EDIT: Hang on, I missed the line that deals 3 to a creature whatever the scry result. I'd still be leery about taking this, since it's as restrictive as most 'target creature' damage spells and highly unreliable.
Leery of taking it where? This is an automatic first pick in draft; it's excellent removal with the strong possibility of bonus damage against your opponent.
Leery of taking it where? This is an automatic first pick in draft; it's excellent removal with the strong possibility of bonus damage against your opponent.
And splashable at that! I think it's pretty good, and with a well constructed deck (read: includes new Portent variant) It could be much more consistent.
Also, this faerie is GREAT. 3/3 flyer with FLASH for 4? AND it evades 99% of removal in the game for 2 and 1 life? VERY strong.
If we want to know whether the Faerie is going to see play, the relevant question we have to ask is whether it belongs in U/B control with teachings. This is my favorite deck, and I want to speculate a little here. U/B's a very flexible archetype, and it can kill with the brine-shapeshifter lock, win with platinum angel / trisk with academy ruins recursion, drop Ravnica's vampire (before this Faerie rotates in) or play tombstalker or do various permutations of the above while still looking overpowered. You could probably just kill your opponent with a wind drake and U/B would still look good.
Because of this, the faerie can at least do its job there, and its synergy with teachings and the deck is furthermore just obvious. That said, I think its value is still ultimately dubious. The reason is that you want to cast teachings on turn four if you don't counter anything, grab teferi, and then play Teferi on turn five. You don't want to play this on turn five if you can play Teferi on turn five. Then, instead of winning with this guy, you drop something more degenerate later and protect it with countermagic rather an ability. So in this deck full of countermagic, the unsolvability of the card is sadly a bit redundant.
So I think its obvious synergy with U/B is good, but its subtle synergy (in terms of where it sits on the curve and the strategic value of its unsolvability) is lacking. Actually, its situation reminds me greatly of the role Venser plays in the deck -- he's useful as a one-of, but a bit awkward at times. I think this is worse than Venser, in that Venser tries to buy time and you don't care if he dies whereas this tries to be a win condition a little prematurely whose biggest boon, his unsolvability, is a bit redundant.
One last thing. If you're going to be a blue or black spell right now, probably the worst cost to be at is CMC 4, as you are competing with most of the best cards at exactly that cost:
And furthermore, you're competing with great finishers which are much more suited to the role while this guy has an identity crisis. My closing thought is that the best thing about this card is its ability to bounce itself before you cast damnation. So my initial feeling was that this is a good addition to the archetype, and only playtesting will tell, but my feelings have changed.
Teferi's power level goes down with the removal of signets and rav duals. UUU is very hard in mono blue deck.
What that doesn't make any sense? Besides that the Teachings deck in block had no trouble casting UUU between storage lands, relics, prismatic lens, and Rain of Tears.
Anyway on topic.
The Fae is another coming of carven harpy imo. Only time will tell if that makes it to a constructed format or not.
Lash Out will be fun in a deck with Sensei's Top in casual formats. For sealed I'd probably play it if I was in red. For constructed I'd just opt for incinerate, sudden shock, etc, etc.
Just wanted to add that with some library manipulation, lash out kills Garruks elephant, and has a good chance of killing him too. Not to mention Sulfurous blast.
Teferi's power level goes down with the removal of signets and rav duals. UUU is very hard in mono blue deck.
You must mean U/B. I think you're mistaken; my current build, and dare I say many of the best builds out of block, forego signets (lense in block) in favor of remand and countermagic draw-go style, and many good builds don't even dip into river of tears in favor of other utility lands (like deserts, tolaria west, faerie conclave etc). Furthermore, the deck is much more blue heavy than black heavy. River of Tears compensates for the loss of watery grave well enough at any rate.
So, I don't think the faerie is bad. But I sat down and proxied three in today (one is ideal but I want to test the card) in a 'post-rotation' update without remand or graves and the faerie plays in a way that's a bit uninspired. Every game I played, I wanted Venser or Teferi more or else I just got and played my real win conditions. It seems to me like one of these is almost good enough as a tutoring target, but falls just short of the mark for its inability to find a genuinely meaningful role in the deck... she's best at trying to create card advantage shenanigans, but we have a much simpler way to do that, Dismal Failure, and it doesn't even see much play.
And keep in mind that CMC 4 is the most disputed slot in this archetype because there is a plethora of great CMC 4 cards to choose from. Makes sense? Yes, no?
So - ket me get this straight - you're imagining a spiritcraft for fae... but THE BACKBONE of the deck featuring cheap, small, black/blue flyers with fairycraft will be a clunky 4 drop that taps you out each turn rather than letting you play multiple fae each turn for stupid stuff... in the colors of card draw.
Do you understand how hard that is to imagine? No - really - how would the format have to shape up such that fae need a 3/3 clunker like this for 4~6 mana each turn when they have an army of small 1/1s that generate tricky effects?
Um, what?
A.) It has flash, so if you are tapping out, it's not on your turn.
B.) With this "fairycraft", it gives you something to do each turn when you mise land after land...
C.) ...and would help maintain your tempo by "retriggering" your tricky effects, which a good thing for itty bitty critters.
Don't just agree with things others because other people type them. THINK. It's not just a possible LOR card, it's a must.
LOL, every time they reveal a new ability name, it draws heat from people. "Clash sounds dumb" or "Champion sounds dumb." Let it go people, haha.
With regards to the cards, I think the new incinerate look-a-like is pretty sweet if played in the right deck. The faerie is cool, but I am not completely sure why it is Legendary. We are seeing some pretty strong cards getting introduced in the new set like Wrens Run Packmaster and Brion, it just doesnt seem like this little fella is up to par with them. Unless he has some sort of extra ability that we are not aware of. He is great in limited though. =)
Sure hes no teferi, but hes a backup condition incase ur teferi gets extripated or w/e, teachings for him late game when your opponment is in top deck mode is good, seeing how u can bounce him in response to any burn/removal spell, and having flash means u can just recast him after the bounce.
Sure hes no teferi, but hes a backup condition incase ur teferi gets extripated or w/e, teachings for him late game when your opponment is in top deck mode is good, seeing how u can bounce him in response to any burn/removal spell, and having flash means u can just recast him after the bounce.
He sounds solid to me.
Agreed. But it is hard to tell. It might be a "more win" card after board control is already established. Having the additional beat-down after extirpate is... very handy.
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Well, the Faerie lord is certainly powerful. But as we all know, in Constructed of any format, a creature that is to be maindecked must belong in at least one of three categories:
1) an efficient beatdown critter, preferably with some kind of ability that allows the beatdown deck to weather one, if not several ***s
2) Is an ideal control finisher (protects itself, generates card advantage and/or ends the game in short order)
3) Is a cheap, effective combo piece
Now, it certainly doesn't belong in category 1. It is a 4 mana, 3 power creature, making it fairly inefficient, if nothing else. Having a cost of 4, it is also fairly expensive for a beatdown deck.
It also doesn't belong in category 2, because although it can protect itself through bounce, having only 3 toughness means it is fairly fragile, especially in creature combat, given a control vs. control situation
It barely belongs in category three, since being able to bounce your creatures back to your hand is fairly comboish. It is an abuseable effect, to say the least.
The deck it will most likely belong in, is some kind of U/B Aggro-Control deck in Block-Constructed or Standard. Since you can save some of your own creatures from ***, and be quite tricky (think momentary blink tricky), it can provide or aid relevant disruption.
As a casual card though, it is almost certain abuseable. A tricky Faerie theme deck could be very powerful in multiplayer. Just my thoughts.
I think the Faerie is really powerful. It's moderately big, can't be killed, has evasion, and can be fetched with Teachings. It won't end the game really quickly, but otherwise it's the perfect control finisher.
As for the burn spell, I doubt it will be played in constructed. Clash is pretty random; if you reveal a land, you can't win. I don't remember any other burn spells being played that required you to target a creature.
I think the Faerie is really powerful. It's moderately big, can't be killed, has evasion, and can be fetched with Teachings. It won't end the game really quickly, but otherwise it's the perfect control finisher.
As for the burn spell, I doubt it will be played in constructed. Clash is pretty random; if you reveal a land, you can't win. I don't remember any other burn spells being played that required you to target a creature.
I meant that very few burn spells that require you to target a creature are competitive in constructed. The only two on that list that have been played to my knowledge are Dead/Gone and Electrostatic Bolt.
Wydwen, the Biting Gale - 2UB
Legendary Creature - Faerie Wizard (R)
Flash
Flying
UB, Pay 1 Life: Return ~ to its owner's hand.
3/3
Assuming the info is correct, it's strange to me how similar Wydwen is to Selenia. It's very rare for legends to be printed that are almost identical. In fact, I can't think of any that are more similar than these two, except in the cases where one legend changes and gets reprinted, like the white and red Akromas. They usually like to make legends very unique. Surely there are more design ideas out there for a faerie legend than a 3/3 flying creature that can pay life to return to hand, since that was already done?
Selenia, Dark Angel - 3WB
Legendary Creature - Angel (R)
Flying
Pay 2 Life: Return ~ to its owner's hand.
3/3
I'll bet there is some Tribal Enchantment - Faerie, or a creature that says "whenever a faerie comes into play...", that will part of the piece together on why they made Wydwen (aside from limited/sealed use/*** evac). It could be in Lorwyn or Morningtide. There's always a small reason behind the card.
Just like how I believe mudhole was a really bad attempt to stop terravore back in the day hehe.
Lash Out - 1R
Instant
Common
Deal three damage to target creature. Clash with an opponent. If you win it deals three damage to that creature's controller. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost)
This might sound like a dumb question, but if I read this correctly...there really is no downside to losing the Clash? It only deals damage to the creature's controller if you win the clash, but does nothing if you lose?
This might sound like a dumb question, but if I read this correctly...there really is no downside to losing the Clash? It only deals damage to the creature's controller if you win the clash, but does nothing if you lose?
The minute downside I see to Clash is that it reveals hidden information. If your opponent is playing Crainial Extraction effects, and you reveal a key card, it could hinder your winning chances. Likewise, if you are using similar cards, it's a big plus.
Lash Out - 1R
Instant
Common
Deal three damage to target creature. Clash with an opponent. If you win it deals three damage to that creature's controller. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost)
This might sound like a dumb question, but if I read this correctly...there really is no downside to losing the Clash? It only deals damage to the creature's controller if you win the clash, but does nothing if you lose?
Even if you lose the clash, you still deal three damage to the creature. Both you and your opponent get to scry; the benefit is generally equal. Allowing your opponent to scry with you can be a disadvantage in theory, but effectively isn't a significant disadvantage; you scry as well.
I think this card will be played; 2 mana three damage to a creature is somewhat reasonable, and the occasional three damage to a player is gravy. Removal will become increasingly important with greater numbers of creatures and planeswalkers.
Why do people say 'scry'
it's not scrying unless you get the option of keeping it on top of your deck
clash in no way improves your chances of finding a crad. if it's not the card you want... it goes to the bottom. if it is the card, it goes to the bottom.
it's like being milled. it has 0 effect on card quality.
it does, however, combo with index effects for a pseudo-scry. (you put the card you don't want at the top after, say, pondering, then clash it to the bottom)
(Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost)
um.. for those that are saying that it goes to the bottom automatically... um... doesn't that (^^^) up there mean you get to choose?
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Leery of taking it where? This is an automatic first pick in draft; it's excellent removal with the strong possibility of bonus damage against your opponent.
And splashable at that! I think it's pretty good, and with a well constructed deck (read: includes new Portent variant) It could be much more consistent.
Also, this faerie is GREAT. 3/3 flyer with FLASH for 4? AND it evades 99% of removal in the game for 2 and 1 life? VERY strong.
Because of this, the faerie can at least do its job there, and its synergy with teachings and the deck is furthermore just obvious. That said, I think its value is still ultimately dubious. The reason is that you want to cast teachings on turn four if you don't counter anything, grab teferi, and then play Teferi on turn five. You don't want to play this on turn five if you can play Teferi on turn five. Then, instead of winning with this guy, you drop something more degenerate later and protect it with countermagic rather an ability. So in this deck full of countermagic, the unsolvability of the card is sadly a bit redundant.
So I think its obvious synergy with U/B is good, but its subtle synergy (in terms of where it sits on the curve and the strategic value of its unsolvability) is lacking. Actually, its situation reminds me greatly of the role Venser plays in the deck -- he's useful as a one-of, but a bit awkward at times. I think this is worse than Venser, in that Venser tries to buy time and you don't care if he dies whereas this tries to be a win condition a little prematurely whose biggest boon, his unsolvability, is a bit redundant.
One last thing. If you're going to be a blue or black spell right now, probably the worst cost to be at is CMC 4, as you are competing with most of the best cards at exactly that cost:
-Venser
-Mystical Teachings
-Damnation
-Tendrils
-Dismal Failure
And furthermore, you're competing with great finishers which are much more suited to the role while this guy has an identity crisis. My closing thought is that the best thing about this card is its ability to bounce itself before you cast damnation. So my initial feeling was that this is a good addition to the archetype, and only playtesting will tell, but my feelings have changed.
Butcher of Words.
Made by Spiderboy4
What that doesn't make any sense? Besides that the Teachings deck in block had no trouble casting UUU between storage lands, relics, prismatic lens, and Rain of Tears.
Funny, when you are only playing islands, I would think UUU would be pretty easy to come across. But hey, that's just me.
I think you mean U/B, or some other multicolor pastiche.
Anyway on topic.
The Fae is another coming of carven harpy imo. Only time will tell if that makes it to a constructed format or not.
Lash Out will be fun in a deck with Sensei's Top in casual formats. For sealed I'd probably play it if I was in red. For constructed I'd just opt for incinerate, sudden shock, etc, etc.
Made by me.
DCI Magic Rules Advisor
You must mean U/B. I think you're mistaken; my current build, and dare I say many of the best builds out of block, forego signets (lense in block) in favor of remand and countermagic draw-go style, and many good builds don't even dip into river of tears in favor of other utility lands (like deserts, tolaria west, faerie conclave etc). Furthermore, the deck is much more blue heavy than black heavy. River of Tears compensates for the loss of watery grave well enough at any rate.
So, I don't think the faerie is bad. But I sat down and proxied three in today (one is ideal but I want to test the card) in a 'post-rotation' update without remand or graves and the faerie plays in a way that's a bit uninspired. Every game I played, I wanted Venser or Teferi more or else I just got and played my real win conditions. It seems to me like one of these is almost good enough as a tutoring target, but falls just short of the mark for its inability to find a genuinely meaningful role in the deck... she's best at trying to create card advantage shenanigans, but we have a much simpler way to do that, Dismal Failure, and it doesn't even see much play.
And keep in mind that CMC 4 is the most disputed slot in this archetype because there is a plethora of great CMC 4 cards to choose from. Makes sense? Yes, no?
Um, what?
A.) It has flash, so if you are tapping out, it's not on your turn.
B.) With this "fairycraft", it gives you something to do each turn when you mise land after land...
C.) ...and would help maintain your tempo by "retriggering" your tricky effects, which a good thing for itty bitty critters.
Huh?
With regards to the cards, I think the new incinerate look-a-like is pretty sweet if played in the right deck. The faerie is cool, but I am not completely sure why it is Legendary. We are seeing some pretty strong cards getting introduced in the new set like Wrens Run Packmaster and Brion, it just doesnt seem like this little fella is up to par with them. Unless he has some sort of extra ability that we are not aware of. He is great in limited though. =)
Sure hes no teferi, but hes a backup condition incase ur teferi gets extripated or w/e, teachings for him late game when your opponment is in top deck mode is good, seeing how u can bounce him in response to any burn/removal spell, and having flash means u can just recast him after the bounce.
He sounds solid to me.
Agreed. But it is hard to tell. It might be a "more win" card after board control is already established. Having the additional beat-down after extirpate is... very handy.
1) an efficient beatdown critter, preferably with some kind of ability that allows the beatdown deck to weather one, if not several ***s
2) Is an ideal control finisher (protects itself, generates card advantage and/or ends the game in short order)
3) Is a cheap, effective combo piece
Now, it certainly doesn't belong in category 1. It is a 4 mana, 3 power creature, making it fairly inefficient, if nothing else. Having a cost of 4, it is also fairly expensive for a beatdown deck.
It also doesn't belong in category 2, because although it can protect itself through bounce, having only 3 toughness means it is fairly fragile, especially in creature combat, given a control vs. control situation
It barely belongs in category three, since being able to bounce your creatures back to your hand is fairly comboish. It is an abuseable effect, to say the least.
The deck it will most likely belong in, is some kind of U/B Aggro-Control deck in Block-Constructed or Standard. Since you can save some of your own creatures from ***, and be quite tricky (think momentary blink tricky), it can provide or aid relevant disruption.
As a casual card though, it is almost certain abuseable. A tricky Faerie theme deck could be very powerful in multiplayer. Just my thoughts.
As for the burn spell, I doubt it will be played in constructed. Clash is pretty random; if you reveal a land, you can't win. I don't remember any other burn spells being played that required you to target a creature.
Rasputin Dreamweaver EDH
If you use MTGO to search, the following burn cards come up that can only target creatures:
Acceptable Losses
Barrel Down Sokenzan
Chaos Charm
Cleansing Beam
Crushing Pain
Dead//Gone
Electrostatic Bolt
Engulfing Flames
Fiery Conclusion
Jagged Lightning
This list isn't exhaustive, btw.
Rasputin Dreamweaver EDH
Legendary Creature - Faerie Wizard (R)
Flash
Flying
UB, Pay 1 Life: Return ~ to its owner's hand.
3/3
Assuming the info is correct, it's strange to me how similar Wydwen is to Selenia. It's very rare for legends to be printed that are almost identical. In fact, I can't think of any that are more similar than these two, except in the cases where one legend changes and gets reprinted, like the white and red Akromas. They usually like to make legends very unique. Surely there are more design ideas out there for a faerie legend than a 3/3 flying creature that can pay life to return to hand, since that was already done?
Selenia, Dark Angel - 3WB
Legendary Creature - Angel (R)
Flying
Pay 2 Life: Return ~ to its owner's hand.
3/3
.
Just like how I believe mudhole was a really bad attempt to stop terravore back in the day hehe.
Made by me.
DCI Magic Rules Advisor
Instant
Common
Deal three damage to target creature. Clash with an opponent. If you win it deals three damage to that creature's controller. (Each clashing player reveals the top card of his or her library then puts that card on the top or bottom. A player wins if his or her card had a higher converted mana cost)
This might sound like a dumb question, but if I read this correctly...there really is no downside to losing the Clash? It only deals damage to the creature's controller if you win the clash, but does nothing if you lose?
The minute downside I see to Clash is that it reveals hidden information. If your opponent is playing Crainial Extraction effects, and you reveal a key card, it could hinder your winning chances. Likewise, if you are using similar cards, it's a big plus.
Even if you lose the clash, you still deal three damage to the creature. Both you and your opponent get to scry; the benefit is generally equal. Allowing your opponent to scry with you can be a disadvantage in theory, but effectively isn't a significant disadvantage; you scry as well.
I think this card will be played; 2 mana three damage to a creature is somewhat reasonable, and the occasional three damage to a player is gravy. Removal will become increasingly important with greater numbers of creatures and planeswalkers.
it's not scrying unless you get the option of keeping it on top of your deck
clash in no way improves your chances of finding a crad. if it's not the card you want... it goes to the bottom. if it is the card, it goes to the bottom.
it's like being milled. it has 0 effect on card quality.
it does, however, combo with index effects for a pseudo-scry. (you put the card you don't want at the top after, say, pondering, then clash it to the bottom)
um.. for those that are saying that it goes to the bottom automatically... um... doesn't that (^^^) up there mean you get to choose?
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