Hello everyone! It is time to debut my 7th modern deck, Elder Deep-Fae. I got the idea for this deck from player Jelle Swan, as well as the Channel Fireball article I have linked below.
https://infinite.tcgplayer.com/article/Modern-Deep-Fiend-Faeries-Deck-Guide/2539f5bb-b590-46cd-978b-a5591a0f365b/
This is a mono-blue fae variant that depends on tempo and tapping your opponents lands down at their upkeep. A very potent brew that I have carried into the 2025 modern format, with slight upgrades. Without further ado, let's get into the deck tech.
Creatures
Faerie Seer: A solid one drop. Helps us set up for our turn 4. A must have for faeries at 4 copies.
Spellstutter Sprite: Our number one tempo play. Allows us to counter spells at all stages of the game, while attached to a flying body. An absolute must at 4 copies, and one of the best cards in the deck.
Hypnotic Sprite: We mostly run her for her adventure side. The counter is useful, but she can also be an additional body for us in the late game.
Pestermite: Solid tempo card. Saves us on damage, and is the perfect target for Mistbind.
Brazen Borrower: Control in the early game. Solid threat in the late game.
Subtlety: Solid card against annoying creatures. Can respond to this as early as turn 3 with Elder Deep-Fiend (AFTER EVOKING SUBTLEY). This gives us a 5/6 and taps our opponent out as early as turn 3. Considering running 4.
Mistbind Clique: Helps with our game plan of tapping out our opponents. A solid precursor to Elder Deep-Fiend. Locks our opponent out of the game, and gives us a 4/4 flying threat. We can also pull of some crazy combos depending on what faerie is championed by Clique.
Elder Deep-Fiend: The main reason to run this build. Plays off of our faeries effortlessly by locking our opponents out for multiple turns in a row. An absolute monster with a solid power/toughness as well.
Instants
Stern Scolding: Can go up or down on this based off need or meta. Solid for creature based match ups.
Spell Pierce: Can go up or down on this based off need or meta. Solid for spell based match ups.
Vapor Snag: Wrecks creature based match ups. Can be sided out depending on the match up.
Remand: Counter plus draw power? I'll take it.
Mana Leak: We use this over Counterspell due to our mana base. Solid.
Sink Into Stupor: A solid tempo spell. Can alao be a land if need be. No brainer.
Lands
Mutavault: A creature land that gives us additional power/swings. Also counts as a faerie for Misbind or Spellstutter.
Sanctum of Ugin: Helps us to loop Elder Deep-Fiends.
Otawara: Tech if needed. We y
Usually use it as a land.
Cavern of Souls: Uncounterable creatures. DUH.
Castle Vantress: Island with a late game tech option.
Islands: DUH
That's the deck! Let me know what you think down below and happy tapping! ;)