|Commander / EDH||Legal|
Printings View all
|Modern Masters (MMA)||Common|
|Duel Decks: Garruk vs. Liliana (DDD)||Common|
Combos Browse all
Creature — Faerie Rogue
Discard Faerie Macabre: Remove up to two target cards in graveyards from the game.
Faerie Macabre Discussion
4 days ago
jaymc1130 So you're assessing the competitiveness level of his build based on cards that aren't even being widely used in the cEDH community? I get you're point about building too much around labman and I do agree with it for the most part. But he does have a Memory's Journey + Noxious Revival loop. I also don't think the cards you mentioned are as powerful as you make them out to be nor is this guy's deck as bad as you make it sound.
The cEDH community also isn't 'slow to catch up', they just understand that there are better options like Faerie Macabre which is harder to counter and can be cast at instant speed. The said card allows you to take out threats the moment become threats. Anyways, I wouldn't want to hijack the discussion of this list so i'll head over to yours. I hope you guys can take a quick look at my deck too. I always welcome constructive cr
2 weeks ago
Thanks for your suggestions! You are very thoughtful and helpful.
I like the effects offered by Khalni Garden and Dwarven Mine, but I'm very disinterested in the EtB Tapped part. They're fine for slow decks that don't care about turn 1 or 2 plays, but this deck needs to be really fast. If this deck's plan is to end the game on turn 3, Khalni garden could cost me an entire turn, and all it gains me is a plant token? Seems like a bad trade.
The difference, for me, between Rush of Vitality and Boon of Erebos, is the power-boost to Mana-cost ratio. Honestly, the card is more about pumping the Slaughtermaster for cheap than it is about saving him. I'm not a huge fan of the slaughtermaster being removed from combat either, but it's a lot better than him dying and me recasting him with summoning sickness and a a commander tax. But that's the niche case, mostly that card is just to boost his power. Rush of Vitality is only one power for two mana, which feels a lot worse in my hyper-aggressive "END THE GAME NOW" brain.
Phyresis is great. I kinda just don't like it?
Wicked Reward is actually a pretty terrible card in my build, it doesn't have any creatures. It has some cards that pretend to be creatures, like Rubblebelt Maaka and Faerie Macabre and Simian Spirit Guide , but none of those are actually creatures. This deck only ever has one creature on the field, ever.
As for Weilding the Green Dragon... I hate three kingdoms. I hate that it's expensive as hell for what are basically bad reprints, and I hate that it's white bordered, and I hate that the cards are really hard to find. Mostly I pretend that it doesn't exist.
I like the idea of Wild Might, but it feels risky.
I like the idea of Phytoburst more. I only realized that card existed a few days ago while throwing together a Syr Faren list, and I decided then to get a copy and put it in here. Screaming Fury is also worth considering. It'd be the top of my curve, but it's basically another Scorchwalker , and I like Scorchwalker. Mostly I like that it can't be countered, but 5 power for 3 mana is a pretty good deal.
Destructive Tampering feels not great in this build. Destroying artifacts is not a priority (I can get rid of artifacts by murdering their controller), and making things not block is a task I've accomplished more mana-efficiently with Trample.
Thanks again for the feedback! Stay tuned for Phytoburst and Screaming Fury edits. Eventually. (As I mention earlier, this deck is not something that I play anymore ever. It just sort of exists as a curious novelty, and editing it is not a huge priority forme.)
3 weeks ago
39.95% chance of starting with one in the opener (~40% or 1/2.5) in a 60 card deck.
You have a 60.1% chance of having or finding one SPECIFIC creature/land that is a 4-of in your deck with a turn 0 Once Upon a Time (Starting 7 cards with 5 effective "draws" off OUAT in a 60 card deck)
The draw filtering advantage is ~20% on turn 0, in every third game. To be more accurate, 20/2.5=8%. So running this card is going to bring up your turn 0 odds of hitting whatever specific creature/land you need in your opener from 40% to 48% while also improving all subsequent draws due to a reduced deck size.
So how much is that 8% better card quality worth? Lets cook up a scenario in which you win all games in which you hit a specific creature X for your deck on turn 1, and lose all games you DON'T have specific creature X. 40% of games you will start with it in hand and win, while 60% you don't have it and you lose, causing your opponent to win 1.5 games for every 1 that you win. Change it to a 48% chance to start in hand and a 52% chance you don't, and your opponent wins 1.08 games for every 1 that you win. Obviously this scenario makes some assumptions but I think it illustrates the point. For a deck that needs a specific creature or land available to use, having a free better chance to draw your winning creature can make a difference.
Deckbuilding limitations aside (creatures and lands for a Green deck oh no!), it is also worthwhile to compare to another Green "free" search card, Summoner's Pact . Lets use the same scenario as before, having X creature in our turn 1 hand will lead to a win. We have a 40% chance of starting with the card in hand, and we have a 40% chance of starting with a Pact in hand which directly leads to the creature. We can do 40% + 40%(60%) to find the chance that we have EITHER our creature X or a pact in hand, which gives us 64%, meaning we win 1.77 games for every 1 our opponent wins . Compared to the Once Upon a Time chances, Creature + Pact is going to be absolutely superior. You can replace Summoner's Pact with any creature tutor and the numbers will be the same.
Of course there are some caveats here. Once Upon A Time is actually free to cast for your first spell, whereas pact always costs 4 the next turn. You can sidestep the pact cost by winning same turn, but that isn't available turn 1 like OUAT. Pact only hits green creatures, whereas OUAT hits creatures of any color and lands. The place where I think Once Upon A Time really wins out design wise is its flexibility. You wouldn't spend Summoner's Pact on a turn 1 Llanowar Elves but you could spend Once Upon a Time on it. It also grabs lands, meaning extra opportunities for color fixing for free, or getting to a specific nonbasic land faster. After its no longer free, the card is still playable, but those turn 0 free spells are extremely nice. I think the best application for this spell is seeing those turn 1 mana dorks while running less of them. Noble Hierarch in half your games as opposed to once every 2.5 games makes a difference.
Also worth noting you can Once Upon a Time if your opponent goes first during their turn to get a card like Faerie Macabre or Simian Spirit Guide . I foresee that kind of application being better in Legacy/Vintage, but I don't think this card will make a splash in that meta.
1 month ago
I love this deck. PDH games go long and your deck help stall out the board and wins through those stalls using your commander. It's a solid strategy.
You want to maximize your creature count as much as possible to take advantage of your commander. There are a few effects in your instants, sorceries and enchantments that could be replaced with creatures.
Diligent Farmhand makes sense in this build, even as a worse Sakura Tribe Elder.
I'm a big fan of Elvish Skysweeper in slow decks like this. The effect is expensive, but it can lock a player out of the game.
Because most of your creatures have a lot of toughness, this makes damage-based sweepers very strong. I would play the full gambit of Crypt Rats , Pestilence , Evincar's Justice and Gangrenous Zombies . Two of them are creatures, so that's a nice bonus.
Heart Warden is ramp that also turns into card draw later, like a Mind Stone.
Slum Reaper is great removal and puts a creature in your graveyard.
Spore Frog is a good political tool that can encourage opponents to attack elsewhere. I could see it over Terrifying Presence, even if you lose on spider flavour.
Vulturous Aven is very similar to some of your card draw, but is has a body.
In terms of cuts, I don't understand Wildsize. You can also easily cut Spider Climb. Most of your creatures have reach already and +0/+3 is not great, even for 1 mana. Arachnus Web is also pretty weak removal. Rancor is a good card, but is it really useful for your game plan? How often will you win by attacking with your spiders? Naturalize feels a bit vanilla and could be replaced with another creature that gives you a similar effect. You also have quite a few cantripping creatures that I don't quite get the purpose of. Are they chump blockers? You have quite a bit of card advantage in black already. Wander in Death could be Death Denied or Reaping the Graves instead.
1 month ago
There are a few interesting cards that are worth a look
Faerie Macabre is spectacular sideboard tech. Faerie Miscreant / Faerie Impostor are solid 1 drops Glint-Sleeve Siphoner offers a budget bob thats a rogue- and lets you run an energy counters/proliferate/+1+1 counters subtheme
1 month ago
You may want to look at Mind Rake . The deck may need another discard outlet and I think this may have a chance of doing it. also to get a free Hollow One you may want to look at Faerie Macabre . Older versions of the Hollow One deck played Edge of Autumn , more free cycling cards may be worth it.
1 month ago
UpperDeckerTaco, Hapless Researcher is a human. A Dread Return and Angel of Glory's Rise trigger resolution does normally end the game. Faerie Macabre among others can interact with the graveyard with the Angel of Glory's Rise trigger on the stack.
1 month ago
We over at Playing With Power MTG played this deck for our season finale! It was a lot of fun. We slotted in more interaction than this one currently had it (at least when we built it). We put in Imp's Mischief , Chaos Warp , Fire Covenant , Toxic Deluge , Faerie Macabre , Dark Confidant , and Thoughtseize .
The Doomsday line didn't seem to ever work out from when we played it. I always found myself either short on mana when wanting to cast it, or just wanting something else instead of doomsday. That's not to say it's not a good plan or line, that's just some feedback is all.
Faerie Macabre occurrence in decks from the last year
All decks: 0.03%
All decks: 0.01%
Commander / EDH:
All decks: 0.0%