Faerie Formation

Faerie Formation

Creature — Faerie

Flying

: Create a 1/1 blue Faerie creature token with flying. Draw a card.

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Set Rarity
Throne of Eldraine (ELD) Rare

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Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Pioneer Legal
Commander / EDH Legal
1v1 Commander Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Historic Legal
Arena Legal
Canadian Highlander Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Highlander Legal
Legacy Legal
Casual Legal
Oathbreaker Legal

Faerie Formation Discussion

hungry000 on Faerie Rogue Tribal

3 months ago

Sure thing! I'm going to be looking at this from the perspective of someone who wants to make the deck as "competitive" as possible; I won't talk about stuff like flavor and such because then all of my opinions would clash and you'd be confused. >.<

In the main deck:

I like Quickling, but I would change those Silkbind Faeries back to Pestermite, because even though Silkbind is reusable, it uses up mana and takes a turn to get the effect. Pestermite, while only a single-use creature, gives you an immediate effect and has a more flexible ability that can tap opposing lands, untap one of your own lands to play another creature or leave up counterspell mana, untap one of your creatures to block, etc. whereas Silkbind can only tap creatures. I can't tell you how many times I've saved myself from a turn 4 sweeper or other removal spell by flashing in Pestermite on an opponent's upkeep and tapping down one of their splash colors. Also, the difference between a spell that does something on turn 3 and a spell that sits around on turn 3 then takes mana to do something on turn 4 is huge in Modern (I realize your daughter will be playing against Standard Challengers, but there's still a big difference there).

Faerie Trickery: As an aggressive deck, you want to deal with threats for as little mana as possible, even if the effect is only temporary; that way, you can play your offensive spells on top of the removal and continue to push pressure onto your opponent. This is somewhat less of a deal when you have flash creatures (makes threat evaluation a bit easier), but I've found that it still works far better to keep the cmc of removal spells low. So, I suggest you replace Faerie Trickery with Mana Leak. Exile effects won't matter as much when the deck is as proactive as this one is, so it's better to take the lower cmc and easier-to-cast colors of Mana Leak.

As for Faerie Tauntings, I just don't think it's a very good card. Three mana is a lot for a card that doesn't do much the turn it comes into play. In my opinion, it would be better to just play a couple Vapor Snag in its spot, since this deck needs a few creature removal spells to keep up with other aggressive decks. A 4:2 or 3:3 split of Vapor Snag:Mana Leak would be preferable, actually.

In the sideboard:

Peppersmoke: Generally, when building sideboards you want every card to have as much of an affect on a specific matchup as possible. Peppersmoke is just not that type of card, haha. Fun fact: against Jund specifically, Peppersmoke is pretty bad since it counts as two card types in the graveyard for Tarmogoyf, which means the creature is literally unkillable (even if it's a 0/1) and gets a +2/+2 buff if you try to do so! If you want more creature removal, I suggest playing something more powerful, like Echoing Truth (deals with tokens well), Fatal Push if you can spare the money, Victim of Night, Dismember.

Hypnotic Sprite: This is, once again, not a great sideboard card. You do not want to counter Burn spells with a 3 mana counter (3 mana spent vs 1 mana spent = mana lost and a whole turn spent on your part), and the combo decks I know of will either kill before turn 3 (Neoform combo) or have a >3 cmc spell as their most important combo piece (Past in Flames in Storm, Ad Nauseam). These 3 card slots are much better used by Duress, Spell Pierce, Negate, or Dispel since they cover the same matchups and more for a lower cmc.

Thieving Sprite: They're okay, but I wouldn't play more than 2 of them. This is another example of a card whose function can be covered by a lower cmc card (Duress). Also, Earwig Squad is a really good card in the control matchups since you can search their deck to preemptively take out removal or win conditions, and it can't be hit by Fatal Push.

Notorious Throng: To answer your question, no, the card can definitely be worth it in single player formats. Especially if you're pitting this deck up against a Standard deck. In fact, I would totally play three of them in the main if I knew I was playing against a Standard deck. But putting that aside, the card is very good in midrange matchups, like Jund and them. It's very difficult for black-based midrange to deal with tokens because of their reliance on one-for-one removal; a card that makes a bunch of tokens that fly and occasionally force discards is crazy good against them. Not to mention the Prowl ability on it. shiver

As for the other cards in your list, I think Thieves' Fortune, Latchkey Faerie, and Faerie Macabre are the best of the bunch (that's why they're in the original deck, haha). Macabre is a great graveyard hate card, and Latchkey is very good if you want to take the deck along a more aggressive path; creatures that cantrip, like Silvergill Adept and Elvish Visionary, have always been a staple of their respective tribe archetypes. The only thing that makes me particularly hesitant about playing Faerie Seer, Thornwind Faeries, Sower of Temptation, or Faerie Formation is the fact that they don't have the Rogue creature type. Putting them in the deck can lead to inconsistencies, and when two of the three lords only work with Rogues, I would rather not risk it. Of those, I think Sower has the best chance of being a decent sideboard card (because it is one). Don't play Faerie Formation. Its cmc is too high and its ability uses too much mana.

But honestly, if you think any of those cards would be good includes for their competitive value or flavor or whatnot and you think your daughter might think so too, I say just buy them (if possible) so you and your daughter can play around with numbers yourselves. That's what I did when I bought the deck (I have a set of Latchkey and a set of Cloak and Dagger that have fallen to the wayside lol). When you're trying to decide how best to build a deck, a question which has no definitive answer imo, buying cards like that saves a lot of time; the process of optimizing/customizing a deck to be your own is also a fun activity in itself. But if you want to take my opinion one more time, I believe the best way to navigate the details is to ask your daughter which cards she wants to play with herself, since at the end of the day she's the one whose opinion really matters!

Anyways, I'm really glad your daughter's happy! Have fun with the deck!!!

ma_rukh on Faerie Rogue Tribal

3 months ago

Hi, I modified the list a bit (not because I think there's anything wrong with it but simply because the deck is for my 10y.o. daughter to bash my son ^_^ I'm not gonna spend 80/90 bucks for that!) Can I ask you what do you think of it?

  • Mainboard
  • 4*Changeling Outcast
  • 4*Faerie Miscreant
  • 4*Nightshade Stinger
  • 4*Oona's Blackguard
  • 4*Quickling (to recover other creatures with interesting ETB effects)
  • 4*Spellstutter Sprite
  • 4*Scion of Oona
  • 3*Silkbind Faerie (like Pestermite but permanently on the battlefield)
  • 4*Stinkdrinker Bandit
  • 2*Faerie Tauntings (to go with all those Flash creatures and instants)
  • 4*Faerie Trickery
  • 2*Faerie Conclave
  • 7*Island
  • 2*Secluded Glen
  • 6*Swamp
  • 4*Unclaimed Territory
  • Sideboard
  • 3*Peppersmoke (against Swarm/Jund/etc.)
  • 3*Hypnotic Sprite
  • // Mesmeric Glare (protection from Combo or Burn)
  • 4*Thieving Sprite (for Control)
  • 3*Morsel Theft (to recover from Aggro)
  • 2*Notorious Throng (is this worth only in multiplayers?)

Also, what do you think of any of the following? Would they be worth including?

Anyway, she's so happy to finally have her Faeries that you shouldn't be surprised to receive a parchment starting you received a vote to become the next Arch-Chancellor of the Unseen University ^_~

multimedia on Cloud of Faeries

3 months ago

Hey, your deck is missing it's Commander. If Alela is the Commander of this deck then you can make it official by tagging her with CMDR. In the deck editor put the CMDR tag after Alela, Artful Provocateur text.

1x Alela, Artful Provocateur *F* *CMDR*

What this does is it displays the card image of Alela in the deck list making her the official Commander of your deck.


Bident of Thassa is a good repeatable draw source with Faeries. Faeries have flying meaning that more times than not you will do combat damage to your opponents when you attack. For each Faerie who does combat damage to an opponent you draw a card. This can draw you a lot of cards. Consider cutting Festive Funeral for Bident?

Some upgrades within the budget to consider:

Good luck with your deck.

Lordeh on Izzet Faerie-Mancer (Pioneer)

4 months ago

I would consider swapping Faerie Formation for Niv-Mizzet, Parun as he hits just as hard and can draw way more cards with your cheap cantrips. He is more expensive and does have a much heavier colour requirement but is a stronger choice in my opinion.

Cheers.

keitay on Golos, Tireless Enchantress

4 months ago

Update

Removed: Destiny Spinner, Faerie Formation and Tempt with Discovery

Added: Tendershoot Dryad, Sanguine Bond and Exquisite Blood

Even though not a fan of combos I already had these two card combo so my friends encouraged me to use it (some of their decks do have one combo in it for win condition). Still testing though (mostly because of playing style).

The others cards were not performing that great so I saw the opportunity for changes. Dryad is awesome tbh. Faerie is also good but with Golos I have other options for mana sinking.

Sedohr on Yanling's Flyers

4 months ago

Thanks for the recommendations! I tossed in Brazen Borrower since it fits perfectly in the deck theme, and Cavalier of Gales to replace those higher cmc creatures. I found the mechanic on the Cavalier interesting, since it is like a dynamic scy 3 draw 1 that lets me put other things in my hand away instead.

I tried Faerie Miscreant out and while it did combo off nice a few times, when I only had 1 or 2 I didn't find myself lacking mana and kept Cloudkin Seer instead. I also have Warden of Evos Isle, so if that is out it can lower the cost and was wasted on my 1 cmc creatures.

Faerie Formation looked really tempting too since it included a way to draw cards, and making flyers is a nice bonus. I felt it might work better in a deck that focused more on buffing many things/all flyers though, and the other options at the same cmc worked better for this deck concept.

Sephyrias on Yanling's Flyers

4 months ago

What about Brazen Borrower?

Faerie Miscreant can be useful. Maybe Hypnotic Sprite, but it's a pretty weak card.

I'd definitely remove the Air Elementals. If you want a big beater, rather play Cavalier of Gales or Sphinx of Foresight. Heck, even Faerie Formation is stronger.

Cerulean Drake is a must-have for the sideboard in a deck like this.

EmEcks on Alela, Enchantress of the Fae

6 months ago

I like the deck. I have a question about a couple of card choices, however.

I see you have two counterspells, Force of Negation , and Spellstutter Sprite . In a counter-war, you will most likely not have sufficient ammo to get your spells through. At most, you'd have one of them in hand, two would be highly unlikely. If playing against one opponent with Blue that runs counterspells, you'll be in a bind, having to wait for him to tap out and hope he's not running either Force of Will , Force of Negation , or Pact of Negation with mana available to pay for the cost. Heck, a well timed Foil could also set you back.

Would you consider running other cards to those two? Or would you consider running more counter magic?

With my group, it's understood that if you run counter magic, you run the gamut of them; or you run nothing at all, especially with control colors of Esper. It's almost like it's required with this color combination (ironically, white also has Lapse of Certainty and Mana Tithe , so it can join the counter war while black runs Withering Boon which has surprised many a table).

If you're willing to add a more robust counterspell suite, I would consider removing your Auras in lieu for cards like Counterspell , Arcane Denial , Mana Drain , Flusterstorm , Force of Will , Narset's Reversal , Disallow , Pact of Negation , Swan Song , and if you run into many triggered or activated abilities in your meta, Stifle , Disallow , Trickbind , or Tale's End .

If you're not willing to add additional counters for protecting your spells, I would recommend getting more anthem/banner effects over Aura effects, like Archetype of Courage , Archetype of Finality , Archetype of Imagination , Bident of Thassa , Day of the Dragons (this flashed in at end of turn with a large fairy board could do some damage), Dictate of Heliod , Light of Sanction + Pestilence can wipe the board from other's creatures, leaving you an open field to swing and win; True Conviction , at triple White is too much, but you could consider it. You could also consider running Faerie Formation as a creature with a Training Grounds and a Valor in Akros on the field for a sudden card draw + creature pump and steal a win out of no where.

Heck, Path of Bravery won't net you much if you're only attacking with 1 creature every turn, but drop that and turn everything sideways when you have 20+ tokens, that's 20+ life right there on the swing. You don't have to even connect to gain the life. Rune-Tail, Kitsune Ascendant can prevent damage to your creatures (which will help as well if you have a pestilence on the field). Drop a Karmic Justice as well, to give your enchantments a reason to not be destroyed. Consider running a Solitary Confinement if you have sufficient draw as well.

Simple suggestions, but otherwise, deck looks pretty sweet.

-Em

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