Welcome to my Queen of the Fae Primer, the goal of this deck is simple, assemble our combo pieces to generate infinite mana so we can cast our commander to "mill" everyone out. We're starting to build up a combo since the very start of our game and try to finish it off as soon as possible, if everything goes wrong, this is not only a combo deck, it has a Faerie tribal subtheme, we could always win by an air strike with our beloved Faeries.

A little bit of Lore :)

Oona is the queen and mother of the faeries on Lorwyn. She lives in Glen Elendra and sees the world through her children and the harvested dreamstuff they bring her. She is one of the few creatures that retained her memories after the Great Aurora, and was in fact the source of all previous Auroras. Her children refer to her as Mother of All Fae or Great Mother.

1) Strengths

Oona's sole niche right now is as the most succinct infinite mana outlet. What do I mean by that? No clue.

Okay really: Oona brings to the table the benefit of translating infinite mana into a direct win with no extra steps. There is some value in relieving the combo of intricacies as it provides few outlets for the win to be halted due to some restricting factor on board. Ideally, once you make infinite mana, you can win through draw locks, graveyard hate, and the like. In short, fewer steps means fewer angles of attack by opponents and, therefore, harder to interact with.

2) Weaknesses

So let's be real. With the release of Thrasios, Triton Hero , much of Oona's role as the infinite colorless mana outlet was apprehended (he will be referred to as dumb fish from here on out for salt reasons). Oona does not provide any form of card advantage sadly, and cannot realistically be cast in game without infinite mana of some form. She isn't a bear, can't remove threats, or give you an out in case things go south. All of these are strong reasons to look for another commander.

3) But I want to play pretty Fae ANYWAYS! YES!

Alright you beautiful human! You are breathtaking! Let's talk about how to build this deck so that you can win at any table regardless of what all the non-believers say!

1) Isochron Scepter + Dramatic Reversal

(Note: This combo requires one or more artifacts that produce at least 3 mana.)

  1. Cast Isochron Scepter and imprint Dramatic Reversal .

  2. Tap our artifacts to produce at least 3 mana and pay 2 of those mana to activate Isochron Scepter's ability to cast Dramatic Reversal.

  3. Dramatic Reversal resloves and untaps all of our nonland pernaments including Isochron Scepter itself.

  4. Repeat steps 2. and 3. untill you get amount of mana and cast triggers.

2) ATTACK WITH THE BEATIFUL FAES!

Our general packs a 5/5 body with flying, and all of our creatures in tribe are flyers, if we can't mill someone to death, our pretty ladies can beat others in the air until there is no one to hit!

By tutoring of course my horse!

We're running a decent package of tutors that will get us what we want and/or need. (See tutor section in decklist.)

Most tutors are used to fetch the same pieces in 90% of our games, but there are few times where we adapt them to fit the situation we're in.

Most of the time paired with some kind of a draw effect and that's because we sometimes search for interaction spells and answers, rather than combo pieces.

1) Instant speed tutors:

1. Vampiric Tutor - Setting up a wanted topdeck is always nice. This one gets you anything you want for only and 2 life - it's a bargain!

2. Mystical Tutor - More restrictions than previous one, but still searches for relevant spells and combo pieces.

3. Lim-Dul's Vault - A tutor..really? Arghh..I know it's more of a filter, but in most cases it's used as a tutor. Some situations call for it to dig through a nice chunk of our library until we find what we actually need and it hurts us really bad, but it leads us there.

2) Muddle the Mixture targets:

  1. Prio 1 - Isochron Scepter - Dramatic Reversal

  2. Prio 2 - Dimir Signet - Fellwar Stone - Talisman of Dominance

People know our game plans and they can sometimes guess where we're going so they are trying to slow us down by destorying/countering our mana rocks etc. These are a few backup plans that I use as my backup options.

1) Sensei's Divining Draw:

Generating infinite mana allows us to draw our entire deck with Sensei's Divining Top.

NOTE: Nice storm count from casting top as many times as possible!

Dramatic Reversal + Isochron Scepter + Sensei's Divining Top

  1. Generate mana with Isochron Scepter and Dramatic Reversal.

  2. Sensei's Divining Top to activate it's second ability, put it on the stack and hold priority.

  3. Activate Isochron Scepter's ability to cast Dramatic Reversal to untap top and let it resolve.

  4. Sensei's Divining Top to activate it's second ability and put it on the stack of previous one.

  5. Last activated ability resolves; you draw a card and Sensei's Divining Top goes on top of your library.

  6. Now first ability resolves; you draw a card which is in this case Sensei's Divining Top, but it doesn't go back on the top of the library because it's not in play at the moment.

  7. Repeat steps 2. to 6.

2) Cloud of Faeries + Deadeye Navigator + High Tide

  1. Pair the Fae with the Navigator.

  2. Cast High Tide, we need to have at least for a Navigator activation.

  3. Bounce the Cloud of Faeries until you have infinite mana.

  4. Profit?

YES, there is a possibility of a turn one win; but it's only possible with a godlike hand which would be like: Swamp (or any land that can produce black mana), Dark Ritual , Sol Ring , Mana Vault , Dimir Signet (or even Fellwar Stone if we're going after a player who dropped an Island or a Swamp), Isochron Scepter , Dramatic Reversal .
  1. Swamp for and then cast Dark Ritual ->

  2. Use to cast Sol Ring ->

  3. Sol Ring for and cast Mana Vault ->

  4. Use to cast Dimir Signet/Fellwar Stone ->

  5. Use to cast Isochron Scepter and imprint Dramatic Reversal ->

  6. Use to activate Isochron Scepter's ability and let it resolve.

  7. Repeat step 6. to generate infinite amount of and mana.

  8. Cast Oona and win.

Never actually happened to me but, is nice knowing it could, lol.

Oona brings to the table the benefit of translating infinite mana into a direct win with no extra steps. There is some value in relieving the combo of intricacies as it provides few outlets for the win to be halted due to some restricting factor on board. Ideally, once you make infinite mana, you can win through draw locks, graveyard hate, and the like. In short, fewer steps means fewer angles of attack by opponents and, therefore, harder to interact with.

It's relatively an underestimated commander that can win very early on... (DO NOTE SHE "EXILES", making tactics like putting something in your deck that will return from the grave utterly useless and making her infinite even more devastating.) she shines best in multiplayer because you can mill more opponents at once although you need to keep in mind that you need at least one or for each player.

5/5 flying if unblocked or left alone takes 5 turns to dish out more than enough lethal commander damage which is the hardest way to win with her but possible... yet never happened so far too, but I bet at some casual table it might work...

Don't forget your Fae tokens...

If you can't finish off the entire table or lack the mana to do so, Try and net 1/1 fairies for defensive reasons, mostly this can finish off people with like 30 to 40 Faeries on the next turn if they try to take out parts of it... (Especially versus mono-colored peasants) I also heard (today 08/07/19) Painter's Servant could make a comeback into commander, so it might be a nice add for going into a more aggro subtheme on the deck.

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Top Ranked
Date added 4 years
Last updated 4 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

16 - 0 Mythic Rares

35 - 0 Rares

16 - 0 Uncommons

24 - 0 Commons

Cards 100
Avg. CMC 2.28
Tokens Faerie Rogue 1/1 B, Faerie Rogue 1/1 UB
Folders Built by Me!, Dimir, Themed Decks ❤️
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