Cloud of Faeries

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Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Cloud of Faeries

Creature — Faerie


When Cloud of Faeries enters the battlefield, untap up to two lands.

Cycling (, Discard this card: Draw a card.)

Azoth2099 on Faerie Fears

4 months ago


Hey man, congrats on your first brew! Let's get into it.

In my opinion, this commander is practically begging to win the game through a Cloud of Faeries loop. The most easily applicable one that I can think of is Cloud of Faeries + Shrieking Drake + Panharmonicon for infinite mana and life drain for the win. I'm happy to explain how the loop works of you need me to, but try to wrap your head around it by yourself first. The combo itself is super easy to tutor up in this color combination, & all of the pieces are just good to have for the build anyway! Plus you're already running Faerie Impostor & Quickling for redundancy within this particular combo, so it kind of just works, ya know?

Some more value pieces like Virtue of Knowledge & Roaming Throne could be really great here too, but I would honestly cut value for things that help you get to and execute the aforementioned combo like card draw, ramp & tutors if you really want to win games. Let me know if you'd like any further suggestions on which of those would be best here.


SufferFromEDHD on Bouncy Castle

1 year ago

Haven't run Brago in a minute but I noticed you are missing some of the usual suspects

Rishadan Cutpurse or Rishadan Footpad

Elite Spellbinder

Mage's Attendant

Cloud of Faeries

Loran of the Third Path

Kashai on I Sphinx You'll Find That's Mine

1 year ago

Treachery is pretty cool and on theme, plus you can do some neat mana tricks with multiple mana producing lands

In the same vein Cloud of Faeries for more mana tricks

For some Scry support Retreat to Coralhelm

And for synergy with both a multi-mana land that also scys, Soldevi Excavations

Some Multi-Mana Lands Nykthos, Shrine to Nyx, Coral Atoll, Lotus Vale, Lotus Field, Ancient Tomb

Last_Laugh on

1 year ago

There's a few spots here where you've opted for non-creature effects over creatures serving the same functions.

Ramp: Beastcaller Savant is very similar to a morph creature thanks to haste and paying for his own 1 mana to recast in combos. Wild Cantor is a turn 2 Animar option. I'd suggest dropping your artifact/sorcery ramp for more 2 drop creatures (and Birds of Paradise). Cloud of Faeries and Peregrine Drake are both ramp and combo pieces here.

Bounce Enablers: Equilibrium and Deadeye Navigator both work great here. If your playgroup will let you proxy just ONE card... make it Cloudstone Curio.

Card Draw: Tishana, Voice of Thunder will draw a bunch of cards. Prime Speaker Zegana used to be go-to draw for Animar once upon a time.

Combo: Weird Harvest and Ancestral Statue will enable a combo with Purphoros. It'd need 3 counters on Animar, , and Harvest in hand. Harvest for to look up Purph/Statue, play statue for , then play Ancestral Statue targeting itself with it's own etb over and over.

My list isn't budget friendly, but it should still help. Upvotes on any of my decks are appreciated. Animar, Gaea's Hemorrhoid ⫷PRIMER⫸

Spirits on

1 year ago

Hey Zorke,

Ok based on your comment about the combo, I'm basing these recommendations on a:

Tuned tier - Power level 5 (6 usually has a combo) - Win before Turn 14 - "Upgraded Precon". Visual Guide to Power Levels in EDH.

-- Land Base -- Prioritize untapped, Mana colors, Target 33: +Shivan Reef -Island +Yavimaya Coast -Forest +City of Brass -Aether Hub +Mana Confluence -Mountain Valley +Riverglide Pathway  Flip -Simic Growth Chamber +Rootbound Crag -Mountain +Hinterland Harbor -Forest +Sulfur Falls -Mountain +Rejuvenating Springs -Path of Ancestry +Training Center -Rogue's Passage +Spire Garden -Ancient Ziggurat +Boseiju, Who Endures -Island

--Ramp-- Creature preferred +Birds of Paradise -Thought Vessel +Three Visits -Heraldic Banner +The Great Henge -Gilded Lotus (Also important for draw) +Farseek -Harvest Season

--Morph-- +Kadena's Silencer -Stuffy Doll +Icefeather Aven -Keep Safe (Morph flavor) +Echo Tracer -Omnath, Locus of Mana (Morph flavor) +Mistfire Weaver -Forsaken Monument (Morph flavor) +Jeering Instigator -Shaleskin Plower (Morph flavor less salt)

--Draw-- +Fathom Seer -Zendikar Resurgent +Temur Ascendancy -Tomb of the Spirit Dragon +Tishana, Voice of Thunder -Ashcloud Phoenix +Guardian Project -Tidespout Tyrant +Toski, Bearer of Secrets -Fabricate +Garruk's Uprising -Creeping Renaissance

--Offense other than Animar-- +Garruk's Horde -Forest +Artisan of Kozilek -Island +Bane of Bala Ged -Trophy Mage (Pulls 1 unneeded artifact!) +Shrieking Drake -Temur Sabertooth (Non-Infinite Ancestral Statue) +Decimator of the Provinces -Temur War Shaman

--Control-- +Beast Within -Fog

I've left out some salty card for this power level: Cyclonic Rift Ancestral Statue Craterhoof Behemoth Rhystic Study Mystic Remora Dockside Extortionist

Special mention (would need to playtest): Secret Plans (Draw) Solemn Simulacrum (Ramp & Draw) Mulldrifter (Draw) Trail of Mystery (Ramp) Rhythm of the Wild (Don't think you'll see heavy counterspell in power 5)

Could go more less if needed Theres other stuff I didn't suggest because of the morph theme, like Cloud of Faeries, Hullbreaker Horror, Fierce Empath etc.

Hopefully you find some useful ideas here.

Wyrbak on Spellstutter Sprite vs Ragemonger

1 year ago

I cast my Kragma Warcaller with a Ragemonger and a Hazoret's Monument on the battlefield bringing the casting cost to {2}. My opponent plays a Spellstutter Sprite with a Cloud of Faeries on the battlefield. Is the Kragma Warcaller countered?

abby315 on Deck Crisis

1 year ago

Themes that are generally cheap to build: Mono-color or two-color commanders (because good mana is the hardest part); 3 or 4 card infinite combos that combo with the commander; value-engines

Themes that are generally expensive to build: Tribal; stax (resource denial); hard control

Basically to keep decks inexpensive you want to build in an archetype that has a lot of redundancy. This way you can choose the slightly worse but much less expensive version of any key cards in the deck.

It's also important as a newer player of Magic that you start to think strategically about what the deck wants to accomplish. That way you can make card choices that are more synergistic, which allows you to sacrifice card quality for card interaction.

Here's a good example. I built this Ninja Demons and Faeries and Eldrazi... deck out of cards I already owned or that were very cheap to acquire. The only premise of the deck is to cast Satoru, protect him, and fill out the rest of the deck with 1) big creatures that have ETB effects or combat damage effects, to take advantage of the 4-mana ninjitsu; 2) low-cost creatures with ETB or LTB triggers that are good to ninjitsu back to hand.

This way I can choose to include something like Massacre Wurm over Ulamog, the Ceaseless Hunger if I didn't have one already. Sure, it's a worse card, but if the deck engine is working, it will still be good enough to win.

The other reason I like this deckbuilding philosophy - understand the mechanism of the deck and then customize to fit your budget and collection - is that it allows you to figure out a way to play pet cards that you really like, or a deck archetype that you want to make work. I love cheating big creatures into play and I love the card Cloud of Faeries. This archetype allows me to cheat big things into play and makes the card Cloud of Faeries good when it otherwise wouldn't be.

Because I've built a deck I enjoy with cards I find cool, I also mind less when I lose, because I've done fun things in the meantime.

If you identify not only a commander you want to play but a mechanism you like to play, TappedOut is a great place to get budget card suggestions. Just post your working list and deckcycle it asking for help, or post a forum post like this one.

Hope that makes sense!

zachz on Tap 'em Out!

1 year ago

You mentioned running dry on mana, as well as not having defenses. With your concerns in mind, I have a couple more cards to suggest. For start, a few more reimbursable defensive spells that give you back land taps after you cast them. Additionally, more dual-mana lands. Dual mana lands, once out, can be untapped for 2 mana, making them greatly beneficial for the reimburse spells.

  • Instants:
  • Rewind (Counterspell)
  • Snap (Creature Control)
  • Geistlight Snare (Cheaper counterspell with Spirits, Enchantments)
  • Lands:
  • Coral Atoll
  • Karoo
  • Guildless Commons is colorless but having numerous 3 CMC cards means you don't need all colored mana.
  • Path of Ancestry is very useful to Scry in your deck, as most of your creatures are Human/Soldier/Spirit.
  • Creature:
  • Cloud of Faeries is a reimburse flying creature that also has cycling. Many options for you there.

Excited to see how this deck works for you, and where you take it!

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