You should take a look around at some of the other faerie and delver-faerie lists to get ideas. I bet if you check the established forum, you'll find a thread dedicated to faerie decks.
1) You're running way too many land for an average CMC between 1 and 2. Most Blue aggro will run 17-19 and use Ponder/Preordain to hit drops on time. I would cut 5-6 Island for some draw.
2) Another thing is Delver of Secrets. Just about every Blue deck of every type plays it now. Along with it, that's one more reason to run fewer creatures and land, and more spells, including the dig like Brainstorm that allows you to put a card of your choice on the top of your library.
3) Generally too, think of your creatures in terms of your clock. Say you have 2-3 Creatures, 2-3 Spells and 2-3 land in the typical opening hand. Maybe one of your bigger creatures dies to some removal. You want to be able to end the game in a decent turn window with the 2 creatures you have left. And 2 1/1's take 10 turns to kill the opponent. You will draw more by then, but your opponent will also draw removal and creatures of his own, so it is just much easier to do more with less. I think one set of faeries is just enough to complement Spellstutter Sprite, and the most popular option is Cloud of Faeries. The rest of your creatures can be anything you want, like Spire Golem or Stormbound Geist.
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4x cloud sprite
4x zephyr sprite
4x briarberry cohort
4x spellstutter sprite
4x surveilling sprite
4x counterspell
4x vapor snag
4x disperse
24x island
1) You're running way too many land for an average CMC between 1 and 2. Most Blue aggro will run 17-19 and use Ponder/Preordain to hit drops on time. I would cut 5-6 Island for some draw.
2) Another thing is Delver of Secrets. Just about every Blue deck of every type plays it now. Along with it, that's one more reason to run fewer creatures and land, and more spells, including the dig like Brainstorm that allows you to put a card of your choice on the top of your library.
3) Generally too, think of your creatures in terms of your clock. Say you have 2-3 Creatures, 2-3 Spells and 2-3 land in the typical opening hand. Maybe one of your bigger creatures dies to some removal. You want to be able to end the game in a decent turn window with the 2 creatures you have left. And 2 1/1's take 10 turns to kill the opponent. You will draw more by then, but your opponent will also draw removal and creatures of his own, so it is just much easier to do more with less. I think one set of faeries is just enough to complement Spellstutter Sprite, and the most popular option is Cloud of Faeries. The rest of your creatures can be anything you want, like Spire Golem or Stormbound Geist.