HydroMasor
1.3k views2 months ago
Commander
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{"ops":[{"attributes":{"underline":true},"insert":"Introduction"},{"insert":"\n\nSo there I was on a Friday night draft for Wilds of Eldraine. First pack opens up and I have no idea what to grab, so I grabbed something that I thought might be good (no knowledge of the set going in) and pass the pack. Then I see"},{"insert":{"card-link":"Barrow Naughty"}},{"insert":"in the second pack and think to myself: \"well I'll probably live if I have lifelink\", so I take it. Then I proceed to build a fast and loose Faerie tribal deck. I only discovered"},{"insert":{"card-link":"Obyra, Dreaming Duelist"}},{"insert":"after the draft when someone showed me the card. The Faeries were fun, so I decided to build a deck around her. After all, why not make a Faerie swarm and punch players in the face with sparkles? I found out after putting the decklist together that the Fae Dominion Pre-con existed and that it was much more economical to start with that. The rest is history.\n\n"},{"attributes":{"underline":true},"insert":"Overall Strategy and Improvement"},{"insert":"\n\nThe goal of this deck is to make a swarm of Faeries and use"},{"insert":{"card-link":"Obyra, Dreaming Duelist"}},{"insert":"to sparklebomb my opponents. The adventure mechanic is good, but it misses the mark of spamming glittery rage onto the board. That necessitated removing most of the adventurer Faeries and replacing them with other cards. Faeries have a lot of built in mechanics and \"enter the battlefield\" effects, so going purely Faerie tribal to best utilize"},{"insert":{"card-link":"Obyra, Dreaming Duelist"}},{"insert":"'s ability seemed optimal. One of the primary objectives was to look into spells that generate additional Faerie tokens to barrage opponents with a nonstop, glimmering maelstrom.\n\nLands that tap upon entry are like putting sludge in your gas tank. It can bork your engine and slow down the ability to spam like a madman, so they had to go. Added "},{"insert":{"card-link":"Demolition Field"}},{"insert":" to help remove problematic or snowballing lands because "},{"insert":{"card-link":"Strip Mine"}},{"insert":" is s'pensive; and it also self-replaces. That could be an upgrade worth considering later. As far as I know, Dimir is slack'a'lackin' in the ramp department, so the ramp package consists mostly of ways to cheapen blue-colored/typal spells and mana rocks. Even after several iterations, this deck really shines in the card draw department, so land drops shouldn't be missed.\n\nAbout half of the card draw from this deck comes from the Faeries, as 6 of the 13 cards are Faerie creatures. Most of the draw effects are passive, but a few have immediate and potentially massive payoff like"},{"insert":{"card-link":"Flitterwing Nuisance"}},{"insert":"and"},{"insert":{"card-link":"Pact of the Serpent"}},{"insert":" with a potential 4+ cards for only 3CMC (note: anything greater than 2 cards is extra value). Passive effects like"},{"insert":{"card-link":"Military Intelligence"}},{"insert":","},{"insert":{"card-link":"Talion, the Kindly Lord"}},{"insert":"(the correct answer is "},{"attributes":{"underline":true},"insert":"always"},{"insert":" 2!),"},{"insert":{"card-link":"Kindred Discovery"}},{"insert":", and"},{"insert":{"card-link":"Rhystic Study"}},{"insert":"(one of only 2 game changers) provide passive value as long as they stay on the board for one or more turns ."},{"insert":{"card-link":"Midnight Clock"}},{"insert":"is always good ramp and offers a temporary reset, but it's important to dump the hand quickly before the three turns are up. Aside from that,"},{"insert":{"card-link":"Deadly Dispute"}},{"insert":"is really the only other one-time effect; however, it has a built in payback and can help trigger cards like"},{"insert":{"card-link":"Emrakul's Messenger"}},{"insert":"and"},{"insert":{"card-link":"Sneaky Snacker"}},{"insert":"(it even works if you target snacker by Rules 601.2h, 404.1, and 115 - sac as cost, graveyard zone, and targeting rules).\n\nSeveral of the released Faeries have built-in abilities for \"Answers\" and \"Draw\", so those were thrown in with some staples to keep the deck tribal-focused and freeing up other card slots to focus on recurring Faerie token generators like "},{"insert":{"card-link":"Feywild Visitor"}},{"insert":", "},{"insert":{"card-link":"Bitterblossom"}},{"insert":", and"},{"insert":{"card-link":"Archmage of Echoes"}},{"insert":", which make"},{"insert":{"card-link":"Obyra, Dreaming Duelist"}},{"insert":"'s ability go further. At this time, I'm still not looking to play 0-cost spells or tutors to jump up to the next bracket (they're also s'pensive), so cards like "},{"insert":{"card-link":"An Offer You Can't Refuse"}},{"insert":","},{"insert":{"card-link":"Swan Song"}},{"insert":", and"},{"insert":{"card-link":"Arcane Denial"}},{"insert":"are cheap, but effective. Since this deck can go pretty wide, pure boardwipes are value killers. The deck prefers cards like"},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":"and"},{"insert":{"card-link":"Raise the Palisade"}},{"insert":"(lower CMC than"},{"insert":{"card-link":"Kindred Dominance"}},{"insert":"and works with"},{"insert":{"card-link":"Sapphire Medallion"}},{"insert":"), which won't hurt my own board state.\n\nYou might be asking, what do you need all those counterspells for, you dirty, blue-playing menace?! Good question, my friend. This is very much a \"don't touch my stuff\"-type deck. The 7 counterspells in this deck ("},{"insert":{"card-link":"Arcane Denial"}},{"insert":","},{"insert":{"card-link":"Spell Stutter"}},{"insert":", and"},{"insert":{"card-link":"Spellstutter Sprite"}},{"insert":"can counter any spell, the rest are non-creature only) exist to protect Obyra against targeted abilities and your winged army against board wipes. Since the deck largely relies on Obyra and low mana costs, the financial burdens of commander tax can slowly pile into a problem. That being said, you obviously want to stop an opponent from casting their own win-cons, but you can allow them to put some problem pieces out on the board and do their thing otherwise.\n\nThis deck has been in my rotation for a couple of years at this point and it's easily one of my favorites. Since I enjoy it so much, I've slowly started to replace cards with borderless and full art cards; and I've even had a few of the cards signed by the artist. Shout out to to Olena Richards for the absolutely beautiful art - "},{"insert":{"card-link":"Talion, the Kindly Lord"}},{"insert":","},{"insert":{"card-link":"Archmage of Echoes"}},{"insert":","},{"insert":{"card-link":"Bitterblossom"}},{"insert":"(card and playmat), and Faerie Creature Tokens. Would love to have a full art or borderless version of each card signed by their respective artists one day!\n\n"},{"attributes":{"underline":true},"insert":"How to Win?"},{"insert":"\n\nFaeries are tricky beings and are prone to shenanigans, but if you truly look at what the deck can do, it doesn't really rely on alternate win condition-type cards. Most of the damage comes from death by a thousand papercuts - either getting pinged by the commander or from big combat swings.\n\nThe first part of death by a thousand papercuts is sparklebombing - or in other words, to cast as many faerie spells and make as many faerie creature tokens (the more Faerie Rogue cards, the better!). Any time a Faerie enters the battlefield (cast or otherwise),"},{"insert":{"card-link":"Obyra, Dreaming Duelist"}},{"insert":", each opponent uses 1 life. This means that as long as Obyra stays on the board, each Faerie \"technically\" does 3 damage (again, life loss, not damage!). Every time that she is removed is a big blow to the deck. Continuing to rally Faeries from the wiles of Glen Elendra helps to both spike opponents with bristles and build a glittery wall of nuisance. \n\nThe second part of death by a thousand papercuts is anthems and combat! Large amounts of card draw, low CMC, and abilities allow for a fairly large board state. That being said, Faeries at a base are somewhat unsuspecting, mostly as 1/1, 2/1, or 1/2 tokens and creatures. If you can continue to generate 2 or 3 Faerie creature tokens every turn (consider"},{"insert":{"card-link":"Bitterblossom"}},{"insert":","},{"insert":{"card-link":"Feywild Visitor"}},{"insert":", and"},{"insert":{"card-link":"Bitterbloom Bearer"}},{"insert":") they can be used to stop the bigg'un creatures (note: Trample is a big problem!) trying to stomp you down without losing too much momentum. It is also possible to use the Eldrazi Spawn tokens from"},{"insert":{"card-link":"Emrakul's Messenger"}},{"insert":"as defenders and then sacking them to cast Instant or creatures with Flash to minimize impact. Once the bodies hit the battlefield, start casting Anthem spells like "},{"insert":{"card-link":"Glen Elendra Liege"}},{"insert":","},{"insert":{"card-link":"Patchwork Banner"}},{"insert":", and"},{"insert":{"card-link":"Tegwyll, Duke of Splendor"}},{"insert":"to make the bodies hit the floor!"},{"insert":{"card-link":"Scion of Oona"}},{"insert":"acts as both an Anthem and Protection for particularly problematic Faeries on your board (usually Obyra or "},{"insert":{"card-link":"Roaming Throne"}},{"insert":").\n\nThe true flourish finish of the deck comes from a true win condition card, "},{"insert":{"card-link":"Notorious Throng"}},{"insert":". This is the only time that I've ever put an extra turn card in any of my decks and it will likely be the last. This is because extra turns don't guarantee the win and leave your opponents twiddling their thumbs. Without the extra turn, it still generates more Faerie creature tokens for each damage dealt to opponents; and in the late game this is usually at least 10, which is another, devastating 10 life drained with Obyra's ability. As long as you deal damage with one of the Faerie Rogue creatures or tokens, you can spend the mana and proceed to another turn, giving you a second combat with more bodies. This card has ended the game every time that I've played it.\n\n"},{"attributes":{"underline":true},"insert":"Cards Removed from Precon:"},{"insert":"\n\nThe following 41 cards were removed from the Wilds of Eldraine Fae Dominion precon and replaced to create this final decklist. 5 basic lands were removed entirely and 7 were replaced for higher-impact (conditional) duals or special lands. I went back and forth on a handful of these over several iterations (mainly realizing - \"ohh, that's what it does\").\n\n"},{"attributes":{"bold":true},"insert":"Artifacts - "},{"insert":"\n "},{"insert":{"card-link":"Dimir Signet"}},{"insert":" \n "},{"insert":{"card-link":"Mind Stone"}},{"insert":"\n "},{"insert":{"card-link":"Misleading Signpost"}},{"insert":"\n "},{"insert":{"card-link":"Wayfarer's Bauble"}},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Creatures - "},{"insert":"\n "},{"insert":{"card-link":"Halo Forager"}},{"insert":"\n "},{"insert":{"card-link":"Hullbreaker Horror"}},{"insert":"\n "},{"insert":{"card-link":"Hypnotic Sprite // Mesmeric Glare"}},{"insert":" \n "},{"insert":{"card-link":"Malleable Impostor"}},{"insert":"\n "},{"insert":{"card-link":"Mocking Sprite"}},{"insert":" \n "},{"insert":{"card-link":"Nymris, Oona's Trickster"}},{"insert":"\n "},{"insert":{"card-link":"Oona, Queen of the Fae"}},{"insert":" \n "},{"insert":{"card-link":"Puppeteer Clique"}},{"insert":" \n "},{"insert":{"card-link":"Quickling"}},{"insert":" \n "},{"insert":{"card-link":"Spellscorn Coven // Take It Back"}},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Enchantments - "},{"insert":"\n "},{"insert":{"card-link":"Reconnaissance Mission"}},{"insert":" \n "},{"insert":{"card-link":"Reflections of Littjara"}},{"insert":" \n\n"},{"attributes":{"bold":true},"insert":"Instants - "},{"insert":"\n "},{"insert":{"card-link":"Consider"}},{"insert":"\n "},{"insert":{"card-link":"Dig Through Time"}},{"insert":" \n "},{"insert":{"card-link":"Fact or Fiction"}},{"insert":" \n "},{"insert":{"card-link":"Frantic Search"}},{"insert":"\n "},{"insert":{"card-link":"Illusionist's Gambit"}},{"insert":"\n "},{"insert":{"card-link":"Keep Watch"}},{"insert":"\n "},{"insert":{"card-link":"Opt"}},{"insert":"\n "},{"insert":{"card-link":"Perplexing Test"}},{"insert":" \n "},{"insert":{"card-link":"Reality Shift"}},{"insert":"\n "},{"insert":{"card-link":"Reckless Spite"}},{"insert":"\n "},{"insert":{"card-link":"Repulse"}},{"insert":"\n "},{"insert":{"card-link":"Run Away Together"}},{"insert":" \n "},{"insert":{"card-link":"Snap"}},{"insert":"\n "},{"insert":{"card-link":"Theoretical Duplication"}},{"insert":" \n "},{"insert":{"card-link":"Thrilling Encore"}},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Land - "},{"insert":"\n "},{"insert":{"card-link":"Faerie Conclave"}},{"insert":"\n "},{"insert":{"card-link":"Island"}},{"insert":" (kept 11 of 13)\n "},{"insert":{"card-link":"Myriad Landscape"}},{"insert":"\n "},{"insert":{"card-link":"Path of Ancestry"}},{"insert":"\n "},{"insert":{"card-link":"Swamp"}},{"insert":" (kept 2 of 12)\n "},{"insert":{"card-link":"Tainted Isle"}},{"insert":"\n "},{"insert":{"card-link":"Temple of Deceit"}},{"insert":" \n "},{"insert":{"card-link":"Temple of the False God"}},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Sorcery - "},{"insert":"\n "},{"insert":{"card-link":"Distant Melody"}},{"insert":" \n "},{"insert":{"card-link":"Kindred Dominance"}},{"insert":" \n "},{"insert":{"card-link":"Nightmare Unmaking"}},{"insert":" \n "},{"insert":{"card-link":"Tegwyll's Scouring"}},{"insert":" \n\n"},{"attributes":{"underline":true},"insert":"Credit Due"},{"insert":"\n\nArchiWang\nMinipug06\nZeUberCharger\n"}]}
Answers
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Anthem
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Boardwipe
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Mystic Remora
Cumulative upkeep (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays .
Enchantment

Draw
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Nettling Nuisance
Flying
Whenever one or more Faeries you control deal combat damage to a player, that player creates a 4/2 red Pirate creature token with "This token can't block." The token is goaded for the rest of the game. (It attacks each combat if able and attacks a player other than you if able.)
Whenever one or more Faeries you control deal combat damage to a player, that player creates a 4/2 red Pirate creature token with "This token can't block." The token is goaded for the rest of the game. (It attacks each combat if able and attacks a player other than you if able.)
Creature - Rogue Faerie

Faeries
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Demolition Field
: Add .
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
, , Sacrifice this land: Destroy target nonbasic land an opponent controls. That land's controller may search their library for a basic land card, put it onto the battlefield, then shuffle. You may search your library for a basic land card, put it onto the battlefield, then shuffle.
Land

Land
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Looting
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Herald's Horn
As this artifact enters, choose a creature type.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
Creature spells you cast of the chosen type cost less to cast.
At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.
Artifact

Midnight Clock
: Add .
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
Artifact

Ramp
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Blightwing Bandit
Flying, deathtouch
Whenever you cast your first spell during each opponent's turn, look at the top card of that player's library, then exile it face down. You may play that card for as long as it remains exiled, and mana of any type can be spent to cast it.
Whenever you cast your first spell during each opponent's turn, look at the top card of that player's library, then exile it face down. You may play that card for as long as it remains exiled, and mana of any type can be spent to cast it.
Creature - Rogue Faerie

Stealing
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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

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

Token Generators
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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

Win Con
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Dimir Strandcatcher
Flying
Whenever you attack, surveil X, where X is the number of opponents being attacked.
At the beginning of each end step, if three or more cards were put into your graveyard from anywhere other than the battlefield this turn, draw a card.
Whenever you attack, surveil X, where X is the number of opponents being attacked.
At the beginning of each end step, if three or more cards were put into your graveyard from anywhere other than the battlefield this turn, draw a card.
Creature - Rogue Faerie

Puppeteer Clique
Flying
When this creature enters, put target creature card from an opponent's graveyard onto the battlefield under your control. It gains haste. At the beginning of your next end step, exile it.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
When this creature enters, put target creature card from an opponent's graveyard onto the battlefield under your control. It gains haste. At the beginning of your next end step, exile it.
Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Creature - Wizard Faerie

Maybeboard
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Tokens & Extras
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"attributes":{"underline":true},"insert":"Introduction"},{"insert":"\n\nSo there I was on a Friday night draft for Wilds of Eldraine. First pack opens up and I have no idea what to grab, so I grabbed something that I thought might be good (no knowledge of the set going in) and pass the pack. Then I see"},{"insert":{"card-link":"Barrow Naughty"}},{"insert":"in the second pack and think to myself: \"well I'll probably live if I have lifelink\", so I take it. Then I proceed to build a fast and loose Faerie tribal deck. I only discovered"},{"insert":{"card-link":"Obyra, Dreaming Duelist"}},{"insert":"after the draft when someone showed me the card. The Faeries were fun, so I decided to build a deck around her. After all, why not make a Faerie swarm and punch players in the face with sparkles? I found out after putting the decklist together that the Fae Dominion Pre-con existed and that it was much more economical to start with that. The rest is history.\n\n"},{"attributes":{"underline":true},"insert":"Overall Strategy and Improvement"},{"insert":"\n\nThe goal of this deck is to make a swarm of Faeries and use"},{"insert":{"card-link":"Obyra, Dreaming Duelist"}},{"insert":"to sparklebomb my opponents. The adventure mechanic is good, but it misses the mark of spamming glittery rage onto the board. That necessitated removing most of the adventurer Faeries and replacing them with other cards. Faeries have a lot of built in mechanics and \"enter the battlefield\" effects, so going purely Faerie tribal to best utilize"},{"insert":{"card-link":"Obyra, Dreaming Duelist"}},{"insert":"'s ability seemed optimal. One of the primary objectives was to look into spells that generate additional Faerie tokens to barrage opponents with a nonstop, glimmering maelstrom.\n\nLands that tap upon entry are like putting sludge in your gas tank. It can bork your engine and slow down the ability to spam like a madman, so they had to go. Added "},{"insert":{"card-link":"Demolition Field"}},{"insert":" to help remove problematic or snowballing lands because "},{"insert":{"card-link":"Strip Mine"}},{"insert":" is s'pensive; and it also self-replaces. That could be an upgrade worth considering later. As far as I know, Dimir is slack'a'lackin' in the ramp department, so the ramp package consists mostly of ways to cheapen blue-colored/typal spells and mana rocks. Even after several iterations, this deck really shines in the card draw department, so land drops shouldn't be missed.\n\nAbout half of the card draw from this deck comes from the Faeries, as 6 of the 13 cards are Faerie creatures. Most of the draw effects are passive, but a few have immediate and potentially massive payoff like"},{"insert":{"card-link":"Flitterwing Nuisance"}},{"insert":"and"},{"insert":{"card-link":"Pact of the Serpent"}},{"insert":" with a potential 4+ cards for only 3CMC (note: anything greater than 2 cards is extra value). Passive effects like"},{"insert":{"card-link":"Military Intelligence"}},{"insert":","},{"insert":{"card-link":"Talion, the Kindly Lord"}},{"insert":"(the correct answer is "},{"attributes":{"underline":true},"insert":"always"},{"insert":" 2!),"},{"insert":{"card-link":"Kindred Discovery"}},{"insert":", and"},{"insert":{"card-link":"Rhystic Study"}},{"insert":"(one of only 2 game changers) provide passive value as long as they stay on the board for one or more turns ."},{"insert":{"card-link":"Midnight Clock"}},{"insert":"is always good ramp and offers a temporary reset, but it's important to dump the hand quickly before the three turns are up. Aside from that,"},{"insert":{"card-link":"Deadly Dispute"}},{"insert":"is really the only other one-time effect; however, it has a built in payback and can help trigger cards like"},{"insert":{"card-link":"Emrakul's Messenger"}},{"insert":"and"},{"insert":{"card-link":"Sneaky Snacker"}},{"insert":"(it even works if you target snacker by Rules 601.2h, 404.1, and 115 - sac as cost, graveyard zone, and targeting rules).\n\nSeveral of the released Faeries have built-in abilities for \"Answers\" and \"Draw\", so those were thrown in with some staples to keep the deck tribal-focused and freeing up other card slots to focus on recurring Faerie token generators like "},{"insert":{"card-link":"Feywild Visitor"}},{"insert":", "},{"insert":{"card-link":"Bitterblossom"}},{"insert":", and"},{"insert":{"card-link":"Archmage of Echoes"}},{"insert":", which make"},{"insert":{"card-link":"Obyra, Dreaming Duelist"}},{"insert":"'s ability go further. At this time, I'm still not looking to play 0-cost spells or tutors to jump up to the next bracket (they're also s'pensive), so cards like "},{"insert":{"card-link":"An Offer You Can't Refuse"}},{"insert":","},{"insert":{"card-link":"Swan Song"}},{"insert":", and"},{"insert":{"card-link":"Arcane Denial"}},{"insert":"are cheap, but effective. Since this deck can go pretty wide, pure boardwipes are value killers. The deck prefers cards like"},{"insert":{"card-link":"Cyclonic Rift"}},{"insert":"and"},{"insert":{"card-link":"Raise the Palisade"}},{"insert":"(lower CMC than"},{"insert":{"card-link":"Kindred Dominance"}},{"insert":"and works with"},{"insert":{"card-link":"Sapphire Medallion"}},{"insert":"), which won't hurt my own board state.\n\nYou might be asking, what do you need all those counterspells for, you dirty, blue-playing menace?! Good question, my friend. This is very much a \"don't touch my stuff\"-type deck. The 7 counterspells in this deck ("},{"insert":{"card-link":"Arcane Denial"}},{"insert":","},{"insert":{"card-link":"Spell Stutter"}},{"insert":", and"},{"insert":{"card-link":"Spellstutter Sprite"}},{"insert":"can counter any spell, the rest are non-creature only) exist to protect Obyra against targeted abilities and your winged army against board wipes. Since the deck largely relies on Obyra and low mana costs, the financial burdens of commander tax can slowly pile into a problem. That being said, you obviously want to stop an opponent from casting their own win-cons, but you can allow them to put some problem pieces out on the board and do their thing otherwise.\n\nThis deck has been in my rotation for a couple of years at this point and it's easily one of my favorites. Since I enjoy it so much, I've slowly started to replace cards with borderless and full art cards; and I've even had a few of the cards signed by the artist. Shout out to to Olena Richards for the absolutely beautiful art - "},{"insert":{"card-link":"Talion, the Kindly Lord"}},{"insert":","},{"insert":{"card-link":"Archmage of Echoes"}},{"insert":","},{"insert":{"card-link":"Bitterblossom"}},{"insert":"(card and playmat), and Faerie Creature Tokens. Would love to have a full art or borderless version of each card signed by their respective artists one day!\n\n"},{"attributes":{"underline":true},"insert":"How to Win?"},{"insert":"\n\nFaeries are tricky beings and are prone to shenanigans, but if you truly look at what the deck can do, it doesn't really rely on alternate win condition-type cards. Most of the damage comes from death by a thousand papercuts - either getting pinged by the commander or from big combat swings.\n\nThe first part of death by a thousand papercuts is sparklebombing - or in other words, to cast as many faerie spells and make as many faerie creature tokens (the more Faerie Rogue cards, the better!). Any time a Faerie enters the battlefield (cast or otherwise),"},{"insert":{"card-link":"Obyra, Dreaming Duelist"}},{"insert":", each opponent uses 1 life. This means that as long as Obyra stays on the board, each Faerie \"technically\" does 3 damage (again, life loss, not damage!). Every time that she is removed is a big blow to the deck. Continuing to rally Faeries from the wiles of Glen Elendra helps to both spike opponents with bristles and build a glittery wall of nuisance. \n\nThe second part of death by a thousand papercuts is anthems and combat! Large amounts of card draw, low CMC, and abilities allow for a fairly large board state. That being said, Faeries at a base are somewhat unsuspecting, mostly as 1/1, 2/1, or 1/2 tokens and creatures. If you can continue to generate 2 or 3 Faerie creature tokens every turn (consider"},{"insert":{"card-link":"Bitterblossom"}},{"insert":","},{"insert":{"card-link":"Feywild Visitor"}},{"insert":", and"},{"insert":{"card-link":"Bitterbloom Bearer"}},{"insert":") they can be used to stop the bigg'un creatures (note: Trample is a big problem!) trying to stomp you down without losing too much momentum. It is also possible to use the Eldrazi Spawn tokens from"},{"insert":{"card-link":"Emrakul's Messenger"}},{"insert":"as defenders and then sacking them to cast Instant or creatures with Flash to minimize impact. Once the bodies hit the battlefield, start casting Anthem spells like "},{"insert":{"card-link":"Glen Elendra Liege"}},{"insert":","},{"insert":{"card-link":"Patchwork Banner"}},{"insert":", and"},{"insert":{"card-link":"Tegwyll, Duke of Splendor"}},{"insert":"to make the bodies hit the floor!"},{"insert":{"card-link":"Scion of Oona"}},{"insert":"acts as both an Anthem and Protection for particularly problematic Faeries on your board (usually Obyra or "},{"insert":{"card-link":"Roaming Throne"}},{"insert":").\n\nThe true flourish finish of the deck comes from a true win condition card, "},{"insert":{"card-link":"Notorious Throng"}},{"insert":". This is the only time that I've ever put an extra turn card in any of my decks and it will likely be the last. This is because extra turns don't guarantee the win and leave your opponents twiddling their thumbs. Without the extra turn, it still generates more Faerie creature tokens for each damage dealt to opponents; and in the late game this is usually at least 10, which is another, devastating 10 life drained with Obyra's ability. As long as you deal damage with one of the Faerie Rogue creatures or tokens, you can spend the mana and proceed to another turn, giving you a second combat with more bodies. This card has ended the game every time that I've played it.\n\n"},{"attributes":{"underline":true},"insert":"Cards Removed from Precon:"},{"insert":"\n\nThe following 41 cards were removed from the Wilds of Eldraine Fae Dominion precon and replaced to create this final decklist. 5 basic lands were removed entirely and 7 were replaced for higher-impact (conditional) duals or special lands. I went back and forth on a handful of these over several iterations (mainly realizing - \"ohh, that's what it does\").\n\n"},{"attributes":{"bold":true},"insert":"Artifacts - "},{"insert":"\n "},{"insert":{"card-link":"Dimir Signet"}},{"insert":" \n "},{"insert":{"card-link":"Mind Stone"}},{"insert":"\n "},{"insert":{"card-link":"Misleading Signpost"}},{"insert":"\n "},{"insert":{"card-link":"Wayfarer's Bauble"}},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Creatures - "},{"insert":"\n "},{"insert":{"card-link":"Halo Forager"}},{"insert":"\n "},{"insert":{"card-link":"Hullbreaker Horror"}},{"insert":"\n "},{"insert":{"card-link":"Hypnotic Sprite // Mesmeric Glare"}},{"insert":" \n "},{"insert":{"card-link":"Malleable Impostor"}},{"insert":"\n "},{"insert":{"card-link":"Mocking Sprite"}},{"insert":" \n "},{"insert":{"card-link":"Nymris, Oona's Trickster"}},{"insert":"\n "},{"insert":{"card-link":"Oona, Queen of the Fae"}},{"insert":" \n "},{"insert":{"card-link":"Puppeteer Clique"}},{"insert":" \n "},{"insert":{"card-link":"Quickling"}},{"insert":" \n "},{"insert":{"card-link":"Spellscorn Coven // Take It Back"}},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Enchantments - "},{"insert":"\n "},{"insert":{"card-link":"Reconnaissance Mission"}},{"insert":" \n "},{"insert":{"card-link":"Reflections of Littjara"}},{"insert":" \n\n"},{"attributes":{"bold":true},"insert":"Instants - "},{"insert":"\n "},{"insert":{"card-link":"Consider"}},{"insert":"\n "},{"insert":{"card-link":"Dig Through Time"}},{"insert":" \n "},{"insert":{"card-link":"Fact or Fiction"}},{"insert":" \n "},{"insert":{"card-link":"Frantic Search"}},{"insert":"\n "},{"insert":{"card-link":"Illusionist's Gambit"}},{"insert":"\n "},{"insert":{"card-link":"Keep Watch"}},{"insert":"\n "},{"insert":{"card-link":"Opt"}},{"insert":"\n "},{"insert":{"card-link":"Perplexing Test"}},{"insert":" \n "},{"insert":{"card-link":"Reality Shift"}},{"insert":"\n "},{"insert":{"card-link":"Reckless Spite"}},{"insert":"\n "},{"insert":{"card-link":"Repulse"}},{"insert":"\n "},{"insert":{"card-link":"Run Away Together"}},{"insert":" \n "},{"insert":{"card-link":"Snap"}},{"insert":"\n "},{"insert":{"card-link":"Theoretical Duplication"}},{"insert":" \n "},{"insert":{"card-link":"Thrilling Encore"}},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Land - "},{"insert":"\n "},{"insert":{"card-link":"Faerie Conclave"}},{"insert":"\n "},{"insert":{"card-link":"Island"}},{"insert":" (kept 11 of 13)\n "},{"insert":{"card-link":"Myriad Landscape"}},{"insert":"\n "},{"insert":{"card-link":"Path of Ancestry"}},{"insert":"\n "},{"insert":{"card-link":"Swamp"}},{"insert":" (kept 2 of 12)\n "},{"insert":{"card-link":"Tainted Isle"}},{"insert":"\n "},{"insert":{"card-link":"Temple of Deceit"}},{"insert":" \n "},{"insert":{"card-link":"Temple of the False God"}},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Sorcery - "},{"insert":"\n "},{"insert":{"card-link":"Distant Melody"}},{"insert":" \n "},{"insert":{"card-link":"Kindred Dominance"}},{"insert":" \n "},{"insert":{"card-link":"Nightmare Unmaking"}},{"insert":" \n "},{"insert":{"card-link":"Tegwyll's Scouring"}},{"insert":" \n\n"},{"attributes":{"underline":true},"insert":"Credit Due"},{"insert":"\n\nArchiWang\nMinipug06\nZeUberCharger\n"}]}






































































































