Faerie Macabre

Faerie Macabre

Creature — Faerie Rogue

Flying

Discard Faerie Macabre: Exile up to two target cards from graveyards

Browse Alters View at Gatherer

Printings View all

Set Rarity
Duel Decks Anthology (DD3) Common
Modern Masters (MMA) Common
Duel Decks: Garruk vs. Liliana (DDD) Common
Shadowmoor (SHM) Common

Combos Browse all

Legality

Format Legality
Block Constructed Legal
Highlander Legal
Leviathan Legal
1v1 Commander Legal
Canadian Highlander Legal
Legacy Legal
Pauper Legal
Modern Legal
Oathbreaker Legal
Unformat Legal
Noble Legal
Magic Duels Legal
Commander / EDH Legal
Duel Commander Legal
Pauper EDH Legal
Vintage Legal
Casual Legal
Tiny Leaders Legal
2019-10-04 Legal

Faerie Macabre occurrence in decks from the last year

Latest Decks as Commander

Faerie Macabre Discussion

Snowmen1 on Dimir Faerie's

4 weeks ago

hard to suggest something for a refined list such as this one. Have you thought of playing Liliana of the Veil? Seems like a great card to hold your opponents down while beating them with a Vendilion Clique or with a wide board from Bitterblossom. That may be a more controlling route though, so I may just be suggesting that because it is what I have seen in other faerie decks.

quick note: just thought of Faerie Macabre. obviously not the best card, but it gets people sometimes if you play it.

lagotripha on

2 months ago

Throes of Chaos from modern horizons is cheap, on colour, and retrace can be meaningful. Just one or two copies will help reliability immensely.

The second thing to plan is sideboard options-budget constrains many standard options sticking you with a more limited set-Faerie Macabre for example.

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 ^_~

jaymc1130 on Emry, Lurker of the Loch cEDH

5 months ago

firrlo

For me, it wasn't that Mesmeric Orb couldn't perform it's job function. Rather it was that the Orb lent more to a slow, grindier approach that was far more vulnerable to counterplay that's common in the format in competitive settings. The first time I got Faerie Macabred for my combo piece I didn't mind it. The second time I got hit with an Ashiok, Dream Render activation for a combo piece I was annoyed. But when I got hit with a Rest in Peace for a third combo piece I lost all hope as that iteration of the deck just didn't have the means to consistently gas up to find ways to combat these types of issues effectively. That was an extreme example, but it really highlighted a point of concern for me. I realized that part of the problem was the approach, over reliance on tutors to find specific combo elements, lack of consistency getting Emry out on turn 1 due to card choices for higher cmc artifact combo elements, and a slow game plan that naturally had difficulty competing against the best decks in the format. I worked through a couple of other approaches to see which performed most consistently at a high level given the type of competing strategies and decks being faced and really felt enthused when the "just run a ton of low cmc artifacts and turn them all into combo pieces" performed well for a half dozen or so games in a row. The approach came with new issues, so it's not like it solves all problems even if the deck's overall performance was more consistent.

I was curious about High Tide. Didn't strike me as the type of line the deck really wanted to pursue. Just seems like it doesn't really mesh with the overall game plan.

Minamo is something I'm going to have to give a try. That one seems nifty enough to warrant some testing as sometimes I've been in situations where if I could just get one more efficient Emry activation I could go off that turn rather than wait another. The potential to generate value activations before that point seems nice as well. Probably give it a shot in my next play test session.

I'm definitely not a fan of the Dramatic/Scepter or other infinite mana combos for an Emry deck, however. They just did not perform well in the early iterations. No command zone outlet makes the combos too inefficient to employ I think, it's just too much to ask to also find a specific outlet in addition to these combo pieces before anything relevant can be done to engage a combo win line. When I made the switch to prioritize infinite draw over infinite mana I noticed a considerable improvement in performance from game to game and kind of stuck with that approach since.

Still so many ideas to test out though before I settle on a final version and it's nice to be able to find interesting options floating around.

dingusdingo on Fish Hulk might be a …

7 months ago

Do you guys even play in competitive pods? Stax is a very easy match up for flash hulk players. Just hold removal before you combo if one of the 6 pieces that shuts you off is actually in play.

With the exception of stax pieces that shut off the flash hulk combo, almost every other stax piece actually helps the flash hulk player, because it lowers interaction from other players and allows them to combo in peace. Yes, the stax will hurt the flash hulk player, but its hurting the other players even more. You're creating an advantage for them by deficit, because the deficit is bigger for other players.

  • Rule of Law and variants don't hamper the finding or executing of flash hulk
  • Sphere of Resistance , Trinisphere , Winter Orb , Static Orb , and similar lower the amount of interaction other players are able to meaningfully hold against the flash hulk. Flash hulk must only assemble 2 mana to execute the combo, so even with tax or slow down pieces it doesn't take long for them to assemble the mana, even under Trinisphere
  • Creature wipes or other board wipes don't really slow the flash hulk game plan, unless your wipe is at instant speed. The new fish hulk allows players to hold priority and fully execute the library flip into GY and stack the trigger before passing priority, negating instant speed wipes as a method for interacting
  • Grave hate pieces are now irrelevant unless they stop the death trigger, as fish hulk can execute without reliance on GY
  • Artifact hate like Stony Silence hits back up lines or fast mana for flash hulk, but doesn't stop the actual hulk
  • Handstax are too slow unless you get a great play like Entomb into Reanimate on a Sire Of Insanity . Incremental handstax like Oppression or Necrogen Mists are certainly strong, but don't dump player hands fast enough to fully stop the flash hulk, but they do whittle away interaction from opponents trying to stop flash hulk

There's only a small handful of cards that stop the flash hulk combo outside of counterspells. We're looking at Pithing Needle Phyrexian Revoker or Sorcerous Spyglass naming Nomads en-Kor . There is also tutor hate with Aven Mindcensor or Stranglehold (and Leonin Arbiter , but thats just a delay, not a hard stop). Finally, you have big creature hate effects like Cursed Totem , Linvala, Keeper of Silence , or Suppression Field . Finally, you have creature hate that removes small dorks, like Plague Engineer , Elesh Norn, Grand Cenobite , or Night of Souls' Betrayal

Not all of those pieces are good enough to warrant slotting. Also slotting all of these pieces would lower your card quality significantly, which causes more losses against all decks that AREN'T running hulk (read: the two other players in the pod)

Part of the reason why its such a big slice of the meta and pretty much the deck to beat is because it is highly efficient, there is strong layering, it plays around stax, and the color identity gives it access to big draw engines, the most efficient tutors, and the most efficient removal.

So you land your Linvala against the T&T fishhulk player. All they have to do is continue to draw cards or tutor up a Path to Exile or any other piece of removal before jamming their combo.

So you land your Cursed Totem against T&T fishhulk. They just have to Chain of Vapor at EOT before theirs and they're golden to combo off.

Even if you decide to run Extract and pull the hulk from their deck, the deck isn't dead. You can Thrasios + infinite mana (dramatic scepter most likely) as a win-con. You get labman + consult as a wincon. The deck has very good layering. Even when you shut down the primary goal, it has still been advancing towards the second combo too. The Sylvan Library that was played turn 1 is now digging for consult pieces instead of hulk pieces. The tutors can be used to find those pieces instead. The best part, is that the stax pieces which shut off hulk combo don't shut off the other combos, which is why those combos in specific are layered underneath the hulk package.

I'm going to level with you Megalomania. You have told me you play flash hulk. Then you suggest the solution to fish hulk is to build a deck that makes it easier for fish hulk in pods. Then you say you have limited experience, but "just build the right archetype bro". So my question now is, are you just an extremely bad player who bought a $4000 deck, or are you an angle shooting dickhead trying to spread bad information to help avoid a ban for your $4000 deck?

Honestly, I kind of expect both sides out of flash hulk players. While I do suspect you're a competent dickhead spreading bad info, it wouldn't surprise me in the least if you're a dummy who looked up the most popular tier 1 deck and bought it. Either way, I really need you to stop spreading your garbage information by posting. There are already enough bad players on tappedout, we really don't need any more help in that department.

StopShot The effects from Faerie Macabre and Ghost-Lit Raider are activated abilities from a creature, and are thus turned off from Grand Abolisher . Similarly, Simian Spirit Guide is shut off as well. Similarly, Linvala and Cursed Totem also turn off all three of these creature abilities.

Besides that, you do state succinctly why hulk should be banned over flash in response to the article. I agree. Hulk being legal forces specific and jank deckbuilding requirements.

StopShot on Fish Hulk might be a …

7 months ago

I read that post and I disagree with Flash being banned over Protean Hulk . And I get the reasoning for it - it would better if we didn’t have to ban deck archetypes outright and Flash makes everything too consistent and fast and easy to hold up counter magic.

I would however argue that this makes Hulk decks easier to stop if you are running a blue deck, but harder to stop if you are running a non-blue deck. My best answers to stop Hulk is Red Elemental Blast , Pyroblast and Nevermore and if Flash isn’t in the picture I’m going to need to board more niche answers possibly over the red counter spells I’d need for other blue decks just to impact hulk decks. Without Flash hulk players will only run a wider array of cards to get the combo going that can make the combo less interactive for non-blue decks. For example if the Hulk player wants to kill their Hulk with say Altar of Dementia that’s fine, I run enough Disenchant effects to stop it before it gets to that point, but if they sac the Hulk with say Diabolic Intent I’m boned. Having more ways to start the combo may be less consistent for Hulk decks, but its a major headache for people without all-purpose counter magic.

I’ve never liked Hulk decks for the longest time and if you had to ask me I would tell you they should have either banned Protean Hulk or at least ban Grand Abolisher , because I hate running cards like Faerie Macabre , Ghost-Lit Raider and Barbarian Ring just to interact around it. Now that Thassa's Oracle is out I don’t think there’s even much reason to use Grand Abolisher over how good the oracle makes the deck which terrifies me honestly. Removing Flash is a major setback I agree, but I can’t help but feel that there will be cards printed in the future which will make the Hulk easy to cheat into play yet again. Not as easy as Flash , but enough for it to be a concern in the meta like it is now. My argument is unless non-blue decks get better answers that aren’t incredibly niche I think Protean Hulk should get the ban hammer now. Whether Flash gets banned or not I’ve decided I’m not going to even address combating this deck archetype anymore when deck-building, because it just makes my deck useless against every other cEDH deck I’m up against if I have to run so many janky answers.

TCG-Player on Honorbru Meren (Finite Hulk)

7 months ago

Hello again,
I know we had a similar conversation a while ago, but my LGS is now hosting a Commander league and I think this deck might be a good fit. There are no real Tier 1 or 2 cEDH decks in my meta. Most decks are focused to optimized, but there are also some semi-competitive decks in there.

Cards that are too expensive:

Other cuts:
Cards I though about running (instead):
One thing I am also worried about is people starting to play lots of graveyard hate. What would you advice to combat that?
Cheers

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