Creature — Faerie Wizard
When Faerie Seer enters the battlefield, scry 2.
Printings View all
|Modern Horizons (MH1)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Faerie Seer Discussion
1 week ago
a single Moorland Haunt also makes sense
4 weeks ago
ThisIsMyAccount I like Of One Mind because it's very easy for it to just be draw 2 for one mana, and I definitely prefer Brainstorm because I can just scry things I might not want away with Faerie Seer if I want. Obviously neither situation is guaranteed, but they're consistent enough that I prefer their larger raw card draw.
3 months ago
JibberJabah Thanks for giving the deck a look! Let me go over your suggestions:
I think you're 100% correct with lands. 21 seems much more reasonable.
Cutting black is definitely a good idea. I'll lose the spot removal, but hopefully bouncing creatures will be enough to keep the board clear. It seems like it will be.
I might keep artful dodge in the sideboard for those matches where flying is easier for the opponent to deal with, just to have some options. But Yeah taking out the black will free up more spots for 4x Smoke Shroud.
The Faeries are interesting. I worry that miscreant might not always trigger which isn't the worst thing, but I think I would rather use something like Faerie Seer because you always get the ETB and it relates back to your next point about the cantrips. Faerie Duelist might also be good in that slot, but I'd rather have the 1 drop for now I think. Spellstutter Sprite is always going to be a strong inclusion for sure.
Yes! I might look around for some other cantrips, since it looks like i'll be adding the seer, but draw will be a welcome addition.
Thanks for taking the time to comment! I think its definitely going to make the deck better.
3 months ago
Daedalus19876: I definitely plan on making a better mana base for the deck, including replacing the Temple, Bauble, and Geode for the reasons you listed.
All That Glitters is definitely more at home in voltron, so cutting it makes sense.
Lawmage's Binding is easy enough to deal with, so I see why that would go.
Faerie Seer was honestly still there because I was concerned about the CMC, so no problem about cutting it out.
I could see Latchkey Faerie not holding it's own if I was going for stax/taxes into alpha strike.
I am wondering about the rationale for removing Estrid's Invocation, though.
You've helped out quite a bit! Looks like I should do some brewing.
3 months ago
WanderingSpirit: My initial cuts would be Temple of the False God (card is bad), decreasing the number of tapped lands, All That Glitters, Estrid's Invocation, Dire Undercurrents (I'd rather run Reconnaissance Mission, for example), Lawmage's Binding, Mana Geode (3-mana rocks with no upside are not my favorites), Wayfarer's Bauble (slow ramp), Faerie Seer (disappointing here, compared to your other creatures), and Latchkey Faerie (only worth it if you can pay prowl cost, which you rarely can here).
3 months ago
This deck performs very well with some decently large deficiencies. I think you need to cut some weaker cards (sorceries and creatures mostly) and add in more Ninjas and ninja synergies.
Artifacts, Enchantments, Instants, Planeswalkers, and Lands: I would definitely cut Briber's Purse, Fatal Push, and Vraska, Scheming Gorgon while also giving thought to the merits of including Skygames, Bontu's Monument, Forge of Heroes, Unclaimed Territory, and of, or at least the Amonkhet, cycling lands.
The cards I have recommended are either slow, have low to zero synergy with the rest of the deck, or are typically weak in commander.
Cards to Add Creatures: Ninjas, ninjas, and more ninjas (plus some cheaper unblockables for good measure). There are 19 Ninjas in mtg history (excluding changelings). You have 11 in this deck. I think you ought to have more. The cheapest are Mistblade Shinobi, Okiba-Gang Shinobi, Skullsnatcher, Throat Slitter, and Walker of Secret Ways. Higure, the Still Wind and Ink-Eyes, Servant of Oni are both reasonable splurges in terms of powerful Ninjas to acquire. Now for other creatures to enable Ninjitsu. First off, I could have included Changeling Outcast in the last section since it is also a Ninja and you should absolutely be running it in here. Other small unblockables for you to Ninjitsu into are Gudul Lurker, Slither Blade, Tormented Soul, Faerie Seer, Mothdust Changeling, Gingerbrute, Dimir Infiltrator, Baleful Strix, Invisible Stalker, Augury Owl, Sage Owl, Spire Owl, and Cloud of Faeries. All of these cards are less than 3 cmc, and are either entirely unblockable or have good etb/ltb or dealing combat damage synergy (and are mostly pretty cheap too). I'd recommend adding at least 3 or 4 of them in addition to the above ninjas.
Other cards: This section is mostly for general things that you could do to make this deck more consistent and enjoyable to pilot, but there are a couple specific synergies I think you're missing out on. They're both pretty intertwined so I'll just address them together. I think you could be putting in a few more cards that are good to reveal off of Yuriko's trigger and ways to manipulate the top of your library so you get those card when they are most impactful. I am referring to cards like Treasure Cruise, Sibsig Muckdraggers, Temporal Trespass, Dig Through Time, Draco, Consign / Oblivion, Murderous Cut, Far / Away, Curtains' Call, Into the Story, Submerge, Commandeer, Commit / Memory, Discovery / Dispersal, Rags / Riches, In Garruk's Wake, and any other high cost card that has an alternate mana cost, mana reducing ability, split card, or is a high impact card. Then you could also throw in a few ways to manipulate the top of your library like Brainstorm, Ponder, Serum Visions, Tamiyo's Epiphany, and Crystal Ball. The only other synegystic thing you could put in here is making your other creatures Ninjas as well with Conspiracy, Xenograft, Arcane Adaptation, and Amorphous Axe.
Otherwise, you could probably add in some more ramp (Sol Ring, Mind Stone, Star Compass, etc.), card draw (see cantrips above and Last Thoughts), board wipes (could probably replace Bontu's Last Reckoning with some of the ones from the last section or just add those ones or some other good boardwipes) and spot removal or counterspells (I don't see a lot of good ways to deal w/ non-creature permanents in here).
4 months ago
You do not have enough evasive creatures nor do you have enough ways to make it difficult to block onboard ninjas. I've been fiddling with a Yuriko deck since her release so I'll point you to some true gems in the evasion category.
Cover of Darkness: Not only thematic but very effective at making it difficult to block ninjas.
Key to the City: Make target creature unblockable for 0 mana. Yuriko decks draw like mad so discarding a card won't hurt as usually we have to discard to hand size at end of turn anyway. More fuel for delve too.
Smoke Shroud: 0 mana evasion that's recurable for a ninja. Pitch it from overdraw but honestly 2 mana is still cheap if you have to cast it.
Bitterblossom: Expensive to purchase ($30...) but an unlimited source of 1/1 flyers come in handy for chump blocking and sneaky ninjas into play. Faeries also play a lot of tricks and are sneaky so they kind of fit into the deck seamlessly.
Trickery Charm: This card was MADE for Yuriko. Every mode is good at a different point in the game.
Wonder: Have you ever seen the Kung Fu movie Hero? There's a scene where two guys are fighting while dancing on water and it's super cheesy but I love it. Pitching Wonder to overdraw is not hard and you get to make all the flying ninja sounds you want when you attack now!
Tetsuko Umezawa, Fugitive: Lots of ninja's and evasive creatures have power or toughness 1 including Yuriko. Even using him as your unblockable to shuttle in ninja's isn't so bad at 2 mana.
Wingcrafter: More flying ninjas, what's not to love!? It's cheap and can give another ninja evasion so it's a strong card in my opinion. It's decent on T1 without flying even because you only need one opponent open to swing at and it's doubtful each opponent will drop a creature.
Faerie Seer: Reusable Scry 2 on a flyer that sets up Yuriko triggers beautifully.
Mothdust Changeling: Is it a bird? Is it a plane? Well its a ninja. Keep away from bright lights.
Siren Stormtamer: Cheap flyer that protects your stuff later in the game.
Baleful Strix: A very annoying card for our opponents to play around unless they have flying tokens.
Thalakos Seer: Might as well read unblockable.
Cloud of Faeries: Essentially a 0 mana 1/1 flyer. Ninjitsu is a mana hog so deploying our evasive creatures for free is extremely valuable.
Spellstutter Sprite: Plenty of 1 CmC spells are played in EDH like Swords to Plowshares, Chain of Vapor, Sol Ring, Nature's Claim, etc. With more faeries out it can start hitting bigger spells but sometimes its just nice to flash in a flyer at EoT to get psuedo haste.
Nether Traitor: Probably the best creature printed with Shadow. Haste and it's recursion ability make it invaluable. Not a bad card to pitch to overdraw either and just sit with a up waiting for the inevitable board wipe.
4 months ago
channelfireball12345 - some of these suggestions have been considered:
- Faerie Seer is worse than omenspeaker in this deck. The 1/3 body is much more useful at protecting early game than the 1 mana discount.
- sage of epityr does nothing if the top 4 cards are bad and I prefer it in the form of a land Halimar Depths, see beyond is a sorcery that offers neither selection nor card advantage, while feldon's cane is useful, but actually recasting those big spells will never be necessary.
- all the cards that mill the top of my deck actively work against scry and brainstorm.
- index is card disadvantage that is generally worse than Halimar Depths
The deck has exactly 5 flexslots - the two Omenspeakers and two omens of the sea and cutting down to 19 lands. I do not think there is a card currently in pauper better for those slots.