Blue/Black Faeries

by maharushie27 on 03 October 2013

Main Deck (60 cards)

Sideboard (10 cards)

Creatures (4)

Instants (4)


Enchantments (2)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Mid-level cost Legacy Blue/Black faeries deck. This is not budget, but it's not a high-end deck either. Just for some good Legacy competition among friends...

Yes, I am aware that Vendilion Clique and Cryptic Command are amazing; however, I do not have them. Sadly, they are not in my deck... though I hope someday they will be. If you have them, those would be great additions and I would recommend taking some Pestermites and some Familiar's Ruse out to compensate.

A couple cards may stick out: Baleful Strix (obviously not a faerie), Painful Quandary, and Coat of Arms. Baleful Strix is great for its cost, its effect, and its presence on defense. Its purpose is to scare the opponent and to gain card advantage. They are expensive, but I picked up two from one of those $29.99 4-deck packages at Target. Happy hunting on that one--I was super lucky. Painful Quandary is great because it either forces life loss or card disadvantage. But the real fun part about this card is that by the time you play it, your opponent will be scared to play anything mid-game due to Spellstutter Sprite and Familiar's Ruse. So that's a fun card to include. And finally, Coat of Arms is an absolute bomb late game after those 1/1 black faeries from Bitterblossom are still hanging around...

How to Play

So faeries are pretty much my favorite tribe. It's fun to play pretty much everything during your opponent's turn because it makes it really hard for them to respond to threats. Faeries may look pretty harmless at first, but they quickly turn into huge threats when you least expect it. And I think that's pretty cool. So that's why faeries are my favorite tribe...

--Tips/objectives--

Early game:
Take a hand with 3 lands as long as you have things you can play. This deck usually works itself out if you don't have everything you need...
Play Ponder on Turn 1 to increase your odds of getting Bitterblossom if you don't have it already.
Play Bitterblossom Turn 2. This card pumps up your Spellstutter Sprite's counter power, is useful for casting Mistbind Clique, and is amazing when Coat of Arms is played.
Baleful Strix is a great presence on defense and helps gain card advantage.
Use Spellstutter Sprite to counter on Turn 3 (opponent's turn, assuming you went first) or flash in a Pestermite.
Save Scion of Oona for when Bitterblossom gets targeted. Flash it in and have its effect resolve to save your token generator.

Mid-to-late game:
Cast Mistbind Clique on your opponent's turn when you have 4 lands untapped. Be sure to champion a faerie (token from Bitterblossom, Spellstutter Sprite, Pestermite, etc.).
Cast Glen Elendra Archmage on your turn when you have 5 lands untapped. This allows you to presumably counter a spell that targets one of your permanents (usually a noncreature spell).
Coat of Arms and Painful Quandary are bombs. Try to play them after you have 7 lands down on the field. That way, it's terrifying for your opponent, given the two untapped lands...

--Important/versatile cards--

Familiar's Ruse: it can counter target spell so long as you return a target faerie to your hand. This could be a token from Bitterblossom, Spellstutter Sprite, Pestermite, or even Glen Elendra Archmage with a -1/-1 counter on it...

Disperse: it can send things back to an opponent's hand at the end of your opponent's turn, setting the stage for a Spellstutter Sprite or a Familiar's Ruse when your opponent attempts to play the card again. This card can return Bitterblossom to your hand, so long as Scion of Oona is not in play--so if you're getting low on life, you can adjust your strategy accordingly. Additionally, this can return any faerie you control back to your hand, again, so long as Scion of Oona is not in play. This would allow you to play Mistbind Clique, Pestermite, or Spellstutter Sprite again.

Mistbind Clique: champion a faeries to taps an opponent's land with a great power/toughness. Wow. There are many reasons to play this card--mostly to have a 4/4/ flier and to tap an opponent's land. But the question is: what do you play it on? If your life is low, champion Bitterblossom. If you don't have that many faeries out, champion one of your 1/1 black faerie tokens, assuming Bitterblossom is in play. And my personal favorite, if you have a Disperse in your hand, champion Spellstutter Sprite. Then play Disperse to counter a target spell, assuming you have enough faeries for Spellstutter Sprite's ability... This is a great combo because it frees up Mistbind Clique to be used for another turn.

--Sideboard--
Vendilion Clique and Cryptic Command because they're great. See deck description.
Nectar Faerie if you find yourself running out of life before you kill your opponent. Usually one doesn't run into this problem since faeries are pretty aggressive and work together well. But if you're playing a good extort or burn deck, this may be necessary...
Unsummon if your opponents are skilled at avoiding Familiar's Ruse. If your opponent's creatures are too quick to counter the first time, you can Unsummon and then wait to use Spellstutter Sprite later. Those two untapped lands will become very scary for your opponent.
Blue Sun's Zenith could be pretty useful too.


GIVE ME YOUR THOUGHTS AND SUGGESTIONS: I'D LOVE TO KNOW WHAT YOU GUYS THINK!! ALL I ASK IS THAT YOU BE RESPECTFUL TO EVERYONE'S OPINIONS...

THANKS FOR YOUR INTEREST!!

Deck Tags

  • Blue/Black
  • Faeries
  • Tribal
  • Legacy

Deck at a Glance

Social Stats

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Likes

This deck has been viewed 3,779 times.

Mana Curve

Mana Symbol Occurrence

042800

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Not Legal in Vintage
  • Legal in Legacy

Deck discussion for Blue/Black Faeries

I've been seeing Cryptic Command in ALL Faeries Deck, and I still don't get it, why is it so powerful with faeries? Couldn't you just put a Counterspell? Can't figure it out by myself

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Posted 04 October 2013 at 19:21

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Cryptic Command is powerful with faeries because it is a versatile tool that does 2 of something that faeries want to do: 1) Counterspell; 2) Boomerang--yes, that includes returning lands, or Mistbind Clique, or Spellstutter Sprite; 3) drawing a card and gaining card advantage; and 4) tapping opponents' creatures to prevent them from attacking while at the same time making yours 'unblockable.'

If I were to add Cryptic Command, I would probably add 2x (just due to the fact that they're $20 each) and replace 1x Disperse and 1x Familiar's Ruse. Counterspell is nice, but for the sake of synergy, I put in a playset of Familiar's Ruse so I can return a Mistbind Clique or Spellstutter Sprite back to my hand. The more you can bounce those creatures back to your hand, the better!

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Posted 13 October 2013 at 08:26

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