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Faerie Mischief (**TEMPO PRIMER**)

Modern Control Faeries Tempo UB (Dimir)

NuBByThuMB


Sideboard


There are currently a number of other decks in the format playing control. We've got Jeskai and Grixis and just about everything in between. So the first question becomes Why play Faeries? Why play Faeries?! Well, I'm glad you asked because I'm about to explain why, exactly, anyone should pick up this deck to play.

To most (and probably justified) Faeries is an underdog Rogue deck. It's very difficult to pilot optimally, it plays "bad cards" (the core is fragile dudes), and it's super expensive because the mana base is near solid stone written and all of the cards that aren't "bad cards" are format staples. Faeries is currently a tier 3 strategy that can either be piloted as a Tap-out strategy (looking to utilize bigger threats in cards such as Liliana of the Veil and be proactive every turn; playing more like a Pox/Fae mashup) or a Tempo strategy, which aims to be reactive after clearing the lanes to insure the strategy gets online. However, these "bad cards" harmonize so well with each other, that a seasoned pilot knowledgeable against his metagame will be rewarded with success and more importantly actual measurable fun by playing this deck. I'd like to think that as a player who has piloted Fae during Extended and then from the point of the Great Unbanning forward in Modern, I have a pretty decent gauge on how the kinks and quirks of this deck work, and thus justify the writing of this primer.

It's worth all I've got to mention the Faerie Conclave - Modern MTG group (click the link!!) on Facebook and all of the wonderful people within who help to test and grow the deck to become the best expression of cards it can be!

While some of you may very well be aware, U/B Faeries is a deck that has existed since the days of Lorwyn Standard. While in Standard, the deck was so potent as a tempo machine that it dominated the top tables in Standard for months until Shards style Jund came into existence.

The deck was so strong, in fact, that when Modern was instated, the draw to playing our deck was banned out of the gates. Fear not! Bitterblossom is here to stay and not going anywhere. Faeries serve to be a healthy little 1% pip in the metagame, but don't take a seasoned Faeries player lightly; it's much more likely that they know your deck better than you do.

If you're looking for strong synergy, calculated and challenging play that will teach you to be your best Modern player, keep on reading this primer! People might tell you that you're wasting your time on a deck like Faeries. The fact of the matter is that it is entirely your decision as to whether or not the deck works for you. As with any deck, practice is going to prevail. Some might argue: Why not just get better with a better deck? To which I would explain that it's really a matter of preference. You can't really explain the mind numbing magical elation that comes from the play of a deck you genuinely enjoy.

The first draw that most people have to Faeries is Bitterblossom. It serves as the lynchpin card in most variants of the deck. While at first glance, the card seems slightly underwhelming, Faeries players will assure you that Bitterblossom is the real deal. With Faeries, most players opt to stick within the natural U/B color combo, giving us a fairly solid core. A core, it's worth noting, that needs to remain intact in order to capitalize on the Faeries synergy: the real reason why we play Faeries.

A basic Tempo Faeries core is going to look something very similar to this:

4x Bitterblossom
4x Spellstutter Sprite
3-4x Snapcaster Mage
2-3x Vendilion Clique
2x Mistbind Clique
3-4x Fatal Push
3-4x Opt
2-4x Inquisition of Kozilek~
2-4x Thoughtseize~
3-4x Cryptic Command

Now I'm going to get to explaining why each of these cards is considered a part of the overall core, but first it should be noted that while it is plausible to represent Faeries with wedge colors like Esper and Grixis, players often detract from this core to do so. (A detract that can and will punish you for not being committed to the core.) It is of my practiced opinion (as well as calculable fact providing recent high level event successes) that the U/B core is the essential starting point for success with this deck.

With those disclaimers out of the way, let's have a look at the core from top to bottom with a little more insight as to why these particular cards.

THE IMPLICATIONS OF Bitterblossom

Bitterblossom is the leader of our core cards. If you're not on Bitterblossom, you're not playing Faeries. When looking over the card some might think that a loss of life every turn for a single 1/1 Flying Faerie might just be too erratic without enough payoff. However, it's the rest of the core that supports Bitterblossom as the engine and focuses on making maximum use out of these fragile tokens. Most typically, a Faeries player is going to look to land their first Bitterblossom on turn two (though this can change depending on matchups and sideboards) to start churning out Faerie tokens. It's also worth noting that Bitterblossom is a Tribal Enchantment with the Faerie subtype; an important piece of card text that without, might just make our deck unplayable altogether. Bitterblossom is only just the jump in point, though, as there are numerous things to consider when opting to include the card in any deck.

The first thing you should realize right off the start is that Bitterblossom is a self-imposed clock. It's draining you in order to continually insure that you have a fresh Faerie on board every turn. Optimally, this means that as of turn four, you can start chipping away for small amounts of incremental damage. Yes, turn four is highly likely the first turn you'll be getting beats in. You've got to play a slow grindy game to get where Faeries is trying to go. While that life loss seems like it's going to make the game go faster, it actually slows it down quite well. When the deck functions optimally, your tokens are either trading with small dudes, saving chunks of life from big ones and/or at the very least being counted for Spellstutter Sprite.

When all is running at full steam, you're spending one life a turn to do one damage per turn cumulatively for each turn your opponent doesn't handle your Bitterblossom. If you've never put Bitterblossom on the board on turns two and three, you haven't truly lived!!

BONUS ~ Some Bitterblossom Math

This math assumes your tokens can attack freely as soon as possible. Math for one Bitterblossom and math for two are given below. In both instances we will assume no life loss as early game fetching isn't absolutely necessary.

Turn 2 - BB
Turn 3 - LP 19 - 1 Fae - OP 20
Turn 4 - LP 18 - 2 Fae - OP 19
Turn 5 - LP 17 - 3 Fae - OP 17
Turn 6 - LP 16 - 4 Fae - OP 14
Turn 7 - LP 15 - 5 Fae - OP 10
Turn 8 - LP 14 - 6 Fae - OP 5
Turn 9 - LP 13 - 7 Fae - OP 0

This math assumes that each turn, you are able to handle the biggest threat without losing a Faerie Token. Often times, the optimal line of play might cause you to hold back a token or two and your clock pushes further back. This is resolved by the remainder of the core being built to support Bitterblossom and push this clock. This math a simple representation of the cumulative power of Bitterblossom and the Faerie swarm it creates. Let's have a quick peek at the math with two Bitterblossom on board!

Turn 2 - BB
Turn 3 - LP 19 - 1 Fae - BB - OP20
Turn 4 - LP 17 - 3 Fae - OP 19
Turn 5 - LP 15 - 5 Fae - OP 16
Turn 6 - LP 13 - 7 Fae - OP 11
Turn 7 - LP 11 - 9 Fae - OP 4
Turn 8 - LP 9 - 11 Fae - OP 0

As you can see, a pair of unchecked Bitterblossom can be devastatingly effective. However, it's not often you want to cram two and go for it. You're shocking yourself every turn for two dudes, so you're going to be aiming to race. In this case, you probably want the rest of your hand to be Spellstutter Sprite. Double Bitterblossom can be a huge blowout when your opponent isn't prepared for it. But there's enough cards in the format that will answer Bitterblossom, so most often, you want to hold one in case you lose the first. This card could be dead later, but more likely, you should be trying to recognize how long the game is going to go and whether or not you can get the life totals to a state where you're comfortable playing without it. Recognize whether you need to have it on board immediately or tuck it away for later and you'll be on the fast track to mastering the way of Bitterblossom.

Generally speaking, if you can get the board state to a stable three Faerie tokens on board, youre functioning optimally and should be winning that game. Let's have a look at where Bitterblossom takes our core next.

THE REMAINING CORE

Creatures

Spellstutter Sprite is easily the biggest payoff card for opting to run Bitterblossom sans the card itself, as a turn two Bitterblossom can and will win games. Spellstutter Sprite is the real reason we want to cram our Bitterblossom as soon as possible. The enchantment serves to start fueling your Sprites and turning them into hard Counterspells with 1/1 Flying bodies attached. Often, the gameplan will revolve around how aggressive you can be with your Sprites as well as how efficiently you use them. While Faeries does usually play some number more of other counter spells, Spellstutter Sprite is our first core go-to because of the synergies it gets from Bitterblossom. What we're looking for is no-low cost opportunities to cram Bitterblossom and start fueling our Sprites one turn at a time. Because the vast majority of the creatures in our deck are so small, it's important to be able to recognize when you need to get damage through vs when you need to hold up tokens or mana to block. This inherently means that our games are going to go long. We want to push our opponent past their clutch turn and hopefully force them into top-deck mode as soon as possible, with as much efficient early game card advantage as possible. This brings us full circle to Spellstutter Sprite a body that comes down, answers a threat and turns into one itself. All things we're looking for.

Snapcaster Mage is a card I feel doesn't really need introductions. As the only honorary Faerie in existence (due to his tempo interactions and Faerie-esque play style) Snapcaster Mage is a must include for anyone considering Faeries as a deck option. He's basically Spellstutter Sprites 5-8 in that he's going to come down, answer a threat and present one himself. Again I will emphasize that more often than not, Faeries is going to win with incremental damage until we are 100% certain that an alpha swing will put you in the dead zone. This to say that the 2 power on Snapcaster is not negligible, nor should it be treated as such.

Vendilion Clique has been a Faeries staple since day one. While the tap out play styles of faeries often forego VClique, the tempo variants prefer to leave the card right where it's always been. Vendilion Clique sees play in a range of blue decks across numerous formats. The fact that they are the Faerie subtype (for Spellstutter Sprite) and give us interaction while also presenting a big clock are reasons enough to accept Vendilion Clique in the core. It's worth noting that you can Clique yourself if you really need to find a different card. Very versatile for a Legendary 3/1 Flying critter. However because the Clique trio is Legendary, we opt to run fewer than a full set.

The last creature in our core package is Mistbind Clique. Yet another Faerie that's been doing work for the deck since day one. The inclusion of Mistbind Clique might be debatable as there has been some success without it. However, I personally recommend the card for anyone on the Tempo plan, as most often it's the card that turns the tempo corner and puts the game out of reach for our opponent. Yes, Clique is a 4 drop. But this is why we only run 2. But those two are absolutely necessary as they provide a way to finish off a game quickly with little resistance, or can stymie the bleed off your own Bitterblossom (yes Mistbind CAN champion that enchantment). Most often when Mistbind Clique comes down, it's going to force your opponent to do things in response (often times them looking for an out to prevent the champion clause from going off) because if they dont, they're literally handing you a free turn. In this way, it can be said that Mistbind Clique is a sort of Time Walk effect that can get you from far behind into Alpha Status in just a turn or two. It's the real corner stone end piece and definitely the real deal as a 4/4 Flying even just for surprise blocks can often end the game on its own.

Spells

Moving on from the core creatures (also read: the entire creature base) we come into the core spells which, at their heart, are just tempo All-Stars. Before the printing of Fatal Push, Faeries was on the fast track to doing just about nothing in the format. What we really needed was a turn one removal spell that we could play reactively. It happened to be that Fatal Push was exactly what we were after. With enough Fetchlands and Faerie tokens coming off the board, it's almost guaranteed that we can kill any creature from just about any deck without the need to splash into a third color. This, of course doesn't include Tron variants or Gurmag Angler and Tasigur, the Golden Fang. However, having access to a card that could shore up a number of previously dismal matchups for a single mana and synergy with Snapcaster Mage pushed Faeries from the brink of death into a deck that's actually being taken (relatively) seriously because it has real options. It's worth stating that Fatal Push absolutely shifted Modern, but it did not warp the format. It's a card that's certainly necessary for Modern like its brothers Lightning Bolt and Path to Exile.

The reprint of Opt in Ixalan has given Faeries players yet another cheap tool to replace old gold staples like Ponder and Preordain. Unfortunately Storm is just too strong of a deck to allow unchecked. Especially with so many other draw spells and rituals that have been disincluded from the format because of it. Think Gitaxian Probe. This brings us to an interesting choice of remaining card draw options available.

Having a look at what's left, we see fairly slim pickin's for Tempo oriented decks that want to draw cards. Cards like Serum Visions and Ancestral Vision are format staples. Both justifyably played in hard control decks like U/W/x. They set you up for the turns ahead and net you cards. Both of those options are absolutely viable for the Tap out variant of Faeries. But the Tempo version can't use them. These draw spells are slow and clunky when we want to be finding fast cards, something Opt allows us to do. When committing to Ancestral Vision you often have to play four copies to insure that you can hit it on turn one. I'm not saying I don't like drawing three cards, but drawing an Ancestral Vision late instead of a live spell is probably game over for you. Furthermore, suspending Ancestral Vision on turn one gives your opponent a free reign turn one play with yourself on the blind. It doesn't help to set up Bitterblossom on time and can actually set you further behind tempo.

Serum Visions is much more an option than Ancestral Vision in Tempo in my opinion because it does replace itself immediately. However, it does so at sorcery speed and blindly. Opt gives us option at instant speed filter. Clearly the superior choice being in on Tempo.

Next in line are Thoughtseize and Inquisition of Kozilek. While these cards aren't exactly considered core, a large number of players swear by at least some number of early game hand disruption. Especially the tap out variants. Tempo has the flexibility to make these slots more card draw power or counter magic. But I personally like to have hand information and check to make sure that it's all clear to deploy my Bitterblossom and take out an early game piece that we don't have options to hit with our own hand. Keep in mind while playing these cards that you want to make the most efficient use out of every card, or you're going to find yourself behind. As an example: if you Thoughtseize your opponent turn one and find two one drop dudes and a problem two drop and 4 drop, don't take the early game action unless you have answers for everything else. Look closely at what you have in your hand and figure out what your opponent's choices are going to be after you take a card. If you've got a Fatal Push, a Snapcaster Mage and a Spell Snare in hand, You might be inclined to handle the big four drop problem now because the rest of your hand sets you up to interact with the rest of theirs. It's really important to know how to use your Thoughtseize and Inquisition of Kozilek properly, because taking the wrong card can cost you games!

Our last auto-include non-land card is Cryptic Command and if you need an explanation as to why, you should probably just read the card. We get a counter/draw/bounce/tempo+alpha option out of it with Snapcaster Mage to flash it back. Card is literally insane for Faeries because it can get your opponent instantly. Yes, they know the card exists and yes, they are going to try to get you to burn it. When considering your lines of play, you always want to consider Cryptic Command as a card that's going to win you the game simply for being so versatile. It's easily the best Snapcaster target in deck (matchup/sideboard depending) and most typically if you Snap-Cryptic, your opponent definitely isn't looking too good. This means that you want to save your Cryptics and burn through your other lesser spells if at all possible.

MANA BASE

4x Mutavault
4x Polluted Delta
3-4x Darkslick Shores
2x Other Blue Fetches
3x Creeping Tar Pit
1x Watery Grave
4x Island
1-2x Swamp

The mana base is the most firm of all, which is typically true of any archetype. Each card in the Mana base is actively doing something important for your game plan. I could talk about fetches and such here, but I think most people know their importance by now. I'll give them an extra nod to the ease of Revolt triggers for Fatal Push. Otherwise the base is firm at 3x Darkslick Shores, because fast lands on turns one through three are amazing but fall a little short late game and we don't want to draw too many tapped lands.
A quick mention here to the basics and one-of Watery Grave. We only really grab the Watery Grave if we absolutely need it, or we can get away with an EoT fetch that can just fix up our mana. It very much hurts to turn one Fetch->Shock->Thoughtseize, so try not to keep risky land hands that will demand you fetch your Watery Grave to Thoughtseize. As for the basics, you really need to be able to play around Blood Moon if you can't counter it.So enough basics to be able to Snap-Cryptic and cast your double black sideboard cards are necessary. 4x Island*, 2x Swamp**.

Lastly, we come to the Manlands section of the manabase. The Manlands are the true heart of the mana base and precisely why the rest of the base needs to be as it is. 3x Creeping Tar Pit shores up mana fixing for both colors and provides end game options all in a single land card. The fact that you can just push through 3 unblocked to the dome is reason enough to turn these guys on as much as possible. But don't be trying to race where you can't and should be holding up mana.

Your race Manlands are your 4x Mutavault. These guys are SO versatile. Not only can you tap them for mana, but they turn into a 2/2 Changeling, counting as a Faerie for Spellstutter Sprite or Mistbind Clique in a pinch, AND can use their own mana to do so. They can be blowout damage for both offense and defense. It's sometimes hard to keep track of when you should be spending your manlands as mana or using them to attack. But it's definitely a question you should be asking yourself each turn. Remember that you are trying to win by card quality and synergy incrementally. Sometimes not losing requires you to trade a Mutavault for a Goblin Guide. Each situation is going to vary but the fact is that Mutavault is always a constant with so much synergistic option packed into it that you CAN NOT; repeat; CAN NOT replace this card. Not with Secluded Glen not with Faerie Conclave, not at all.

It's worth noting that there are a couple of flex spots in the Mana base. Some folks like Secluded Glen because you can play it as an Underground Sea on turns one and two by revealing your Bitterblossom. However you can run into spots where you simply don't have enough Faeries at all times to compensate for the reveal and it ends up tapped. But you also might end up showing a Faerie you wanted to hide as a trick. The card gets a solid B from me as an inclusion of three at max. I'll get into more of these flexible land options in the Non-Core Cards section.

The cards listed above are a fairly strict core. There are a number of staples played among lesser cards. A lot of our dudes die to Pyroclasm. But we've still got some space to play with! In the next section, we're going to go over the rest of the Faeries build and how the cards within can fluctuate based on numerous variables such as preference, meta game, budget and synergy. If you're still reading, shoot me a +1 and head on over to the NON-CORE CARD INFO Tab!

Though the core of the deck seems to be close to every card in the deck, you might find yourself with leftover space varying from two to fifteen cards. There can be numerous reasons for this. Budget, preference and metagame are all good reasons to employ a number of different options. In this section, we will explore what additional options we can apply to our core to really keep our deck moving and push the core to do what it's made to do.

You'll notice in the core section that a number of cards labeled with flexible numbers. Inquisition of Kozilek and Thoughtseize in particular are not considered must-play main board cards by Tempo players, though my personal preference is to have them, again for being able to pave the way for Bitterblossom and to hit problem cards that I usually have a tough time dealing with on board. All these things considered, we're going to dig into some other card options that can help push your tempo game as efficiently as possible. Note that most of these cards are going to be Instants because we're playing the reactive game as soon as Bitterblossom lands.

COUNTER MAGIC

Remand is one of the strongest counter options Faeries players have available to them (obviously barring Cryptic Command.) The untrained eye sees a card that doesn't exactly do much here, but keep in mind that we are playing tempo, and a card that can virtually Time Walk a big spell and replace itself is very good for Bitterblossom.dec The down side here is that Remand can be a dead draw against fast decks where you'd much rather have a permanent answer. Depending on how much card draw you already employ, Remand in as many as three copies is a decent way to shore up some of those gas-out games.

Mana Leak is very much the typical go-to counterspell for most Tempo Faeries players. It's a catch all that's usually just a straight Counterspell. However, I find that when you give your opponent enough time to play around the spell, it can become a dead draw. This isn't usually too common of an occurrence to leave a giant red mark on Mana Leak's record, as more often than not, you'll be burning your Mana Leaks before your Spellstutter Sprites start wreaking havoc. No more than three copies, though.

Spell Snare is my current personal go-to fill-in counterspell. While it may seem like a lackluster main board card when compared to say Mana Leak, it does do a very good job of working in tandem with the rest of my one drop options. Pick the hand early with Inquisition of Kozilek to set up your next hand selection piece and hold back a Spell Snare for their turn two play. If all goes well, you're deploying Bitterblossom on turn three into an empty board and your opponent with nearly zero options to pull up in hand. It should be noted that through these lines of play, you need to be very certain that you're picking the right cards out of your opponent's hand. You don't want to accidentally nab that Eidolon of the Great Revel with your IoK and render your Spell Snare useless. Maximize your lines of play and your draws should keep you pretty well flexible to react accordingly throughtout.
On the draw, Spell Snare can be a clutch turn one trick that can shift the game's tempo early and put you in the Driver's seat. I'm hard pressed to find a deck worth its salt in the metagame that doesn't have useful two drops to counter with it. For that I see it fit to run as a 2-3 of depending on your metagame.

Countersquall is generally a sideboard card. As a Negate with Tempo upside, it could be very useful alongside your Mana Leak package. No more than two copies main, I'd recommend, though.

Familiar's Ruse has this cute little synergy with the entire creature package where it will let you reuse those Spellstutter Sprites and Snapcaster Mages. I've only ever tried it as a one-of and it did exactly like it was supposed to. Reusing a Snapcaster to Snap-Ruse (and get a THIRD use) out of one Snapcaster Mage is kind of insane. However you have to recognize that you're giving up some tempo by bouncing one of your own dudes. This card is a super sweet one-of.

REMOVAL

Go for the Throat is a much better Doom Blade that's really only invalid against Affinity. However, I absolutely recommend at least one of these somewhere within your 75 if you're not on Murderous Cut and Dismember. Which of the three you care for depends entirely upon you and your meta as they all mainly serve the same primary purpose of killing dudes with toughness 5 or greater. as Generally these guys are out of Fatal Push range. I chose Go for the Throat because I prefer to leave my Graveyard alone for my 4x Snapcaster Mage and thus Murderous Cut becomes less appealing. We're already running a significant amount of personal life loss, so I find Dismember distasteful and shore up my colorless matchups out of the side. Flexibility in the main is what puts these guys in the side for me. But if your metagame is flooded with Gurmag Angler, Tasigur, the Golden Fangs, and Eldrazi Tron, consider these in the main in two to three copies mixed. I'd never recommend more than one of any of them sans Go for the Throat.

Collective Brutality is a hit and miss card for me personally being at sorcery speed and having an Escalate cost of Discard a card. Typically I only ever want to see it against aggressive matchups where I can pitch a useless Bitterblossom to get a second mode, usually killing a dude and draining some life. I've relegated this card to the sideboard for Tempo reasons. Tap Out variants will main board this card.

Hero's Downfall is also typical in the side but sometimes sees one-of main play if perhaps your metagame is heavy on Planeswalkers and big creatures.


LAND

Secluded Glen is a fun Underground Sea for Faeries decks that consist of at least 14 total Faeries. Having fewer than 14 is going to result in inconsistencies where you'll draw too many tapped lands or give up too much information. I played this card for a long time until I played without it. I personally prefer to be without. But that choice should be based solely on your Faeries count. You can reveal Bitterblossom for the clause, which is about the only card information you really want to give away. Even still, if you're going to run Secluded Glen it should be no less than three.

Cavern of Souls NAMING WIZARD. Not Faeries. If your meta is heavy on control and you need an edge, up to two of these are acceptable.

River of Tears, Sunken Ruins, Drowned Catacomb and Sunken Hollow should only ever show up as one-of spice lands that all fix your mana neatly and not much else. They all have narrow usage with a quirk or two out of River of Tears and Sunken Ruins which can make them clunky to handle. For the most part these are test run lands when you need to add a land spot.

Ghost Quarter and Tectonic Edge should really only be in the main board if you're at 20+ colored mana sources OR your metagame is heavy Tron and U/W/x. They serve to fight greedy land bases, chew away manlands and break up Tron synergy as best as possible. I try not to go more than two of these but if you must play more, you might consider coming off a Swamp and going up an Urborg, Tomb of Yawgmoth.

Pendelhaven and Urborg, Tomb of Yawgmoth are two lands that see super fringe play in our super fringe deck. The former used to buff dudes to pump the clock and sometimes splash surprise Abrupt Decays and the latter to shore up color needs from too many colorless lands.

CREATURES

There are very few creatures I hazzard to mention as replacements for anything in the core. As of this writing, there exists zero Faerie creatures in black worth committing to our card space. The prescribed creature base is the stone cold base of making the most of your synergy.

Scion of Oona is one of such few creatures I will mention. Scion offers a unique segway for our synergy. It can serve to pump Bitterblossoms tokens and can be flashed in to protect your Faeries from spot removal. If for some reason you're not playing Vendilion Clique and/or Snapcaster Mage, Scion of Oona is recommended but only as a full four set. This owes to the fact that you REALLY need to put the second copy on board to protect the first or you're in sitting duck territory.

Tasigur, the Golden Fang is a creature that sometimes crops up in place of Vendilion Clique or Mistbind Clique. Tasigur offers late game solidity even if you've lost your Bitterblossom and can serve to push your game longer by refueling from your graveyard. I've personally never been a fan of dumping four mana into his ability, but I have been on the receiving end of a turn two Tasigur and that is a rough uphill battle. A great budget card to consider.

Closing up the creatures and Non-Core Cards section is a super fringe card that I think is worth real consideration if your metagame is not heavy into white. The Scarab God is a super interesting one-of creature that can serve as a game winning engine all its own. From bringing back Spellstutter Sprite and Snapcaster Mage as 4/4's to whatever dudes your opponent has, his upkeep trigger alone can close out a game. Did I mention he scrys?! You literally don't even have to attack with him to win. But he is super weak to White removal.

ARTIFACTS

Sword of Light and Shadow and friends see fringe amounts of play in Faeries and your choice in Sword or perhaps even Batterskull will depend on your needs. Through some community testing, it's been deliberated that the Swords have a sort of win-more feel to them, though they are not without applicable use.In order of what's considered most useful to least:
Sword of Light and Shadow
Sword of Feast and Famine
Sword of Fire and Ice
Batterskull

DO NOT play Smuggler's Copter. There's a reason I didn't list him among the creatures. I know, it seems like a good idea in theory, but in practice, the card just isn't good in Tempo. We're not trying to commit to more than two or three turns max of tapping out to gain presence before we move to comprehensive reaction. Within that window, we need to hand pick and kill a small dude as well as land a Bitterblossom. And while Smuggler's Copter is decent in conjunction with the namesake card of our deck, it's a fish out of water without it. It WILL eat removal if you really think you need a lightning rod. I can see where the Tap Out variants using Liliana's might justify Smuggler's Copter, but it just doesn't fit into the tempo plan.

WRAPPING UP

Whew! It's only been eight hours of writing and editing up to this point! And there's still a bit more to go!! While there are a number of useful sideboard cards that can be played in the main board, there are also some silver bullets to help improve specific meta game match ups that should be considered in the sideboard. If you're STILL reading at this point, please feel free to put an up vote on this deck list and leave comments and questions!!

So how does Tempo Faeries fight the meta game? What matches are we happy to sit down to and which ones should we be working sideboard cards out for? More importantly, which matchups are so horrid that we shouldn't even bother siding for? That last question was a trick question and I'll explain why! In this section you can expect to learn more about our matchups and sideboard staples so that you can make the sideboard choices that are going to work best for you!

It is my ambitious hope that this last section dedicated to the Sideboard and Metagame continues as a living document, shifting with each major shift in the meta game so that we can be as prepared as possible with reference to this primer alone!

Let's have a look at a list of current matchups and cards you can use to supplement your main deck to gain an edge in those matchups. For this section, we'll be looking at the first and second tiers of the current Modern metagame. Each deck is linked to a current top tier list, so click the links!!

GRIXIS DEATH'S SHADOW
As a deck that aims to drain its own life total for the benefit of Death's Shadow, Faeries is very well situated here. Fatal Push is guaranteed live and Spellstutter Sprite can handle aa casted Shadow with a naked board. The cards that give us most trouble in this matchup are Tasigur, the Golden Fang and Gurmag Angler. These guys can be chump blocked one at a time so long as you're not trying to face down both. Ideally you want to counter these guys but you can still win after one resolves. Board in your Go for the Throat and Murderous Cuts.

STORM
Combo generally doesn't have a great matchup against Control in general. Storm relies on its Baral, Chief of Compliance and Goblin Electromancer to cheapen their spells and go off. It's important to kill these dudes in the early game as often as possible. If you can get Storm to meager casting just a couple spells a turn, you're bound to come out in top. This means countering the spells that will drain their mana pool and force their turn to end. The less they can dig, the better chance you have. Post board you have the option of Surgical Extraction and other Grave hate effects that can act as "Gotcha" cards to disable their Past in Flames turns. Stick a Bitterblossom quickly and then react from then on.

U/W CONTROL

JESKAI GEIST

COLORED TRON

ELDRAZI TRON

AFFINITY

5 COLOR HUMANS

NAYA BURN

DREDGE

ABZAN MIDRANGE

TEMUR BREECH

JUND DEATH'S SHADOW

MARDU PYROMANCER

COUNTERS COMPANY

LANTERN CONTROL

TITAN SHIFT

ESPER LIVING END

PONZA

TRADITIONAL JUND

INFECT

JUND THROUGH THE BREACH

AD NAUSEAM

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Revision 20 See all

(6 years ago)

-4 Ancestral Vision main
-1 Darkslick Shores main
+2 Mana Leak main
+3 Opt main
Date added 8 years
Last updated 6 years
Legality

This deck is Modern legal.

Rarity (main - side)

9 - 2 Mythic Rares

27 - 6 Rares

9 - 7 Uncommons

9 - 0 Commons

Cards 60
Avg. CMC 2.05
Tokens Faerie Rogue 1/1 B, Zombie 2/2 B
Folders Fun , edh, control ideas, The Modern Dream, Modern, Modern
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