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Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Pre-release | Legal |
Quest Magic | Legal |
Standard | Legal |
Standard Brawl | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Fading Hope
Instant
Return target creature to its owner's hand. If its converted mana cost/mana value was 3 or less, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)





CNG_Stream on
Faeries Unleashed
3 months ago
Some creatures to consider to give you a better early game:
Picklock Prankster - Can be played to dig for more cards at instant speed (faeries or instant spells), and is a cheap creature to play.
Hypnotic Sprite - Option to play as counter and play as creature makes it a useful card. Not high power, but playable.
Spellstutter Sprite - Probably one of the best faeries you can play as it is a cheap flash creature that serves as counter magic.
Faerie Miscreant - A decent one drop option. Only really useful to give you early board presence that helps with Spellstuter Sprite, but also chance to give you card draw if you can open with more then 1 copy.
If you can afford:
Brazen Borrower - One of the best aggressive creature options you have that also serves as early bounce. Understable that it is hard to obtain due to cost ($$$), but if you can use them I would definetly say this would be a must for this kind of deck.
Cards I would remove:
Wasp Lancer - To slow and over costed
Glen Elendra Liege - Not enough multi colored creatures to take proper advantage of its bonus.
Cards I would trim copies:
High Fae Trickster - Would only run up to 2 copies due to high mana value of card. Personally would not use.
Faerie Swarm - overcosted if you don't have creatures on board, if you have creatures you might already be winning due to flying aggro. Maybe 1 or 2 copies in deck.
Oona, Queen of the Fae - Very late game card in a deck that doesn't really have a way to build to late game, seems like bad fit for this deck. Would only use it as a one of fun of, but ultimately cut.
Lastly I would suggest maybe some cheaper bounce spells like Fading Hope so it is easier to do something like bounce a threat and counterspell it on its way back to the board. Fading hope adds extra bonus to get some scry action and even can be used on own creatures as a form of protection.
Balaam__ on
Here, have an Albatross
5 months ago
Thanks for posting Cloudy2024. Yeah it looks like Fading Hope is a nice upgrade over Unsummon, it does the same thing but with an added potential benefit. Heh, Cloudy2024 with a chance of scry
Cloudy2024 on
Here, have an Albatross
5 months ago
nice deck! if you wanted to up the power level use Fading Hope instead of Unsummon?
nuperokaso on
1 year ago
- Your mana curve is missing 1 mana drops, which is a problem in your aggro deck.
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Merfolk decks usually play a lot of creatures, since the lords add up. Each creature you play also taps something with Merrow Reejerey, acting as a removal. 25 creatures is thus a low number.
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Play Tide Shapers - it's a one drop creature which enables Islandwalk on your creatures and disrupts enemy mana.
- Play Lord of Atlantis and Vodalian Hexcatcher if your budget allows it.
- Svyelun of Sea and Sky may be better than Tempest Djinn since it's a Merfolk.
- Silvergill Adept is still somewhat playable.
- Unsummon was made obsolete by Fading Hope
- Sinister Sabotage is too expensive. Replace it by some 1 mana spells such as Dismember, Spell Pierce, Mist-Cloaked Herald.
- AEther Tradewinds - Don't play this at all. Your only permanents are creatures anyway.
- Boomerang - Don't play this. If your target is not a land, there are better options. And the only time you want to target a land is turn 2, on which you want to play creatures.
xtechnetia on Bounce creature with benefits
1 year ago
If you're specifically looking for mana after bouncing a creature (via Treasure token or whatever), there's Depths of Desire.
If you want any benefit in general, there's stuff like Fading Hope, Brazen Borrower (you get the creature on adventure), Baral's Expertise, Absorb Identity, etc. Just search Scryfall for cards with "return" and "creature" in their text.
wallisface on
1 year ago
Some thoughts:
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20 lands is extremely low considering how steep your mana curve is. I’d suggest going to at least 24.
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you’ve got 11 cards that let you assign combat damage with toughness, and while you obviously want that effect, you’ve currently got such-high density of these cards that you’re bound to draw into multiple redundant copies. I’d drop the number of these effects down to 8-9 (ditching 2-3 of the enchants).
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Glaring Aegis seems like a really bad card. You’ll almost never need the extra 3 toughness, and this just lets the opponent 2-for-1 you with a killspell.
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Skeleton Key is cute, but imo not particularly strong. You never want to draw a second copy of it. I’d suggest running an absolute maximum of 2, if at all.
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Fading Hope is almost always just giving you card disadvantage (the opponent still has all their cards, you just lost one).
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I know i’ve just dismissed all your 1-mana cards as being bad, but I do think you need some actually playable 1-mana cards so that you can do something turn 1. Spell Pierce, Preordain, and Utopia Sprawl are all good options.
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you really need more ways to interact with the opponent, your only viable option at the moment is Mana Leak… you need more options!
Andramalech on
Shadow Clone Jutsu
1 year ago
BotaNickill Simic has provided me with the capability to guarantee my Priest sticks around, or at the very least we're avoiding traditional "dies to this" mentality, whether that's harsh blockers (we go flying and pick Thrummingbird) or were out classed in Beef ( we choose Bloated Contaminator ) but for the majority of the interaction, it's nice to have them lose a 2 to 1 type interaction with removal when you hold up a Fading Hope or something similar like how I hold up March of Swirling Mist. I'd strongly recommend you look into Bant Infect shells in order to see what handles best for you, but I promise Infect works best as a two color shell, because once we've hit three it tends to favor a Midrange style of play. Hope this was helpful! Best of luck building. :)
TheoryCrafter on
The Drowned Perished
1 year ago
Personally, if I were going for redundancy in this deck, I'd have 3 copies of a lesser cost card, like Eaten Alive and Poppet Stitcher Flip and 2 copies of a greater cost card, like Hero's Downfall and Geralf, Visionary Stitcher.
I don't think you have enough instants with a mana value of 2 or less to justify Discover the Impossible in your deck. May I suggest replacing them with either Fading Hope or Joint Exploration? Yes, you won't have any green to pay the kicker cost for Joint Exploration, but your opponents don't have to know that. >:D
May I suggest replacing Revenge of the Drowned with two more copies of either Crawl from the Cellar (for easier access to Poppet and Geralf) or No Way Out (for extra controlling aspects for the deck)? If these do not appeal to you then my next suggestion would be to replace Revenge of the Drowned with more zombie cards to feed into Archghoul of Thraben. May I suggest either Bladestitched Skaab or 2 more copies of Tainted Adversary? If you go with Bladestitched Skaab, I'd recommend replacing one copy of Champion of the Perished with it.
I hope all this helps. Thank you for reading me out. Happy Hunting!