Zephyr Sprite

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH 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

Sgt.Pickles on

1 month ago

Hey man, awesome deck you have here! I'm currently trying to build a faeries deck myself, so I may draw some inspiration from yours and tell you what I come up with :)

As for recommendations, this deck has lots of potential but the big problem is that you're focusing on getting value from your unblockable ninjas, but that value isn't really working towards winning. The concept is too slow to be pure aggro, but if you increase the number of spells that just up and mess with your opponents, you'd be set...

Drop Elixir of Immortality, it's kinda pointless here. Writ of passage should be in the sideboard cause it's dead against decks that don't run many creatures (which there are many of). Higure is awesome, but his mana cost is expensive. Consider dropping one, if not both of him. Cut spell pierce as it's better for protecting combo decks, and instead run 4x Mana Leak. Familiar's Ruse is good, but consider Peel from Reality instead of or in addition to Boomerang- both have their strengths. I notice you have Ornithopter in here- probably for a more explosive start- but I wonder if it's not worth it since it doesn't deal damage? I guess it depends on your playtesting- Zephyr Sprite may or may not be better. Also, consider Spellstutter Sprite, and Serum Visions. Lastly, I'm too lazy to look anything up, but try finding blue anthem effects to pump your creatures. What comes to mind off the bat are Scion of Oona and Favorable Winds.

Keep up the good work dude :)

elementalheroflamewingman on Favorable Faeries

6 months 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

8 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

9 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

1 year 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

1 year 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

1 year 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

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