Magic's smallest, mystical pranksters rival the largest, natural warriors. The Faeries of Magic are always looking for new amusement. Their revels and cunning pranks will surely do anything to tickle their fancy, but will the mighty Treefolk stand for it? They have lived long and prosperously until the faeries arrived. Now their natural peace has been disturbed. Who will reign victorious? You decide.
U FAERIES U
As the leader of the Fae, your ultimate goal is to harass your enemies. Thankfully, that's what Faeries do best. Initially you will want to play plenty of pesky little faeries like Zephyr Sprite and Briarberry Cohort. The faster your begin your assault, the easier it will be for you to win in the long haul. Cloud of Faeries helps you reset your lands to cast more spells, or can be used to draw an additional card if needed. Once you begin your assault, there are numerous ways to keep your opponent off your back. Filled with counters such as Dream Fracture, Familiar's Ruse, and Cancel, you should easily be able to stop any initial threats. Cards like SnaP and Sleep also help blunt the enemies' assault, or can be used to sneak an attack. Once you have established a that you're in control, you can play cards like Faerie Swarm, Favorable Winds, and Mistbind Clique to help push the final strike.
In the Faerie deck, there are plenty of ways to abuse Faeries entering the battlefield. Flash and Flying will be your strongest allies, and all of the Faeries come equipped with it. Sentinels of Glen Elendra and Faerie Invaders can jump into play as blockers, or even at the end of your opponent's turn, functioning as pseudo-haste. Both Pestermite and Spellstutter Sprite are among the most frustrating, as both can cause serious trouble for the enemy. Glen Elendra Pranksters might be one of the most important cards in the deck, as it lets you reset your Faeries for use, again and again!
Faeries rely on spells to keep an edge over stronger foes. Notorious Throng allows you to amass an even larger army of Faeries, and even take an additional turn if you pay its Prowl cost!
The Treefolk deck plays opposite to the pestilent Fae. The Treefolk are mighty and strong straight from the get-go. You'll begin a little slower that the Faeries, but with the numerous ramp cards to net you lands to begin your assault. Once you have a foundation of mana, begin dropping off your Treefolk and send them lumbering into battle. The Fae will have spellcraft defenses to stop you, but you have the power of time on your side.
I think the red/white deck needs two Volcanic Fallouts and some mana rocks. 3 Boros Signets?
I'd yank Glen Elendra Pranksters--with two tutors, it seems way too easy to set up nasty locks. Bitterblossom is gg every time it comes down. As much as it needs a reprint, this isn't the place for it. Maybe some enchantment hate in the Giant deck if you insist.
Faeries is easily my favorite blue tribe, but they're just too powerful for this sort of thing. It's a nice idea, but it'd have to be tested a lot. It seems the fae side would just win every time. I'd absolutely love an alt-art Wydwen for Commander.
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No Boldwyr Heavyweights in Giants? Faeires are going to be running a lot of cheap creatures anyway, I doubt they have anything that can deal with Giants.
SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
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Magic's smallest, mystical pranksters rival the largest, natural warriors. The Faeries of Magic are always looking for new amusement. Their revels and cunning pranks will surely do anything to tickle their fancy, but will the mighty Treefolk stand for it? They have lived long and prosperously until the faeries arrived. Now their natural peace has been disturbed. Who will reign victorious? You decide.
U FAERIES U
As the leader of the Fae, your ultimate goal is to harass your enemies. Thankfully, that's what Faeries do best. Initially you will want to play plenty of pesky little faeries like Zephyr Sprite and Briarberry Cohort. The faster your begin your assault, the easier it will be for you to win in the long haul. Cloud of Faeries helps you reset your lands to cast more spells, or can be used to draw an additional card if needed. Once you begin your assault, there are numerous ways to keep your opponent off your back. Filled with counters such as Dream Fracture, Familiar's Ruse, and Cancel, you should easily be able to stop any initial threats. Cards like SnaP and Sleep also help blunt the enemies' assault, or can be used to sneak an attack. Once you have established a that you're in control, you can play cards like Faerie Swarm, Favorable Winds, and Mistbind Clique to help push the final strike.
In the Faerie deck, there are plenty of ways to abuse Faeries entering the battlefield. Flash and Flying will be your strongest allies, and all of the Faeries come equipped with it. Sentinels of Glen Elendra and Faerie Invaders can jump into play as blockers, or even at the end of your opponent's turn, functioning as pseudo-haste. Both Pestermite and Spellstutter Sprite are among the most frustrating, as both can cause serious trouble for the enemy. Glen Elendra Pranksters might be one of the most important cards in the deck, as it lets you reset your Faeries for use, again and again!
Faeries rely on spells to keep an edge over stronger foes. Notorious Throng allows you to amass an even larger army of Faeries, and even take an additional turn if you pay its Prowl cost!
FAERIES DECKLIST
2 Zephyr Sprite
2 Faerie Impostor
1 Briarberry Cohort
1 Latchkey Faerie
2 Cloud of Faeries (Alternate Art)
2 Pestermite
2 Quickling
1 Sentinels of Glen Elendra
2 Spellstutter Sprite
1 Surveilling Sprite
1 Scion of Oona
1 Sower of Temptation (Alternate Art Mythic)
2 Faerie Harbinger
1 Glen Elendra Pranksters
2 Faerie Swarm
1 Mistbind Clique
1 Faerie Invaders
1 Notorious Throng
2 Thought Scour (Alternate Art)
1 Sleep
1 Elixir of Immortality
1 Mind Spring
1 Miscalculation
1 Complicate
1 Evacuation
1 Favorable Winds (Alternate Art)
2 Cancel
1 Time Stop
2 Vapor Snag
1 Familiar's Ruse
1 Rescind
2 Snap (Alternate Art)
2 Faerie Conclave
2 Lonely Sandbar
20 Island
The Treefolk deck plays opposite to the pestilent Fae. The Treefolk are mighty and strong straight from the get-go. You'll begin a little slower that the Faeries, but with the numerous ramp cards to net you lands to begin your assault. Once you have a foundation of mana, begin dropping off your Treefolk and send them lumbering into battle. The Fae will have spellcraft defenses to stop you, but you have the power of time on your side.
TREEFOLK DECKLIST
2 Treefolk Harbinger
2 Bosk Banneret
1 Battlewand Oak
1 Dungrove Elder
3 Cloudcrown Oak
1 Heartwood Storyteller
1 Leaf-Crowned Elder
1 Scarwood Treefolk
1 Lumberknot
1 Unstoppable Ash
1 Dauntless Dourbark (Alternate Art Mythic)
1 Seedguide Ash
1 Timber Protector
1 Kalonian Twingrove
1 Weatherseed Treefolk (Alternate Art)
1 Blanchwood Treefolk (Alternate Art)
2 Orchard Warden
2 Oakgnarl Warrior (Alternate Art)
1 Reach of Branches
2 Lignify
1 Respite
1 Rootgrapple
2 Cultivate (Alternate Art)
1 Elixir of Immortality
1 Summer Bloom
2 Plummet
Lands 24
24 Forest
Just something I made for fun. I know Faeries are really good, but I figured this would be a really fun duel deck to try out!
Dunes of Zairo
SHANDALAR
Innistrad - The Darkest Night
~THE RAVNICAN CONSORTIUM~
A Community Set
Commander: Allies & Adversaries
I'd yank Glen Elendra Pranksters--with two tutors, it seems way too easy to set up nasty locks. Bitterblossom is gg every time it comes down. As much as it needs a reprint, this isn't the place for it. Maybe some enchantment hate in the Giant deck if you insist.
Faeries is easily my favorite blue tribe, but they're just too powerful for this sort of thing. It's a nice idea, but it'd have to be tested a lot. It seems the fae side would just win every time. I'd absolutely love an alt-art Wydwen for Commander.
Emille, Seven-Sting Dancer Shalin Nariya
also, Cloud of Faeries need to be in the faerie deck.
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.