Dancing in the Faerie Circle

by Koakuma on 15 July 2014

Main Deck (60 cards)

Sideboard (3 cards)

Sorceries (1)

Instants (2)

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Deck Description

This rapid Faerie deck revolves around Notorious Throng, and was built mostly on a budget. (I had a lot of trades x3)
Faeries have high damage and low toughness, guaranteeing any battle against them will end fast, though victory can go either way.

Sideboard == Maybeboard

==================
IMPORTANT EDIT:
Removed Sower of Temptation, Faerie Harbinger and Coat of Arms for 2 more Dismembers and Familiar's Ruse.
This deck needs to change quite quickly due to unfortunate and unforseen circumstances involving Ezuri, Renegade Leader and Cavern of Souls.
For now, I've just added more removal but I really need a solid answer to him.
If you can suggest anything, I'd be really happy.
==================

How to Play

Typically I ignore my own life total with this deck - It's fast enough that you don't have to worry about blocking until you have your win condition on the field.
Spend the beginning of the game playing Favorable Winds and Scions, using removal as necessary. This is the point where you are most vulnerable - A single "All creatures get -2/-2" will wipe out your entire field, so you must move fast.
Oona's Prowler and Latchkey Faerie are some of the best cards in the deck, hitting for a whopping 3 damage - Plus one for every Favorable Winds/Scion!
The deck combos out when you can cast Notorious Throng and hit for at least 5 damage in the same turn, which should be very easy with a Prowler or a Latchkey on the field.
Once you strike, cast Throng (Prowl it if you can), and enjoy your 5+ faerie rogues.
Remember that while 5 1/1 faeries aren't too threatening - But with a blackguard, scion and favorable winds on the field, they're 4/4 fliers with shroud and a discard effect.

I tend to play most of the cards on my opponent's end step - Especially Scions, since they die so quickly.

If everything goes according to plan, you can often win by turn 5~6.
Turn 1: Land, possibly Peppersmoke your opponent's 1-drop.
Turn 2: Land, Favorable Winds
Turn 3: Land, Scion of Oona
Turn 4: Land, Swing with Scion, prowl Latchkey + Peppersmoke
Or Turn 4: Land, Favorable Winds + Prowler
Turn 5: Swing with Latchkey/Prowler + Scion for 7/8 damage, then cast Throng for 7/8 faerie tokens, each of which is a 3/3 or a 4/4.
Turn 6: Drop some other buff thing and swing for lethal.

Feel free to skip a turn or two to cast Sleep or Thieves' Fortune.

==================
IMPORTANT EDIT:
Removed Sower of Temptation, Faerie Harbinger and Coat of Arms for 2 more Dismembers and Familiar's Ruse.
This deck needs to change quite quickly due to unfortunate and unforseen circumstances involving Ezuri, Renegade Leader and Cavern of Souls.
For now, I've just added more removal but I really need a solid answer to him.
If you can suggest anything, I'd be really happy.
==================

Deck Tags

  • Faerie
  • Fast
  • Modern
  • Tribal

Deck at a Glance

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This deck has been viewed 705 times.

Mana Curve

Mana Symbol Occurrence

0272300

Card Legality

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

Deck discussion for Dancing in the Faerie Circle

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