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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Spellstutter Sprite
Creature — Faerie Wizard
Flash
Flying
When Spellstutter Sprite enters the battlefield, counter target spell with converted mana cost/mana value X or less, where X is the number of Faeries you control.





leovolt884_ on
Delver of Secrets and Lies
1 month ago
I personally love Mantle of Tides for blue control finishers especially because it can be equipped/moved between your creatures at instant speed with the best card draw in the format. Faerie Duelist is one of my favorite fairies from Return to Ravnica draft and would be really good with Spellstutter Sprite. It's also just more instant speed game action for a tempo/draw go style deck
CNG_Stream on
Faeries Unleashed
1 month ago
Some creatures to consider to give you a better early game:
Picklock Prankster - Can be played to dig for more cards at instant speed (faeries or instant spells), and is a cheap creature to play.
Hypnotic Sprite - Option to play as counter and play as creature makes it a useful card. Not high power, but playable.
Spellstutter Sprite - Probably one of the best faeries you can play as it is a cheap flash creature that serves as counter magic.
Faerie Miscreant - A decent one drop option. Only really useful to give you early board presence that helps with Spellstuter Sprite, but also chance to give you card draw if you can open with more then 1 copy.
If you can afford:
Brazen Borrower - One of the best aggressive creature options you have that also serves as early bounce. Understable that it is hard to obtain due to cost ($$$), but if you can use them I would definetly say this would be a must for this kind of deck.
Cards I would remove:
Wasp Lancer - To slow and over costed
Glen Elendra Liege - Not enough multi colored creatures to take proper advantage of its bonus.
Cards I would trim copies:
High Fae Trickster - Would only run up to 2 copies due to high mana value of card. Personally would not use.
Faerie Swarm - overcosted if you don't have creatures on board, if you have creatures you might already be winning due to flying aggro. Maybe 1 or 2 copies in deck.
Oona, Queen of the Fae - Very late game card in a deck that doesn't really have a way to build to late game, seems like bad fit for this deck. Would only use it as a one of fun of, but ultimately cut.
Lastly I would suggest maybe some cheaper bounce spells like Fading Hope so it is easier to do something like bounce a threat and counterspell it on its way back to the board. Fading hope adds extra bonus to get some scry action and even can be used on own creatures as a form of protection.
K4nkato on
death by 1000 papercuts
1 year ago
Prowler is a good choice.
Witches doesn’t need to hit the table turn 2, it can hit the table whenever you’d like. She exists to turn on your cantripping removal spells & kill the occasional Spellstutter Sprite or Gingerbrute. She might not be what you want to do with the deck in the end, but I imagine she has a home in a mono black devotion deck or something.
jacobpmesser on
Self Mill Goyf
1 year ago
4 Stitcher's Supplier 4 Hedron Crab 3 Satyr Wayfinder 4 Urborg Lhurgoyf 4 Cruel Somnophage 4 Souls of the Lost 2 Nighthowler 3 Grist, the Hunger Tide 2 Wonder 4 Unearth 3 Brazen Borrower 1 Sidisi, Brood Tyrant 1 Glasspool Mimic Flip 1 Kazandu Mammoth Flip
That's a good base. Take what works and replace what you don't like.
Exp. I've been playing iterations of this for years now and eight one drops are important. You need to start filling your gy ASAP. These are the two best. If you don't want to go into blue, there are cards like Gnawing Vermin but for me, m2 isn't enough. The -1/-1 is helpful so there is some leeway based on META. If I dabble in other colors, Shriekhorn is my go-to.
Satyr's spot can be removed but I play a low land count due to the two modal lands (Glasspool/Mammoth). Mire Triton is another favorite because Deathtouch and gainlfie. It's also a META call. I don't like others like Skull Prophet. If I were playing The Mycotyrant I'd consider it because it 'mills over time' (MOT) but once your opp sees what youre on theyd kill it before you get a chance to use it.
So, in this list I'm 12 goyfs. Eight can self-mill (SM) and the other is useful (Souls) in getting Wonder out of your hand. You can also sac Stitcher to it if you're a T1 Stitcher T2 Souls. Every card in this deck is a permanent besides Unearth so if you fetched at all, you could have a T2 6/6-8/8 Souls of the Lost and that aint to shabby.
I have always played at least 1-2 Nighthowler. It makes those Stitchers, Crabs, and Satyrs a threat and more often than not, takes two spells to kill it (when it's bestowed).
I view this deck as a sort of aggro deck and keeping with 99% creature theme, Grist and Brazen Borrower are my interaction. You can bring in whatever you want (obviously) but it's also provides fliers for Nighthowler, Grist has a built in win-con and protects itself. I always play a Boseiju, Who Endures and if I play more, -1 Unearth for Life from the Loam and if I'm really frisky, I'll add a few more legends, play more of the Channel Lands and another Life/Loam. I've got a oops all Channel lands were all the other lands are Modal and I play Amulet of Vigor with Shriekhorn and use Emry, Lurker of the Loch as a self-mill recur piece. It's fun.
Sidisi is a MOT that can help you go wide. Every time you mill, you get a zombie. I use this in near every build when I'm in color. I've tested Blossoming Tortoise but save that for a Mosswort Bridge version I play and if I can't get that going I want to be able to cast the top end. Shigeki, Jukai Visionary, Molderhulk, Aether Vial + Dryad Arbor help get me there. But just playing the new Squirming Emergence is so much easier than playing all those other cards.
You can find a way to bring in draw, life, other interaction, etc.. it's on you. There are times were I play Jace, the Perfected Mind or Visions of Beyond for draw. Spellstutter Sprite and a few spots for other faeries like Likeness Looter (flying faerie goyfs!).
But that's the base. Do what you want.. because you can literally do anything. I've got a junk list focused on recur with Unearth, Renegade Rallier, Necropanther, Athreos, God of Passage... a jund/grixis list that uses Ob Nixilis, the Adversary and Orcish Bowmasters (sac goyf to etb Ob Nix, Token Ob forces opp to draw 7 for -7 life. Bowmasters deals another 6 plus you get a 6/6 orc token (+2 more for paper Ob +1 if they can't discard). That's a 15 point swing, not including attacks. Another Grixis list that plays Kroxa, Flamewake Phoenix, Seasoned Pyromancer and Ox.
My favorite - game 1, I'm a mill deck that sideboard converts into self-mill game 2. It still deals with the gy but game 1 youre spell heavy and game 2 youre creature heavy.
Anyway, have fun.
tacolover25 on
UB faerie tribal ( whimsy)
1 year ago
I have a few suggestions:
-
Perhaps Faerie Mastermind for more card draw/turn on Spellstutter Sprite?
-
Faerie Fencing as a two replacement for Peppersmoke. By all means keep one Peppersmoke in the mainboard.
-
I recommend 2xQuickling over Faerie Impostor, simply for the flash.
-
You have lots of creatures, any thought of running Obyra, Dreaming Duelist or Tegwyll, Duke of Splendor in here?
-
If you need some more support you could run Spell Stutter for some counter magic.
- Finally, since you are running Bitterblossom, have you considered running Rankle, Master of Pranks or Picklock Prankster?
Faerie Duelist wouldn't be a bad sideboard option against aggressive decks either.
wallisface on
UB faerie tribal ( whimsy)
1 year ago
Both Peppersmoke and Noggin Whack feel really weak - i think you’d be better off using cards like Spell Pierce, Counterspell, Drown in the Loch, or maybe even Subtlety.
I also think Faerie Impostor, Nightshade Stinger, and Oona's Prowler all feel super suboptimal, and it would be better to ditch these to run playsets of your better fairies (paricularly Spellstutter Sprite, as this is the strongest faerie by a long way and pretty-much the only valid reason to run the tribe), as well as some of the above-mentioned cards.
NV_1980 on
Sisay's Horny Spaceship
1 year ago
Ok, I would start by cutting the cards of which the abilities are too specific to ever really work in a game. Here are first ones I would choose and why:
- Blood Hypnotist: your list only contains three other cards that generate blood-tokens. The likelihood of her ability ever being used is therefore rather slim.
- Cascade Seer: bit of an expensive-to-cast scry opportunity when at most you can get Scry 2 (your party thus far cannot include anything else than 1 of 10 wizards and 1 of 5 clerics).
- Dragonsguard Elite: with so few non-permanents in the deck (thus far), this one may not be worth it.
- Gluttonous Guest: would not include this for similar reason as Blood Hypnotist.
- Goldberry, River-Daughter: though I love the beauty of this card, her abilities aren't of much use to you because your deck barely creates counters.
- Guardians of Oboro: would not use this for similar reason as for Goldberry (you have a few auras, but so few that this ability will probably never trigger).
- Kasla, the Broken Halo: good combatant but since there's nothing else with convoke in here, her ability is pretty useless.
- Kiora, Sovereign of the Deep: there are no krakens, serpents, etc. in this deck, so aside from being a decent combatant, she's not doing much.
- Mesa Enchantress: almost no enchantments?
- Rime Tender: no snow permanents?
- Setessan Petitioner: with so few green permanents in the deck, not sure if this is worth it.
- Spellstutter Sprite: having doubts about this one. Not many faeries in this deck, but then again it's quite common these days to cast spells with CMC0, so ...
- Sublime Archangel: lovely card but in a deck with this many creatures, I would assume you're going wide, right? That would mean 'Exalted' mechanic is not all that great. Or am I missing something?
Angels, Elves, Faeries and Vampires seem to be the main creature-types you're using. Maybe just focus on these types and make it easier to create some synergies? Or is this too functional?
Magic_Aids on
▷ MH2 is FINISHED!【Wizard Tribal】 ◁ LOTR
1 year ago
Spellstutter Sprite is a pretty good wizard! :)