Dancing in the Faerie Circle

by Koakuma on 11 February 2015

Main Deck (60 cards)

Sideboard (3 cards)

Creatures (3)

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

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 Blackguard
Buffs 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 Sprite
Protects your creatures from removal. Dispose of cheap enemy threats.

-Quickling
Protects 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 Oona
Protects your creatures from removal. Buffs everything else. Shroud. Very solid card.

-Faerie Harbinger
Need 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 Invaders
Big body, flash and buffed by Blackguard. These guys are just beaters.

-Wydwen
Essentially a cheaper Faerie Invaders who can bounce herself.

-Oona, Queen of the Fae
The biggest creature you can throw out. She's just meant to be a mana dump for lategame.

-Dismember
Standard removal.

-Exsanguinate
Another mana dump. Use as a finisher or to gain some life in a pinch.

-Sleep
Buy two turns for 4 mana.

-Peppersmoke
Kill an X/1 or weaken something for your faeries to kill. Or just cycle for {B}.

-Thieves' Fortune
Keep 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 Throng
Spawn tokens as chump blockers. Take an extra turn for the win. Pretty universal tokens.

How to Play

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.

Deck Tags

  • Faeries
  • U/B

Deck at a Glance

Social Stats

3
Likes

This deck has been viewed 1,714 times.

Mana Curve

Mana Symbol Occurrence

0301800

Card Legality

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

Deck discussion for Dancing in the Faerie Circle

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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Posted 13 February 2015 at 00:50

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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?

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Posted 13 February 2015 at 01:51

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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

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Posted 13 February 2015 at 02:19

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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.

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Posted 13 February 2015 at 03:46

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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.

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Posted 18 February 2015 at 22:13

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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.

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Posted 18 February 2015 at 22:30

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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.

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Posted 18 February 2015 at 22:40

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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.

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Posted 18 February 2015 at 23:05

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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.

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Posted 18 February 2015 at 23:14

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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?

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Posted 19 February 2015 at 00:56

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True, but how sweet would Drown in Sorrow have been? If they dont play removal then you certainly should!

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Posted 19 February 2015 at 02:21

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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.

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Posted 19 February 2015 at 02:50

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bitterblossom is an expensive card but it would be very nice here. urborg, tomb of yawgmoth would be good to

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Posted 27 February 2015 at 07:42

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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

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Posted 27 February 2015 at 16:41

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