Faerie Seer

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Format Legality
1v1 Commander 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
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Faerie Seer

Creature — Faerie Wizard


When Faerie Seer enters the battlefield, scry 2. (Look at the top two cards of your library, then put any number of them on top or bottom of your library in any order.)

MartinEMcArthur on Dance of the Manse and …

2 months ago

Let’s say Encroaching Mycosynth is in my graveyard along with Brave the Sands and Faerie Seer, two nonartifact permanents. If I cast Dance of the Manse with X equal to 4, I’ll be able to return Encroaching Mycosynth, sure, but would I be able to also return the other two cards I mentioned? Would bringing back Encroaching Mycosynth immediately make the other cards in my graveyards artifacts, hence making them legal targets as long as they’re mana value is 4 or less?

K4nkato on Tinkerbell says “No”

7 months ago

Changelog: Added 1x Saiba Cryptomancer (the nerdiest magic card name ever. Excelsior!)

1x Smoke Shroud

2x Snaremaster Sprite

1x Faerie Seer


4x Faerie Miscreant

1x Mutagenic Growth

Durahan-Brewer on Dimir Ninja Fae (Modern)

10 months ago

Ookafont Thank you for your suggestion and interest in Ninja-Fae

First we will account the benefit of Changeling Outcast for the deck. Double Tribal (as you mentioned) As well as guarenteed chip damage from unblockable. Then lasting netting some free cards when your Ingenious Infiltrator is on board but can't connect itself.

Now the short comings; Changeling does not have any added benefit or EtB to gain advantage from casting again (Ninja-enabler). In the games an Opp is killing your enablers > Ninja, Changeling does not fix or filter your draws. Faerie Seer and other EtB enablers feel bad to kill, since you have already recieved 1/2 value from them. Flying serves as "unblockable" in most games. Lastly, when I did play Changeling, particularly bad to topdeck mid-late game. Think of topdecking a 1/1 that you cant chump block with late. Changeling is better when youre already favored in gamestate, EtB are good when youre behind but also nice when youre ahead too.

thefiresoflurve on [Needs Trimming] Blue Fliers Budget EDH

10 months ago

Hey there!

I would go for slimming down each category, rather than just creatures/control.

Some low drop creatures can be worth running in the right context, but some of yours can probably be cut: turns 1-2, I'd much rather be casting things like Ponder or Brainstorm to prepare for future turns than drop a Faerie Seer which isn't terribly impactful. Some of your low CMC creatures can stay, like Cloudfin Raptor which is an absolute beast, but if I were you I'd just playtest some of them and see what you like best.

There's no such thing as "too much card draw", as long as you don't deck out or die due to not doing other things that actually win you the game. A good thing to do in blue is make sure your card draw spells are instants, so you can hold up mana for a counterspell if you need it, then if your opponents change phases to their end steps without doing anything crazy, you can cast a Brainstorm / Deliberate.

Draining Whelk can be really good, depending on what you counter. It's a 6 drop Counterspell & 4/4 + flier in one card slot. Only downside is the steep CMC.

Some things you could trim: Wingspan Mentor - a bit slow and win-more: if you have enough creatures out for its counters to matter, you were probably dealing good damage without it.

Charix, the Raging Isle - same CMC as your commander, so you'll probably want to cast your commander instead 9/10 times you draw it.

Floodgate - as above, also you have better control options.

Sludge Monster - slow, not quite a fit here.

Thryx, the Sudden Storm - a bit better of a fit, but still not quite worth it.

Windstorm Drake - small toughness boost is not worth the cost.

Sphinx of Jwar Isle - sometimes it can be nice to know what's coming up next in your library, but this isn't worth the cost and top deck manipulation doesn't really have much synergy here.

You could cut a few of your worse counterspells: Intervene, Crypsis, Nullify.

lastly, with your average CMC, I think you could comfortably cut 4-5 Islands.

Hope that helps. Sorry for the wall of text, but I wanted to explain some of my reasoning on cuts and such.


Matso on Satoru's Spanish Inquisition

1 year ago

I like both Silver Raven and Faerie Seer with ninjitsu.

Icbrgr on Modern Ninja Control

1 year ago

I would try cutting 1x Counterspell and adding 1x Familiar's Ruse to see how that feels... Ornithopter is kinda tricky due to the tribal benefits for faerie/ninja typings as well as maintaining cards in hand to keep Force of Negation live (currently 26-28 so your plenty fine there)... for playtest purposes try to going down 2x Changeling Outcast and 2x Faerie Seer and trying combinations of thopter and Faerie Miscreant to see what you like/performs best.

Jfostb on Modern Ninja Control

1 year ago

lhetrick13 I don't disagree that I may need to include maybe two of of something like an Ornithopter in order to better ensure I can get card draw running quickly. Enchantments or other spells to make creature unblockable usually only give your opponent an easy two for one, they also hurt your overall ability to control the board. As for the faeries, they aren't included so much to fit a theme as much as because they're some of the best cards in the deck. Faerie Seer is a card selection engine that can be replayed several times thanks to ninjutsu. Spellstutter Sprite is usually excellent at countering anything 2 or less CMC. This allows you to save your other counter spells for the later game while also putting another evasive creature on the board that can activate ninjutsu. Inquisition of Kozilek is a very recent addition and I am also not sure about it. Disrupting our opponent early on or taking away some of their removal can help us get established and begin to control the board, but late game it is usually a dead card. I included it actually to help solve the problem of getting the deck up and running as our opponents removing one of our evasive creatures on the first or second turn sets the deck back big time. I may take it out after a little more play testing.

azja on The Secret Art of Nin Nin

1 year ago

Hey I took a look at your list and wrote down some potential cuts/additions that you could make. I tried to keep the reasoning for each card short, so if you want me to elaborate on anything just let me know!!

Out: Nether Traitor 2 mana enablers are slow, requires a lot of black mana. In: Faerie Seer only costs 1, sets up top card for yuriko

Out: Shadowmage Infiltrator 3 mana enablers are very slow, doesn't deal combat damage if you ninjutsu it. In: Mothdust Changeling 1 mana ninja with conditional evasion

Out: Varragoth, Bloodsky Sire costs 5 mana total, has to survive a turn to tutor. In: Vampiric Tutor (the only budget option I can think of is Scheming Symmetry, which you already have)

Out: Crypsis too expensive for what is effectively unblockable. In: Cover of Darkness gives some evasion to all of your ninjas (budget option: Aqueous Form)

Out: Dark Ritual powerful card but yuriko doesnt have much use for triple black. In: Mox Amber yuriko enables this on turn 2 or 3 (budget option: Arcane Signet)

Out: Infiltrate. In: Slip Through Space same effect but replaces itself (though I prefer to just play more ninjas than unblockable spells!)

Out: Teferi's Time Twist not great since most of our creatures don't have an etb ability. In: Moon-Circuit Hacker cheap ninja that draws a card

Out: Ultimate Price removal that doesn't hit most commanders isn't ideal. In: Deadly Rollick (budget option: Dismember)

Out: Victim of Night not bad, but black has better removal. In: Infernal Grasp -2 life is pretty negligable in commander

Out: Commander's Sphere 3 mana ramp is quite slow for yuriko decks. In: Chrome Mox (budget option: Dimir Signet)

Out: Isochron Scepter we intentionally play lots of instants with cmc >2. In: Misdirection free "counterspell" that's also budget-friendly

Out: Preordain if you bottom any cards, you can't set up a card for yuriko. In: Ponder works better with yuriko

Out: Enter the Infinite generally uncastable. In: Blinkmoth Infusion also uncastable, but deals 14 damage instead of 12

If you have any questions or comments don't hesitate to reach out again!

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