wrathbourne
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Commander
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{"ops":[{"insert":{"card-link":"Alela, Cunning Conqueror"}},{"insert":" is the commander of this deck, which combines a control strategy with a Faerie Tribal subtheme. The deck is built around playing mostly at instant speed, allowing us to interact with our opponents on their turns while simultaneously developing an evasive army of 1/1 Faerie Rogue creature tokens. Alela rewards this style of play by creating a Faerie Rogue token whenever we cast our first spell during each opponent’s turn. In a four-player Commander pod, this can generate up to three additional Faeries each turn cycle, giving the deck a steady source of creatures while we continue to hold up mana for interaction.\nThe deck's main strategy is to remain reactive and let the table develop before choosing when to intervene. Counterspells, removal, and other instant-speed effects allow us to disrupt important plays while triggering Alela during our opponents' turns. Once our Faeries begin connecting in combat, Alela also turns them into a political weapon by allowing us to goad creatures controlled by the player they damage. This can force opponents to attack one another, helping us control the battlefield without always needing to spend cards or mana removing every threat ourselves.\nAlthough Alela's token production is relatively gradual, the Faerie army becomes increasingly threatening as the game progresses. The deck uses Faerie lords such as "},{"insert":{"card-link":"Tegwyll, Duke of Splendor"}},{"insert":" and "},{"insert":{"card-link":"Scion of Oona"}},{"insert":" , together with anthem effects such as "},{"attributes":{"bold":true},"insert":{"card-link":"Favorable Winds"}},{"attributes":{"bold":true},"insert":" , "},{"attributes":{"bold":true},"insert":{"card-link":"Patchwork Banner"}},{"attributes":{"bold":true},"insert":" , "},{"attributes":{"bold":true},"insert":{"card-link":"Glen Elendra Liege"}},{"attributes":{"bold":true},"insert":" , "},{"attributes":{"bold":true},"insert":{"card-link":"Heraldic Banner"}},{"attributes":{"bold":true},"insert":" ,"},{"insert":" and "},{"insert":{"card-link":"Banner of Kinship"}},{"insert":" . These effects allow our small flying creatures to grow into legitimate threats. As more tokens accumulate, their combined combat damage can quickly become overwhelming, especially when opponents have difficulty blocking a large flying army.\nBecause the deck wants to interact with opponents nearly every turn, maintaining card advantage is extremely important. Constantly answering threats can quickly empty our hand, leaving us unable to continue playing the control game in the late stages of a match. To prevent this, the deck includes several reliable sources of card advantage. "},{"insert":{"card-link":"Rhystic Study"}},{"insert":" provides ongoing value whenever opponents cast spells without paying the additional cost, while combat-damage engines such as "},{"attributes":{"bold":true},"insert":{"card-link":"Enduring Curiosity"}},{"attributes":{"bold":true},"insert":", "},{"attributes":{"bold":true},"insert":{"card-link":"Reconnaissance Mission"}},{"attributes":{"bold":true},"insert":" "},{"attributes":{"bold":true},"insert":{"card-link":"Bident of Thassa"}},{"attributes":{"bold":true},"insert":", "},{"attributes":{"bold":true},"insert":{"card-link":"Waterbender Ascension"}},{"attributes":{"bold":true},"insert":","},{"insert":" and "},{"insert":{"card-link":"Curiosity Crafter"}},{"insert":" allow our evasive creatures to replenish our hand.\nThe deck also includes three important game changer cards. "},{"insert":{"card-link":"Vampiric Tutor"}},{"insert":"is a key staple because its low mana cost and instant-speed timing allow us to search for the card we need at almost any point in the game. It can find a card-draw engine such as Rhystic Study, an important finisher, protection spells, or a powerful answer to an opposing threat. This flexibility makes Vampiric Tutor useful in almost every stage of the game.\n"},{"insert":{"card-link":"Rhystic Study"}},{"insert":" is another major game changer because it can provide a continuous stream of cards while opponents develop their own boards. In a multiplayer game, even a small amount of additional card advantage each turn can become extremely powerful, helping us maintain enough resources to keep interacting with the table. Finally, "},{"insert":{"card-link":"Force of Will"}},{"insert":" provides an important layer of protection and allows us to participate in unexpected counter magic war even when we have no mana available. Exiling a blue card from our hand as an alternative cost makes it especially useful when we are tapped out but need to protect our board or stop an opponent from resolving a game-winning spell.\nThe deck's primary route to victory is combat damage. As the Faerie army grows, our flying creatures can attack over ground-based defenses while goaded creatures force opponents to turn their armies against each other. This creates a game state where opponents are pressured from multiple directions while we continue developing our board and conserving resources.\nFor a more explosive finish,"},{"insert":{"card-link":"Notorious Throng"}},{"insert":" can create additional Faerie Rogues and, when its prowl condition is satisfied, provide an extra turn. This can transform a modest board presence into a decisive attack and give us the opportunity to eliminate another opponent before they can recover. Another important finisher is "},{"insert":{"card-link":"Candlekeep Inspiration"}},{"insert":" , which can dramatically increase the size of our creatures. It sets the base power and toughness of our creatures to X, where X is the number of instant and sorcery cards that we own in exile and in our graveyard. In a deck that spends much of the game casting interaction, this can turn an army of small flying creatures into a massive aerial threat for the final push.\nOverall, Alela, Cunning Conqueror is designed to win through patience, politics, and incremental advantage. The deck does not need to overwhelm the table immediately. Instead, it gradually builds an army while interacting with opponents, drawing additional cards, and manipulating combat through goad. By the late game, the accumulated Faeries, anthem effects, card advantage, and powerful finishers allow the deck to transition from a reactive control strategy into a lethal flying swarm.\nThe strength of the deck lies in its ability to make almost every turn productive. Casting an instant on an opponent's turn can both answer a threat and create another Faerie. A successful attack can simultaneously deal damage, generate card advantage, and force an opponent's creature to attack elsewhere. With enough time, these small advantages accumulate until the Faerie army becomes too large to contain.\nAlela, Cunning Conqueror rewards careful timing and efficient decision-making, making the deck a control-oriented Faerie Tribal strategy that can gradually turn a defensive game plan into a decisive aerial assault.\n"}]}
Commander
Alela, Cunning Conqueror
Flying
Whenever you cast your first spell during each opponent's turn, create a 1/1 black Faerie Rogue creature token with flying.
Whenever one or more Faeries you control deal combat damage to a player, goad target creature that player controls.
Whenever you cast your first spell during each opponent's turn, create a 1/1 black Faerie Rogue creature token with flying.
Whenever one or more Faeries you control deal combat damage to a player, goad target creature that player controls.
Legendary Creature - Faerie Warlock

Commander
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Anthem
Anthem
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Counter Magic
Counter Magic
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Draw
Consult the Star Charts
Kicker (You may pay an additional as you cast this spell.)
Look at the top X cards of your library, where X is the number of lands you control. Put one of those cards into your hand. If this spell was kicked, put two of those cards into your hand instead. Put the rest on the bottom of your library in a random order.
Look at the top X cards of your library, where X is the number of lands you control. Put one of those cards into your hand. If this spell was kicked, put two of those cards into your hand instead. Put the rest on the bottom of your library in a random order.
Instant

Enduring Curiosity
Flash
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Whenever a creature you control deals combat damage to a player, draw a card.
When Enduring Curiosity dies, if it was a creature, return it to the battlefield under its owner's control. It's an enchantment. (It's not a creature.)
Creature Enchantment - Cat Glimmer

Waterbender Ascension
Whenever a creature you control deals combat damage to a player, put a quest counter on this enchantment. Then if it has four or more quest counters on it, draw a card.
Waterbend : Target creature can't be blocked this turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Waterbend : Target creature can't be blocked this turn. (While paying a waterbend cost, you can tap your artifacts and creatures to help. Each one pays for .)
Enchantment

Draw
(CTRL to add secondary)
Finisher
Notorious Throng
Prowl (You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)
Create X 1/1 black Faerie Rogue creature tokens with flying, where X is the damage dealt to your opponents this turn. If this spell's prowl cost was paid, take an extra turn after this one.
Create X 1/1 black Faerie Rogue creature tokens with flying, where X is the damage dealt to your opponents this turn. If this spell's prowl cost was paid, take an extra turn after this one.
Sorcery Kindred - Rogue

Finisher
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Flash Silence
Amphibian Downpour
Flash
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies. Copies become tokens.)
Enchant creature
Enchanted creature loses all abilities and is a blue Frog creature with base power and toughness 1/1.
Enchantment - Aura

Eaten by Piranhas
Flash (You may cast this spell any time you could cast an instant.)
Enchant creature
Enchanted creature loses all abilities and is a black Skeleton creature with base power and toughness 1/1. (It loses all other colors, card types, and creature types.)
Enchant creature
Enchanted creature loses all abilities and is a black Skeleton creature with base power and toughness 1/1. (It loses all other colors, card types, and creature types.)
Enchantment - Aura

Flash Silence
(CTRL to add secondary)
Land
Spymaster's Vault
This land enters tapped unless you control a Swamp.
: Add .
, : Target creature you control connives X, where X is the number of creatures that died this turn. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
: Add .
, : Target creature you control connives X, where X is the number of creatures that died this turn. (Draw X cards, then discard X cards. Put a +1/+1 counter on that creature for each nonland card discarded this way.)
Land

Land
(CTRL to add secondary)
Ramp
Prosperous Thief
Ninjutsu (, Return an unblocked attacker you control to hand: Put this card onto the battlefield from your hand tapped and attacking.)
Whenever one or more Ninja or Rogue creatures you control deal combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Whenever one or more Ninja or Rogue creatures you control deal combat damage to a player, create a Treasure token. (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Creature - Human Ninja

Ramp
(CTRL to add secondary)
Removal
Into the Flood Maw
Gift a tapped Fish (You may promise an opponent a gift as you cast this spell. If you do, they create a tapped 1/1 blue Fish creature token before its other effects.)
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Return target creature an opponent controls to its owner's hand. If the gift was promised, instead return target nonland permanent an opponent controls to its owner's hand.
Instant

Pile On
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.)
Destroy target creature or planeswalker. Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Destroy target creature or planeswalker. Surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
Instant

Removal
(CTRL to add secondary)
Tutor
Tutor
(CTRL to add secondary)
Maybeboard
Mistbind Clique
Flash
Flying
Champion a Faerie (When this enters, sacrifice it unless you exile another Faerie you control. When this leaves the battlefield, that card returns to the battlefield.)
When a Faerie is championed with this creature, tap all lands target player controls.
Flying
Champion a Faerie (When this enters, sacrifice it unless you exile another Faerie you control. When this leaves the battlefield, that card returns to the battlefield.)
When a Faerie is championed with this creature, tap all lands target player controls.
Creature - Wizard Faerie

Shadow Puppeteers
Flying, ward
When this creature enters, create two 1/1 black Faerie Rogue creature tokens with flying.
Whenever a creature you control with flying attacks, you may have it become a red Dragon with base power and toughness 4/4 in addition to its other colors and types until end of turn.
When this creature enters, create two 1/1 black Faerie Rogue creature tokens with flying.
Whenever a creature you control with flying attacks, you may have it become a red Dragon with base power and toughness 4/4 in addition to its other colors and types until end of turn.
Creature - Wizard Faerie

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
Description
{"ops":[{"insert":{"card-link":"Alela, Cunning Conqueror"}},{"insert":" is the commander of this deck, which combines a control strategy with a Faerie Tribal subtheme. The deck is built around playing mostly at instant speed, allowing us to interact with our opponents on their turns while simultaneously developing an evasive army of 1/1 Faerie Rogue creature tokens. Alela rewards this style of play by creating a Faerie Rogue token whenever we cast our first spell during each opponent’s turn. In a four-player Commander pod, this can generate up to three additional Faeries each turn cycle, giving the deck a steady source of creatures while we continue to hold up mana for interaction.\nThe deck's main strategy is to remain reactive and let the table develop before choosing when to intervene. Counterspells, removal, and other instant-speed effects allow us to disrupt important plays while triggering Alela during our opponents' turns. Once our Faeries begin connecting in combat, Alela also turns them into a political weapon by allowing us to goad creatures controlled by the player they damage. This can force opponents to attack one another, helping us control the battlefield without always needing to spend cards or mana removing every threat ourselves.\nAlthough Alela's token production is relatively gradual, the Faerie army becomes increasingly threatening as the game progresses. The deck uses Faerie lords such as "},{"insert":{"card-link":"Tegwyll, Duke of Splendor"}},{"insert":" and "},{"insert":{"card-link":"Scion of Oona"}},{"insert":" , together with anthem effects such as "},{"attributes":{"bold":true},"insert":{"card-link":"Favorable Winds"}},{"attributes":{"bold":true},"insert":" , "},{"attributes":{"bold":true},"insert":{"card-link":"Patchwork Banner"}},{"attributes":{"bold":true},"insert":" , "},{"attributes":{"bold":true},"insert":{"card-link":"Glen Elendra Liege"}},{"attributes":{"bold":true},"insert":" , "},{"attributes":{"bold":true},"insert":{"card-link":"Heraldic Banner"}},{"attributes":{"bold":true},"insert":" ,"},{"insert":" and "},{"insert":{"card-link":"Banner of Kinship"}},{"insert":" . These effects allow our small flying creatures to grow into legitimate threats. As more tokens accumulate, their combined combat damage can quickly become overwhelming, especially when opponents have difficulty blocking a large flying army.\nBecause the deck wants to interact with opponents nearly every turn, maintaining card advantage is extremely important. Constantly answering threats can quickly empty our hand, leaving us unable to continue playing the control game in the late stages of a match. To prevent this, the deck includes several reliable sources of card advantage. "},{"insert":{"card-link":"Rhystic Study"}},{"insert":" provides ongoing value whenever opponents cast spells without paying the additional cost, while combat-damage engines such as "},{"attributes":{"bold":true},"insert":{"card-link":"Enduring Curiosity"}},{"attributes":{"bold":true},"insert":", "},{"attributes":{"bold":true},"insert":{"card-link":"Reconnaissance Mission"}},{"attributes":{"bold":true},"insert":" "},{"attributes":{"bold":true},"insert":{"card-link":"Bident of Thassa"}},{"attributes":{"bold":true},"insert":", "},{"attributes":{"bold":true},"insert":{"card-link":"Waterbender Ascension"}},{"attributes":{"bold":true},"insert":","},{"insert":" and "},{"insert":{"card-link":"Curiosity Crafter"}},{"insert":" allow our evasive creatures to replenish our hand.\nThe deck also includes three important game changer cards. "},{"insert":{"card-link":"Vampiric Tutor"}},{"insert":"is a key staple because its low mana cost and instant-speed timing allow us to search for the card we need at almost any point in the game. It can find a card-draw engine such as Rhystic Study, an important finisher, protection spells, or a powerful answer to an opposing threat. This flexibility makes Vampiric Tutor useful in almost every stage of the game.\n"},{"insert":{"card-link":"Rhystic Study"}},{"insert":" is another major game changer because it can provide a continuous stream of cards while opponents develop their own boards. In a multiplayer game, even a small amount of additional card advantage each turn can become extremely powerful, helping us maintain enough resources to keep interacting with the table. Finally, "},{"insert":{"card-link":"Force of Will"}},{"insert":" provides an important layer of protection and allows us to participate in unexpected counter magic war even when we have no mana available. Exiling a blue card from our hand as an alternative cost makes it especially useful when we are tapped out but need to protect our board or stop an opponent from resolving a game-winning spell.\nThe deck's primary route to victory is combat damage. As the Faerie army grows, our flying creatures can attack over ground-based defenses while goaded creatures force opponents to turn their armies against each other. This creates a game state where opponents are pressured from multiple directions while we continue developing our board and conserving resources.\nFor a more explosive finish,"},{"insert":{"card-link":"Notorious Throng"}},{"insert":" can create additional Faerie Rogues and, when its prowl condition is satisfied, provide an extra turn. This can transform a modest board presence into a decisive attack and give us the opportunity to eliminate another opponent before they can recover. Another important finisher is "},{"insert":{"card-link":"Candlekeep Inspiration"}},{"insert":" , which can dramatically increase the size of our creatures. It sets the base power and toughness of our creatures to X, where X is the number of instant and sorcery cards that we own in exile and in our graveyard. In a deck that spends much of the game casting interaction, this can turn an army of small flying creatures into a massive aerial threat for the final push.\nOverall, Alela, Cunning Conqueror is designed to win through patience, politics, and incremental advantage. The deck does not need to overwhelm the table immediately. Instead, it gradually builds an army while interacting with opponents, drawing additional cards, and manipulating combat through goad. By the late game, the accumulated Faeries, anthem effects, card advantage, and powerful finishers allow the deck to transition from a reactive control strategy into a lethal flying swarm.\nThe strength of the deck lies in its ability to make almost every turn productive. Casting an instant on an opponent's turn can both answer a threat and create another Faerie. A successful attack can simultaneously deal damage, generate card advantage, and force an opponent's creature to attack elsewhere. With enough time, these small advantages accumulate until the Faerie army becomes too large to contain.\nAlela, Cunning Conqueror rewards careful timing and efficient decision-making, making the deck a control-oriented Faerie Tribal strategy that can gradually turn a defensive game plan into a decisive aerial assault.\n"}]}










































































































