Zephyr Sprite


Format Legality
Tiny Leaders 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
1v1 Commander 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


Price & Acquistion Set Price Alerts



Zephyr Sprite Discussion

mfogle on Flash, a-ah!

1 month ago

A good alternative to Zephyr Sprite might be Faerie Impostor, it's still but it's a 2/1. I'd cream my shorts if it had flash, but it doesn't, though the attached bounce could still be useful, even if at sorcery speed.

Hi_diddly_ho_neighbor on The Mimeoplasm/Faerie

1 month ago

So one quick way to cut cards is to take out everything that doesn't fit with your deck focus/theme. For example, cut all of the Goblins as they have nothing to do with Faerie tribal (which is what I assume your goal is). Also, it may seem beneficial to jam every relevant faerie into the deck, but you generally want your creatures to be impactful. Vanilla 1/1's like Zephyr Sprite and Moon Sprite don't really do much. There are a number of Faeries that you aren't running that may be better options than what you have here. I won't list them here, but just take a look at EDHrec's faerie tribal page and you can get a few ideas that might help you both cut cards and find good additions.

Granipouss on Mono Blue Bouncing Faeries

2 months ago

Hey veeonix, thank you for the advices and analysis. This is super interesting.

  • Zephyr Sprite is really not impressive, and I would gladly cut it for basically anything. But it enables Spellstutter Sprite on turn 2 and there are very few playable 1 CMC faeries in modern unfortunately...
  • Frankly I hesitated a lot for Favorable Winds main board, it is a very good lord here but it is also sorcery speed and a loss of tempo. I am not a fan of Metallic Mimic for the lack of evasion and the sorcery speed also, could be worth trying, tho'.
  • For the lands, I must admit I completely forgot about Choke, I should clearly diversify the mana base. Secluded Glenis indeed a good inclusion that come into untapped. I would avoid Unclaimed Territory as it makes casting spells harder and all the pain lands as we tend to not have a lot of blockers and the loosing the race to ourself is a very real possibility.
  • I like the idea of counting Faerie Conclave as a creature, I will try the full playset.
  • I also thought of Mutavault, it is technically a faerie and it comes in play untapped.

  • So there are indeed a lot of bouncing in that deck, to gain tempo by bouncing the opponent's stuff and saving my stuff, but I also bounce for value. Most of my creatures have ETB effects (Unsummon on Spellstutter Sprite the recast the sprite is a very common line of play), and the soft lock is basically my best out if the game gets long. This being said, may there are too much indeed. Dismember seems nice but I have a big doubt on paining myself for 4, depends on the matchups but it hurts. Pongify seems really bad because again I don't have many ways to block well and it seems to me like the best way to loose the race.

  • On the general balance I see the point on creature vs spell balance, but I don't really know what creature to add. Vendilion Clique is a clear answer but it is not super budget, should I add more Pestermite ? Maybe a third Mistbind Clique but 4 CMC is so much...

  • My sideboard makes no sense for sure, it is a bunch of random cards that I own already and that can be useful at some point. But I really have a hard time make it.

Thanks again for the comment, I will brew it some more, and come up with a new version.

Sgt.Pickles on

7 months 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

1 year 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

1 year 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

1 year 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

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