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My Faerie deck. Sideboard is cards I still need. Flash and flash some more! Here's a list of the cards and why they're in there: -Oona's BlackguardBuffs rogues. Is a huge threat for two mana and its effects somewhat persist even after it dies. Plus, the counters from one blackguard are counted by all others. -Spellstutter SpriteProtects your creatures from removal. Dispose of cheap enemy threats. -QuicklingProtects your creatures from removal. Lets you re-use a Spellstutter. Also a rogue, so is buffed by Blackguard. Combo: Bounce a Blackguard with Quickling, the Quickling still gets the counter. -Scion of OonaProtects your creatures from removal. Buffs everything else. Shroud. Very solid card. -Faerie HarbingerNeed an Oona for that endgame push? Opponent's creatures just hit the same power as your faerie's toughness and you need a Scion? Need a chump block? This gal's got your back. -Faerie InvadersBig body, flash and buffed by Blackguard. These guys are just beaters. -WydwenEssentially a cheaper Faerie Invaders who can bounce herself. -Oona, Queen of the FaeThe biggest creature you can throw out. She's just meant to be a mana dump for lategame. -DismemberStandard removal. -ExsanguinateAnother mana dump. Use as a finisher or to gain some life in a pinch. -SleepBuy two turns for 4 mana.-PeppersmokeKill an X/1 or weaken something for your faeries to kill. Or just cycle for {B}.-Thieves' FortuneKeep up tempo by using its prowl, or utilize its instant speed at the end of their turn. It's no Inspiration, but it'll give you an extra draw for potentially {U}.-Notorious ThrongSpawn tokens as chump blockers. Take an extra turn for the win. Pretty universal tokens.
Try to keep playing stuff on your opponent's turn instead of yours. Generally, Blackguard or Spellstutter on a 1-drop are good openings. Move into a Quickling and Scions, then drop Wydwen, a Harbinger or Faerie Invaders. Finish with Oona, Throng or Exsanguinate.
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I'd make a choice between Mizzium Skin and Scion of Oona. Not sure which one I'd ditch but they clash against each other as you can't give a faerie with shroud hexproof on top of it, +1
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I can still overload it for the +0/+1, but yeah, you're right. I'll probably drop 2 or 3 of them for something else... Ah, but what?
If you do ditch two of em I'd playtest with 2 Sower of Temptation or 2 Bitter Blossom and see how it still works
Ahh, thing is, this is my actual deck and there's no way I can afford something like that. Else I'd be running Mistbind Clique.
20 lands seems way low based on the casting cost of your deck. How often do you miss a land drop in the first 4 turns causing you to play stuff out of curve? I'd also recommend playing a full set of Spellstutters and drop Mizzum Skin altogether.
I actually find my landbase is fairly okay, most of the time. I might switch the mizziums with some land, though. And about the spellstutters, I'm only running two because they're useless in my local tribal metagame. Literally every other deck worth mentioning runs a playset of Cavern of Souls. Those two are in there to stop noncreature spells.
Would imagine that the Sprite is mainly for things like PtE, Bolt, etc and that is exactly why I say to play 4 to get a huge tempo swing.Ex. Opponent plays PtE to knock off your whatever, you drop the Sprite and you now have 2 critters and he/she has 1 less removal to deal with them......and more lands will only do you good.
Since the rule for tribal is to have 1/3 of your deck be the same creature type, there's not too many decks focused on removal. Nameless Inversion is a common one, and Dismember crops up a lot. Still, I'll change it up and see how it goes. I think 22 lands will be sufficient.
I would think removal would be a house under those rules. Bile Blight becomes an almost auto 2 for 1. Anger of the Gods and Drown in Sorrow seems insane and there is no end to the nasty Silence the Beleivers can do....and that is just some of the Standard legal stuff.
True, although one of the elf decks I faced last year just used Revenge of the Hunted instead of removal. It'd be difficult to spellstutter something like that, y'know?
True, but how sweet would Drown in Sorrow have been? If they dont play removal then you certainly should!
It certainly seems powerful, but I'd prefer as much being instant speed as possible since most of my faeries have Flash. Oona's really the only exception to that and that's because her ability can be used at end of turn.
bitterblossom is an expensive card but it would be very nice here. urborg, tomb of yawgmoth would be good to
Yeah, I'm aware of how good Bitterblossom would be here. If it were closer to maybe $10, I might consider it, but it's not. :x