maybe 2 Favorable Winds is fine. I definitely don't want to cut more than that. A problem with this deck is that there isn't enough power in the 1/1s to close out a game fast. Sure, I can play the controlling game but its just a matter of time before there just aren't enough counterspells to hold an opponent's (often much larger) threats back.

The Ninja of the Deep Hours suggestion seems to be a common one. It just seems to me that it's only good enough for 1 sneaky draw and afterwards its pretty easy to block/kill. Maybe that's just enough reason to add it in. I've never played with it so I'm just going off pure speculation (shame on me). Also I'm a bit of a purist when it comes to making my Tribal decks so I've tried to keep it all Faeries so far. I guess if lots of people have success with it then it may be time for me to test it out :)

Where would you make a cut for some Ninjas? I hesitate to take anything out because I've been pretty happy with the overall composition. Yes, I've been told that Zephyr Sprites aren't great but I like to have them for a Turn 1 play (if I don't have Miscreant) with the option to hold up Spellstutter Sprite to catch a 2-mana spell instead of 1-mana one on Turn 2. Or drop a Turn 2 Quickling for a bit more early damage or blocking if necessary. It can even just be an extra Faerie to Champion or bounce so we can avoid an opponent's attempt to 2-for-1 me on resolving a Mistbind Clique or Quickling later in the game. Even so, they appear to be the most obvious place to begin making cuts

JackTheWaterBear on Dream Spoiler

9 months ago

Faerie Miscreant is strictly better than Zephyr Sprite at it can sometimes draw you a card

Dk1997 on Edric Unblockables - cEDH

9 months ago

i figured most the suggestions wouldnt be any good but i was bored, but this time i think i actualy have a few good ones, to start off with, Jace's Phantasm at worst it's a 1/1 flyer for 1 blue, next, Deprive is a definite add in this deck, i'd suggest replacing Hydroblast with it, also Delay is a good addition and Annul is really good, i would say use Remand over Unsubstantiate but you already have enough draw, and Unsubstantiate doubles as a Boomerang, Chain of Vapor could be very good over Disperse especially in a multi player game because often ppl will not target you back with it becuase you have mostly 1 drops, they will target someone else and it ends up being basically a 2 for 1, Gemstone Caverns for some good early game ramp, Cavern of Souls if you can afford it, it add protection 4 your commander and hits about 7-8 creatures if u call elves and about 5 if you call rogues, Merfolk Spy, Jhessian Infiltrator, Surveilling Sprite, and Faerie Impostor increase the rogue count all though i doubt any of your creatures will get countered, your better off adding to your faerie count with Zephyr Sprite, Surveilling Sprite, Faerie Impostor, Mothdust Changeling , Scryb Sprites and Cloud Sprite for Spellstutter Sprite, Signal Pest is good, has evasion and is kinda like an anthem,Notorious Throng is real good if you get your rogue count up, take an extra turn and get some 1/1 flying faeries, heck yeah, also almost forgot, Spellskite is pretty good its cheap adds a decent blocker plus additional protection for edric and it can shut down/slow down many deck types and commanders, slows down tron builds, meren builds and flicker builds,

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