Dancing in the Faerie Circle 2

by Koakuma on 12 September 2014

Main Deck (60 cards)

Sideboard (3 cards)

Enchantments (3)

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Deck Description

Revamped!

This is my actual Tribal deck for use in tournaments, and it's been changed a lot recently. I've had to adapt to deal with Cavern of Souls, which is why there are no counterspells in this deck.

Because of the recent changes, this deck may be unstable and thus ALL suggestions will be considered, no matter how random they may seem to be.

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Card description:

Latchkey Faerie - 3 mana 3/1 with draw and evasion.

Metropolis Sprite - Tanky faerie with the ability to become a glass cannon like everything else. Probably one of my favorite fae in this entire deck.

Oona's Blackguard - Buffs your fae, and if your opponent can't kill it, it serves as a nice discard effect.

Oona's Prowler - It's no Latchkey, but it's cheaper.

Dismember - Spot removal. Good for pesky Elvish Archdruids.

Killing Wave - Board wipe. If you're losing, this card can help turn the tide. If you're losing badly, this card likely won't help at all. Remember to attack before casting.

Mizzium Skin - 1 mana "target fae is immune to Dismember/Abrupt Decay/Lightning Bolt this turn".

Peppersmoke - I cannot tell you the amount of times I've won games with this. Enemy Flame-Wreathed Phoenix? Pay tribute, block with a 4/2 faerie and Peppersmoke. You don't even lose card advantage!

Sleep - Used to buy time for Killing Wave.

Thieves' Fortune - 1 mana for a "pick-'n'-mix". 'nuff said.

Favorable Winds - Can you say "All creatures I control get +1/+1"?

Halimar Depths - Reorganize the top 3 cards of my library. Lets me better plan out my next few turns.

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In-depth description:

This deck is designed to have the creatures be low-costed so you can save your mana for Mizzium Skin, Dismember and Peppersmoke.

Oona's Prowler and Latchkey Faerie are your main hitters, with Metropolis Sprite bringing up the rear.

Fighting one or two creatures at a time is a simple matter for this deck - The spot removal will handle it, and your chump Oona's Blackguard will handle anything else. Fighting weenie swarms can get very tough, since trading a faerie for a weenie is a real bad deal. Luckily, Killing Wave and Sleep have got your back.

On to the specifics, then:

The ideal game for this deck is to get Oona's Blackguard out on turn 2, following with Latchkey Faerie on turn 3. Turn 4 would be Sleep followed by dealing with the board on turn 5. This play would see your opponent suffer 11 damage by turn 5, allowing you to Killing Wave for 4 and do a very reasonable amount of damage, or see his field removed.


Specific combos:

Oona's Blackguard + Oona's Prowler, or any Faerie, for that matter.

Thieves' Fortune + Halimar Depths + Peppersmoke. UB combo that lets you choose two cards from a selection the size of your starting hand? Yes please.

Mizzium Skin + Metropolis Sprite. For UU, she can get an extra point of damage in. Seems like kind of a waste of a Mizzium, but if it wins you the game...

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Maybeboard:

Eternal Thirst - I like this card. I really do. It's just too slow. By the time I get around to playing it, I've already dropped Killing Wave, and at that point it's just useless.

How to Play

Ideal moves, IMO:
Turn 1 -
- Peppersmoke

Turn 2 -
- Oona's Blackguard
- Oona's Prowler
- Metropolis Sprite

Turn 3 -
- Latchkey Faerie
- Oona's Prowler + Thieves' Fortune or Mizzium Skin or Peppersmoke
- Oona's Blackguard + Thieves' Fortune or Mizzium Skin or Peppersmoke
- Metropolis Sprite + Thieves' Fortune or Mizzium Skin or Peppersmoke
- Dismember

Turn 4 -
- Latchkey Faerie + Thieves' Fortune or Mizzium Skin or Peppersmoke
- Favorable Winds
- Sleep
- Dismember

Turn 5 -
- Sleep
- Killing Wave
- Dismember

Deck Tags

  • Faerie
  • Tribal
  • Modern
  • Help

Deck at a Glance

Social Stats

1
Like

This deck has been viewed 758 times.

Mana Curve

Mana Symbol Occurrence

0242300

Card Legality

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

Deck discussion for Dancing in the Faerie Circle 2

Man I think some bitter blossoms will do wonders

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Posted 19 September 2014 at 04:53

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While I agree that Bitterblossom is a powerful card, there are two reasons for it not being in here.
The first is, obviously, the cost. I can't afford them. :c
The second is that there isn't space for it here. I've tested with it on Tappedout but I just can't figure out where I would put it.

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Posted 19 September 2014 at 06:08

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Bitterblossom is THE engine of any faerie deck,
but yes it is expensive and i like the challenge to get it working without the bitterblossoms.

Since I play a lot of faeries at the moment (feel free to check on some of my decks) I may have some suggestions for you:

You have a lot of rogues in here, so what i learned is that "notorious throng" is your friend.
Play it for its prowl cost, u get an extra turn; if not, u still get a ton of rogue tokens to interact with oonas blackguard.

I wonder why you dont play scion of oona?
Its a global mizzium skin and favorable winds combined in one card AND its a flash faerie creature.
4 is a must!

You could also try to add 2-3 "spellstutter sprite" for counteroption.

Last thing,
this should be a tempo oriented deck so i think "vapor snag" would be so much better than "sleep"

In my opinion you should cut "sleep" and "killing wave" and add scion of oona and vapor snag
and see how that works.


btw i really love "favorable winds" here, i think im gonna add it in my decks as well.
Thanks for the inspiration!


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Posted 20 September 2014 at 00:49

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Funnily enough, what you described here is my Version 1 of this deck, which I entered in my last tribal tournament and it lost immediately.
Notorious Throng was my original inspiration for the deck, but unfortunately it had to be cut. Same with Scion and Spellstutter.
Thing is, Scion is too high mana cost for this deck. That and Spellstutter, even combined, are not a sufficient reason to leave 2~3 mana open for a turn. If there was a 1-drop flying/flash faerie, I'd consider it. Without Bitterblossom, Spellstutter and Thieving Sprite simply don't cut the butter.
With Scion of Oona, Oona's Blackguard is just plain better for this deck. Discard gives me card advantage and puts my opponent at a loss for options.

The decks I'm facing in my local tournaments seldom run removal, instead opting for cards like "Revenge of the Hunted" or simply "Elvish Promenade", which is why I've focused on aggro so heavily. I need to stamp them out before they even reach the point where they can cast that.

As for Vapor Snag, I considered it and decided against it in favor of Sleep. Thing is, Dismember and Peppersmoke take care of the big creatures like Elvish Archdruid, leaving only mana dorks and the like alive. Sure, I could Vapor Snag them, but why would I do that when they can just re-play them for G?
Sleep is a far more effective outlet for my excess mana and has won me games. (Two Sleeps -> Killing Wave, for example)

Killing Wave is in there for metagame purposes - Elf token decks.

Going back to Notorious Throng, I love that card so much but there just isn't room for it in here. At least, not until I can cut the Killing Waves when elf decks become less prevalent.

As it stands, this deck is pretty capable of handling token-based Ezuri, Renegade Leader decks. It has little trouble with anything other than Control, and Mizzium Skin is in there to help with that a little.

Thanks for the suggestions, though. And I'm glad my deck gave you an idea. Favorable Winds has won games before, haha.

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Posted 20 September 2014 at 02:22

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So its a tribal tournament? Cool!
Faeries isnt the strongest aggro deck at all i guess.
Thats why i think you could also go a little more controlstyle and there it shines.
But i guess youve tested this as well right?
Some of the tribes have a lot of tokens, so what could help a lot is echoing truth or bile blight

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Posted 20 September 2014 at 10:22

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The thing about Faerie aggro is that every faerie has evasion. Anything short of Spider tribal just can't handle it. I can just suicidally swing into them without caring for my own life total as long as they don't combo out. That's why Killing Wave and Dismember are so darn good in this deck.
And yeah, I've tested this. As it stands, this build works pretty well. I guess that's because of the rogue synergy.
Tokens are normally easy to deal with, it's just that with elves they can sometimes hit the field as 5/5 or more.
Echoing Truth would be nice, but against non-token tribal decks (like the Knights and Ninjas decks that showed up last year), it's not all that helpful. And there aren't sideboards in tribal.
And what with everyone running Cavern of Souls, counterspells are worthless. Craterhoof is way too common, and almost always guarded by one.

So I decided to use removal as my form of control. The only things I have trouble with are EtB effects, like Frost Titan.

The main reason this deck actually works in tournaments is due to the fact that almost everything is 3/1 or more, and sometimes carries a nasty discard effect.

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Posted 20 September 2014 at 21:04

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