This is an aggressive tempo deck. Play it as such. There are very few matchups where we want to sit back and trade.
Mull most 7 card hands with just one land . A multi faerie miscreant hand is one of the few exceptions.
Mulls to 6 with one land are generally fine with the added scry. Especially on the draw.
Turn two should almost always start by casting your cloud of faeries. If they dont have red or black mana open, take full advantage of your ninjas on the attack. If they do, develop the board first, or leave up a spellstutter.
Remember you have evolve creatures so order accordingly.
Ninjas and Phantasmal Bear.
Ninja works with phantasmal bear. Take full advantage. Equipment doesn't work with the bear. Don't kill your own creature.
Ninjas and ETB effects
Ninja should return things with enter the battlefield effects whenever possible. Returning a spellstutter sprite is fantastic, as is a faerie miscreant if there are more than one on the board.
Ninjas also evolve 0/1 or 1/2 raptors. Yay extra damage.
This creature can evolve your 1/2 raptors.
It is also weak to electrickery or shrivel if it is paired up with only 1/1 blue creatures.
This guy and Faerie miscreant count towards your faerie count for spellstutter sprite.
Fathom seer should be one of the last cards in your hand you play. Though if you can get it to resolve earlier with certainty, take advantage of it. Gush that can't be countered by pyroblast is fantastic, especially with our low land count.
Remember to tap lands for mana before returning them to your hand.
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