The biggest problem with talking about this deck is how different lists can look.
That being said, I personally am a fan of secluded glen, and a fan of river of tears. Drowned catacombs is alright, and I avoid darkslick shores.
Also, 14 island/swamps is more than it seems like.
I think secluded glen is better than a lot of people give it credit for. Revealing cards means your opponent is going to be playing around it, and you can often get a good handle on how the next couple of turns will play out. Additionally, playing a glen tapped when you have a faerie in hand can also be a relevant mind game.
Darkslick Shores and Polluted Delta are clearly our best lands.
Whether or not Secluded Glen is even playable depends on the build and on the amount of Faeries in the deck.
Also, revealing cards is pretty much only downside. You are giving your opponent information, which is, generally speaking, bad.
Darkslick shores just isn't our best land.
I know a lot of people like it, and its not incorrect in all lists, but it has a lot of problems.
Anyone playing multiple cryptics, mistbinds, snapcasters, etc, is going to feel it sometimes.
Secluded glen is again, obviously dependent on the build of the deck. Revealing cards is not ideal, but I've seen plenty of people say something to the tune of "I would never play this card because of the information, even if it nearly always entered untapped" which is very unfair in my mind.
Darkslick shores just isn't our best land.
I know a lot of people like it, and its not incorrect in all lists, but it has a lot of problems.
Anyone playing multiple cryptics, mistbinds, snapcasters, etc, is going to feel it sometimes.
Secluded glen is again, obviously dependent on the build of the deck. Revealing cards is not ideal, but I've seen plenty of people say something to the tune of "I would never play this card because of the information, even if it nearly always entered untapped" which is very unfair in my mind.
The thing is that Shores enters untapped more often than Glen (in pretty much all builds) in addition to it not revealing much information about your hand. There really is no case to be made in favor of Secluded Glen over Darkslick Shores.
The only times Secluded Glen is basically free, is when you're playing it on turn 2, revealing a Bitterblossom and immediately playing it. I think one of two can be fine, but not a full playset. I personally think Darkslick Shores is our best land, though.
The only times Secluded Glen is basically free, is when you're playing it on turn 2, revealing a Bitterblossom and immediately playing it. I think one of two can be fine, but not a full playset. I personally think Darkslick Shores is our best land, though.
Why do you think Darkslick Shores is our best land? I've made my case, and I'd genuinely like to hear yours.
2 ghost quarter + 4 mutavault is too much I think. Cutting atleast 1 gq is probably correct.
Id also cut 1-2 islands for more duals as well.
Imo, 3 snapcasters is kind of a lot for your deck, I might cut 1.
I also think 4 fatal push 3 iok is too much hedging vs small creatures. 2 thoughtseize, and 0 removal spells for bigger creatures is brutal. Dismember, go for the throat, murderous cut, heros downfall, etc, are all good to diversify.
I wanted to explore and develop an esper list with you guys.
First of all I think the mana base can handle it but lets ignore that for the time being and just discuss why would we want white in the deck. What do we gain and what do we lose.
The biggest reason to include white is to gain access to path to exile which is premier removal in the format no questions asked. Fatal push helped us out a lot but doesn't hit everything, path is also one mana and catches the rest. Secondly is spell queller. If this card was a faerie we would be splashing for it. If it was just blue, we would be running it, but i believe its still good enough. 3 mana can be a tough slot in faeries, pretty much only occupied by clique. Queller keeps our tempo plan, denying pressure and advancing our own and everything about it screams Fae, flash, flying and disruption, it wants to be a faerie so bad. Finally esper charm probably the weakest of the inclusions but as an old esper control player its arguably the centrepiece of that deck. It lets us draw, something Faeries isn't the best at, mind rot and catch enchantments. Finally white gives some outstanding sideboard hate like stony silence.
To fit this in the deck the compromises are relatively minor. Path just upgrades things like go for the throat, doom blade or murderous cut. The biggest exclusion is any discard. I don't like discard. Its bad to terrible to draw one late game when the opponent is top decking. even early game it doesn't stop threats. It doesn't force the opponent to spend mana which puts a greater need to catch up on us. I think its more beneficial to be responding to their threats as they are played. Either kill spells or counters, force them to spend their turn but deal with their threat. its why fatal push has become so important. It gives us tempo as we deal with their card for less then it cost them to cast it. Disruption is fundamentally the opposite. We always pay more to deal with a threat then the opponent since it came out of their hand. Additionally discard i think primarily shines in combo oriented decks, something we dont necessarily struggle with anyways, so we can put it in the SB. The biggest downside is the loss of information disruption granted for the rest of their hand.
The most intriguing thing with this list i think is that it can play at 100% instant speed (minus bitterblossom) Something about every spell being an instant or flash creature makes our tempo plan very appealing as we only have to commit resources once we know what the opponent wants to do. It makes the deck very hard to play around and not having to do anything on our turn should force the opponent to slow down to not play into counters, while we can still apply pressure end of turn if they pass.
I wanted to explore and develop an esper list with you guys.
First of all I think the mana base can handle it but lets ignore that for the time being and just discuss why would we want white in the deck. What do we gain and what do we lose.
The biggest reason to include white is to gain access to path to exile which is premier removal in the format no questions asked. Fatal push helped us out a lot but doesn't hit everything, path is also one mana and catches the rest. Secondly is spell queller. If this card was a faerie we would be splashing for it. If it was just blue, we would be running it, but i believe its still good enough. 3 mana can be a tough slot in faeries, pretty much only occupied by clique. Queller keeps our tempo plan, denying pressure and advancing our own and everything about it screams Fae, flash, flying and disruption, it wants to be a faerie so bad. Finally esper charm probably the weakest of the inclusions but as an old esper control player its arguably the centrepiece of that deck. It lets us draw, something Faeries isn't the best at, mind rot and catch enchantments. Finally white gives some outstanding sideboard hate like stony silence.
To fit this in the deck the compromises are relatively minor. Path just upgrades things like go for the throat, doom blade or murderous cut. The biggest exclusion is any discard. I don't like discard. Its bad to terrible to draw one late game when the opponent is top decking. even early game it doesn't stop threats. It doesn't force the opponent to spend mana which puts a greater need to catch up on us. I think its more beneficial to be responding to their threats as they are played. Either kill spells or counters, force them to spend their turn but deal with their threat. its why fatal push has become so important. It gives us tempo as we deal with their card for less then it cost them to cast it. Disruption is fundamentally the opposite. We always pay more to deal with a threat then the opponent since it came out of their hand. Additionally discard i think primarily shines in combo oriented decks, something we dont necessarily struggle with anyways, so we can put it in the SB. The biggest downside is the loss of information disruption granted for the rest of their hand.
The most intriguing thing with this list i think is that it can play at 100% instant speed (minus bitterblossom) Something about every spell being an instant or flash creature makes our tempo plan very appealing as we only have to commit resources once we know what the opponent wants to do. It makes the deck very hard to play around and not having to do anything on our turn should force the opponent to slow down to not play into counters, while we can still apply pressure end of turn if they pass.
So this is where im looking to take the deck. Would love to spark some debate around it
It's good to be innovative! The best white splashes for Faeries I've seen so far are with a minimal splash in the form of Path to Exile and maybe Lingering Souls/Queller. In your current list, I feel there is a heavy colour taxing on curve. You'll want UU/UB turn 2 (with least a card in the yard), UBW turn 3, then UUU turn 4. I am not reallsy sure of the odds. To me, at least getting rid of Esper Charm would alleviate things. With regards to playstyle, Faeries more resemble Jund than they do Esper/UWR Control. This means that tempo plays are more rewarding than grinding card for card, which the core cards are already good at.
I am curious what your sideboard plans would be. Rest in Peace/Stony Silence/Blood Baron?
I think there's definitely some exploring to be done in Esper. Bitterblossom can be a big clock on yourself if you're on the back foot and your token dies each turn chumping while other attackers do get in. I've done some fooling around with Sorin, Solemn Visitor for the +1, and Shambling Vent. It might just be my meta or my experience that usually by the time I start to turn the game in my direction, I am at 4 life with a Bitterblossom out, so I brought in some ways of gaining life. I've also been considering Blessed Alliance for this same reason + the flexibility of working as removal.
It's good to be innovative! The best white splashes for Faeries I've seen so far are with a minimal splash in the form of Path to Exile and maybe Lingering Souls/Queller. In your current list, I feel there is a heavy colour taxing on curve. You'll want UU/UB turn 2 (with least a card in the yard), UBW turn 3, then UUU turn 4. I am not reallsy sure of the odds. To me, at least getting rid of Esper Charm would alleviate things. With regards to playstyle, Faeries more resemble Jund than they do Esper/UWR Control. This means that tempo plays are more rewarding than grinding card for card, which the core cards are already good at.
I am curious what your sideboard plans would be. Rest in Peace/Stony Silence/Blood Baron?
I think traditionally faeries sort of plays a jundish style, but i dont know if thats necessarily a beneficial thing. Jund/junk wants to drop an early powerhouse threat like tarmogoyf and then sit back and strip everyones hands with discard and lilis. They then have the ability to run dark confidant to keep drawing cards, which we cant because we already lose life to BB. So even if they draw some dead discard late game they still have options and outdraw the opponent. Faeries doesn't have early threats that we can really ride to victory the same way, we dont slam a spell stutter like they slam goyf and just need to protect it for several turns. Whereas junk is proactive in their discard i think faeries is reactive in the tempo plan. For that reason we need every card to be live and its bad to draw dead with late game discard.
Now faeries is obviously also not the control focus plan that esper and UWR control are either. I think where faeries finds its niche is truly the tempo plan. We take minimal incremental gains as we slow down the opponent so here i think taking the flash aspect to the extreme could be a strategy. As you pointed out mana absolutely needs to be addressed, Esper charm might be too restrictive, but we have other options. for the time being its versatility is at least appealing. 2 card draw at instant speed for 3 mana is as good of value as wizards hands out. But sometimes even more important is the instant speed mind rot ability on the opponents draw step when they have 2 cards left in hand. and enchantment destruction main is just a cherry. But is its mana playable? im at least going to keep testing it for the time being. The entire deck only has 9 black mana symbols and 6 white mana symbols. so two very small splashes.
Im still actively working on the side board, between UWB theres pretty much an option for everything we could want. I think we have explored the UB options but some white cards that might deserve consideration are
Faeries generally wants to run cards like discard, ancestral visions, and bitterblossom, which function similarly to jund's cards.
I may be a minority here, but I win a vast majority of my games in which I have some type of early advantage (or atleast not falling behind early).
I play discard and ancestral visions in addition to bitterblossom, to increase my chances of having a lead out of the gates.
This is one of the reasons I think ancestral visions is a core card for faeries, but a lot of people like the build the deck differently.
On the other hand, I play esper draw-go. I'm familiar with control decks in those colors, and trying to play a lot of faeries doesn't give you the proper tools. In general, people try to get too cute with the white splash. Splashing for path to exile and sorin solemn visitor along with sideboard cards is probably better than trying all sorts of things.
I like spell queller as much as the next guy, but playing either esper midrange, or jeskai midrange with it will work a lot better than faeries.
Lastly, if you read through the whole thread, you'll find the white splash brought up multiple times. Consistently, its found to not be worthwhile. It has real costs in terms of consistency and damage from lands, and its upsides are questionably worth it. I don't think anyone who regularly posts here who has tried it has stuck with it over a more "normal" build.
ancestral visions is another awkward card faeries does/doesnt play. It is absolutely bonkers if you can play it in about the first three or four turns, but like the discard suite its value drops of the closer to the end of the game you get (obviously if you're holding parity late game its going to pull you ahead) but if were being pressured a late game ancestor visions won't help us unless we can hold out for 4 more turns. I always felt like if i ran ancestral visions i had to run lili main and vice-versa since AV is essentially our Bob, and in that case yes i do think the deck plays more of a jund style in which case it also wants discard.
just curious, what do you feel it is about a URW or esper midrange list that is able to utilize spell queller more efficiently than faeries is able too?
Yes, ancestral visions is not perfect. Its also not always useless after turn 3 or 4. Sure, against burn it might be, but even against grixis shadow, I've had plenty of turn 5 suspended AVs be relevant.
I personally think liliana is generally very bad in faeries. Its only real draw is sheer powerlevel, but faeries as a deck has never been about that. The card doesn't synergize well enough with the rest of the deck, generally speaking.
I think faeries utilizes spell queller poorly, generally speaking. Spellstutter sprite and mistbind clique benefit us playing a large number of faeries. Its basically the draw to actually playing the deck. If spell queller were a faerie, it would obviously be played in the deck, as it does things we're looking for, but it is not. It being a 3 drop means it doesn't take the place of cards like mana leak, and it obviously does not replace cryptic command. Meaning in order to fit copies in, we have to be cutting cards that it doesn't directly replace, and are possibly cards like mistbind, vendlion clique, etc, which makes the synergistic aspect of the deck worse.
On the other hand, an esper midrange deck can have the upside of spell queller, instant speed gameplay, etc, without the downside of being sort-of-faerie-tribal but sort-of-just-a-pile. You could just play esper charms, quellers, snaps, discard, cantrips, maybe some delve creatures or lingering souls, etc. Like, if lingering souls made faeries, we'd play it, and its has the raw powerlevel that we could play it, but no one does because it doesn't really fit into the deck well. If you want a lingering souls deck, play abzan, or mardu, or some type of esper, or even black-white tokens.
I don't disagree with you when you're basically saying that we're playing faeries because we want to, because there are obviously stronger decks to choose from. Maybe this is meta dependant, but Ancestral Vision is barely playable in my meta against Grixis Shadow, Affinity, Infect, Burn, Storm, and Zoo being prevalent decks. I need my topdecks to be more efficient and provide me solutions, and topdecking AV at any point after T3 is pretty much a death sentence.
I'll be trying out Sorin + Path + Blessed Alliance this weekend. I've been finding immense success whenever I manage to stick a Liliana, the Last Hope. She helps delay attacks, kill off a Noble Hierarch every once in a while, and return a Spellstutter Sprite from the GY or something else if needed.
I don't disagree with you when you're basically saying that we're playing faeries because we want to, because there are obviously stronger decks to choose from. Maybe this is meta dependant, but Ancestral Vision is barely playable in my meta against Grixis Shadow, Affinity, Infect, Burn, Storm, and Zoo being prevalent decks. I need my topdecks to be more efficient and provide me solutions, and topdecking AV at any point after T3 is pretty much a death sentence.
I'll be trying out Sorin + Path + Blessed Alliance this weekend. I've been finding immense success whenever I manage to stick a Liliana, the Last Hope. She helps delay attacks, kill off a Noble Hierarch every once in a while, and return a Spellstutter Sprite from the GY or something else if needed.
I've stopped playing Ancestral Vision in my build, Opt is pretty much what I want right now. It's better with Snapcaster Mage, helps Logic Knot or Murderous Cut better, and lets you hold mana up for counters/removal. I wish there was a better instant speed card advantage spell, but I don't want to load up on something like Glimmer of Genius.
I think your own analysis is pretty good. Look at what you keep side boarding out, as you say you kept taking bontu out, so thats probably a sign if youre always bringing something better in. Tar pits would be better than conclaves. quickling can save and rebuy our creatures which sounds appealing on paper but it works against our own tempo plan (incidentally same as bontu, slowing ourselves down). If you have more spots to fill faeries generally likes interaction of some sort. generally faeries has filled that with counterspells, kill spells, or discard. swords have been played in the past but can be difficult cause they're a little mana intensive for the deck. usually its a single sword only if they get played but find what works best for you.
biggest card missing from the deck is 3-4 snap caster mages
I think it's more of a case that Bontu is not even openly considered to be of a modern playable power level, and this deck is already not even tiered. So adding in suboptimal cards really waters down your power level overall. Also, yes, Cryptic is very important, the flexibility and variety of solutions is pretty much unmatched in the deck. Just yesterday I was facing merfolk at 3 life and was able to stall with Cryptic long enough to draw Damnation and win the game.
didn't see you didn't have that either, should probably go in too haha
your previous list looked very creature/agro oriented but faeries generally get outclassed in those fields, so you gotta play the tempo plan, so snaps and cryptic go a long way there.
also faeries is pretty knowledge dependent. You can have the "established" best version, but without a lot of practice and matchup knowledge small misplays will really punish you. but that will come so dont let a 0-5 get you down friend
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Darkslick Shores and Polluted Delta are clearly our best lands.
Whether or not Secluded Glen is even playable depends on the build and on the amount of Faeries in the deck.
Also, revealing cards is pretty much only downside. You are giving your opponent information, which is, generally speaking, bad.
I know a lot of people like it, and its not incorrect in all lists, but it has a lot of problems.
Anyone playing multiple cryptics, mistbinds, snapcasters, etc, is going to feel it sometimes.
Secluded glen is again, obviously dependent on the build of the deck. Revealing cards is not ideal, but I've seen plenty of people say something to the tune of "I would never play this card because of the information, even if it nearly always entered untapped" which is very unfair in my mind.
The thing is that Shores enters untapped more often than Glen (in pretty much all builds) in addition to it not revealing much information about your hand. There really is no case to be made in favor of Secluded Glen over Darkslick Shores.
Why do you think Darkslick Shores is our best land? I've made my case, and I'd genuinely like to hear yours.
How many copies of Cryptic Command, Mistbind Clique, and Snapcaster Mage do you run?
LANDS [24]
2 Creeping Tar Pit
2 Ghost Quarter
2 Swamp
2 Watery Grave
4 Darkslick Shores
4 Island
4 Mutavault
4 Polluted Delta
CREATURES [12]
2 Mistbind Clique
3 Snapcaster Mage
3 Vendilion Clique
4 Spellstutter Sprite
ENCHANTMENT [4]
4 Bitterblossom
SORCERY [10]
2 Collective Brutality
2 Thoughtseize
3 Ancestral Vision
3 Inquisition of Kozilek
ISTANT [10]
3 Cryptic Command
3 Mana Leak
4 Fatal Push
Thanks for the help
Id also cut 1-2 islands for more duals as well.
Imo, 3 snapcasters is kind of a lot for your deck, I might cut 1.
I also think 4 fatal push 3 iok is too much hedging vs small creatures. 2 thoughtseize, and 0 removal spells for bigger creatures is brutal. Dismember, go for the throat, murderous cut, heros downfall, etc, are all good to diversify.
First of all I think the mana base can handle it but lets ignore that for the time being and just discuss why would we want white in the deck. What do we gain and what do we lose.
The biggest reason to include white is to gain access to path to exile which is premier removal in the format no questions asked. Fatal push helped us out a lot but doesn't hit everything, path is also one mana and catches the rest. Secondly is spell queller. If this card was a faerie we would be splashing for it. If it was just blue, we would be running it, but i believe its still good enough. 3 mana can be a tough slot in faeries, pretty much only occupied by clique. Queller keeps our tempo plan, denying pressure and advancing our own and everything about it screams Fae, flash, flying and disruption, it wants to be a faerie so bad. Finally esper charm probably the weakest of the inclusions but as an old esper control player its arguably the centrepiece of that deck. It lets us draw, something Faeries isn't the best at, mind rot and catch enchantments. Finally white gives some outstanding sideboard hate like stony silence.
To fit this in the deck the compromises are relatively minor. Path just upgrades things like go for the throat, doom blade or murderous cut. The biggest exclusion is any discard. I don't like discard. Its bad to terrible to draw one late game when the opponent is top decking. even early game it doesn't stop threats. It doesn't force the opponent to spend mana which puts a greater need to catch up on us. I think its more beneficial to be responding to their threats as they are played. Either kill spells or counters, force them to spend their turn but deal with their threat. its why fatal push has become so important. It gives us tempo as we deal with their card for less then it cost them to cast it. Disruption is fundamentally the opposite. We always pay more to deal with a threat then the opponent since it came out of their hand. Additionally discard i think primarily shines in combo oriented decks, something we dont necessarily struggle with anyways, so we can put it in the SB. The biggest downside is the loss of information disruption granted for the rest of their hand.
The most intriguing thing with this list i think is that it can play at 100% instant speed (minus bitterblossom) Something about every spell being an instant or flash creature makes our tempo plan very appealing as we only have to commit resources once we know what the opponent wants to do. It makes the deck very hard to play around and not having to do anything on our turn should force the opponent to slow down to not play into counters, while we can still apply pressure end of turn if they pass.
4 spellstutter sprite
3 snapcaster mage
2 vendilion clique
2 spell queller
2 mistbind clique
Enchantments (4)
4 Bitterblossom
Instants (19)
4 opt
3 fatal push
2 path to exile
3 mana leak
2 logic knot
2 esper charm
3 cryptic command
4 polluted delta
3 flooded strand
2 watery grave
1 hallowed fountain
3 island
1 swamp
1 plains
2 drowned catacomb
1 glacial fortress
4 mutavault
2 creeping tar pit
So this is where im looking to take the deck. Would love to spark some debate around it
It's good to be innovative! The best white splashes for Faeries I've seen so far are with a minimal splash in the form of Path to Exile and maybe Lingering Souls/Queller. In your current list, I feel there is a heavy colour taxing on curve. You'll want UU/UB turn 2 (with least a card in the yard), UBW turn 3, then UUU turn 4. I am not reallsy sure of the odds. To me, at least getting rid of Esper Charm would alleviate things. With regards to playstyle, Faeries more resemble Jund than they do Esper/UWR Control. This means that tempo plays are more rewarding than grinding card for card, which the core cards are already good at.
I am curious what your sideboard plans would be. Rest in Peace/Stony Silence/Blood Baron?
DECKS:
UB Faeries [Midrange/Tempo]
RWUGB Affinity[Aggro]
FAERIES TOO STRONK!!!1111
- Fae Prophecy, 201
5678I think traditionally faeries sort of plays a jundish style, but i dont know if thats necessarily a beneficial thing. Jund/junk wants to drop an early powerhouse threat like tarmogoyf and then sit back and strip everyones hands with discard and lilis. They then have the ability to run dark confidant to keep drawing cards, which we cant because we already lose life to BB. So even if they draw some dead discard late game they still have options and outdraw the opponent. Faeries doesn't have early threats that we can really ride to victory the same way, we dont slam a spell stutter like they slam goyf and just need to protect it for several turns. Whereas junk is proactive in their discard i think faeries is reactive in the tempo plan. For that reason we need every card to be live and its bad to draw dead with late game discard.
Now faeries is obviously also not the control focus plan that esper and UWR control are either. I think where faeries finds its niche is truly the tempo plan. We take minimal incremental gains as we slow down the opponent so here i think taking the flash aspect to the extreme could be a strategy. As you pointed out mana absolutely needs to be addressed, Esper charm might be too restrictive, but we have other options. for the time being its versatility is at least appealing. 2 card draw at instant speed for 3 mana is as good of value as wizards hands out. But sometimes even more important is the instant speed mind rot ability on the opponents draw step when they have 2 cards left in hand. and enchantment destruction main is just a cherry. But is its mana playable? im at least going to keep testing it for the time being. The entire deck only has 9 black mana symbols and 6 white mana symbols. so two very small splashes.
Im still actively working on the side board, between UWB theres pretty much an option for everything we could want. I think we have explored the UB options but some white cards that might deserve consideration are
1 Kambal, Consul of allocation
1 blood baron of vizkopa
1 azorius charm
1 blessed alliance
1 celestial purge
1 hindering light (i REALLY like this one)
1 stony silence
1 sorin, solemn visitor
1 sorin, lord of innistrad
1 ojutai's command (probably trash but interesting plays with snap and spellstutter)
1 detention sphere
I may be a minority here, but I win a vast majority of my games in which I have some type of early advantage (or atleast not falling behind early).
I play discard and ancestral visions in addition to bitterblossom, to increase my chances of having a lead out of the gates.
This is one of the reasons I think ancestral visions is a core card for faeries, but a lot of people like the build the deck differently.
On the other hand, I play esper draw-go. I'm familiar with control decks in those colors, and trying to play a lot of faeries doesn't give you the proper tools. In general, people try to get too cute with the white splash. Splashing for path to exile and sorin solemn visitor along with sideboard cards is probably better than trying all sorts of things.
I like spell queller as much as the next guy, but playing either esper midrange, or jeskai midrange with it will work a lot better than faeries.
Lastly, if you read through the whole thread, you'll find the white splash brought up multiple times. Consistently, its found to not be worthwhile. It has real costs in terms of consistency and damage from lands, and its upsides are questionably worth it. I don't think anyone who regularly posts here who has tried it has stuck with it over a more "normal" build.
just curious, what do you feel it is about a URW or esper midrange list that is able to utilize spell queller more efficiently than faeries is able too?
I personally think liliana is generally very bad in faeries. Its only real draw is sheer powerlevel, but faeries as a deck has never been about that. The card doesn't synergize well enough with the rest of the deck, generally speaking.
I think faeries utilizes spell queller poorly, generally speaking. Spellstutter sprite and mistbind clique benefit us playing a large number of faeries. Its basically the draw to actually playing the deck. If spell queller were a faerie, it would obviously be played in the deck, as it does things we're looking for, but it is not. It being a 3 drop means it doesn't take the place of cards like mana leak, and it obviously does not replace cryptic command. Meaning in order to fit copies in, we have to be cutting cards that it doesn't directly replace, and are possibly cards like mistbind, vendlion clique, etc, which makes the synergistic aspect of the deck worse.
On the other hand, an esper midrange deck can have the upside of spell queller, instant speed gameplay, etc, without the downside of being sort-of-faerie-tribal but sort-of-just-a-pile. You could just play esper charms, quellers, snaps, discard, cantrips, maybe some delve creatures or lingering souls, etc. Like, if lingering souls made faeries, we'd play it, and its has the raw powerlevel that we could play it, but no one does because it doesn't really fit into the deck well. If you want a lingering souls deck, play abzan, or mardu, or some type of esper, or even black-white tokens.
I'll be trying out Sorin + Path + Blessed Alliance this weekend. I've been finding immense success whenever I manage to stick a Liliana, the Last Hope. She helps delay attacks, kill off a Noble Hierarch every once in a while, and return a Spellstutter Sprite from the GY or something else if needed.
I've stopped playing Ancestral Vision in my build, Opt is pretty much what I want right now. It's better with Snapcaster Mage, helps Logic Knot or Murderous Cut better, and lets you hold mana up for counters/removal. I wish there was a better instant speed card advantage spell, but I don't want to load up on something like Glimmer of Genius.
biggest card missing from the deck is 3-4 snap caster mages
your previous list looked very creature/agro oriented but faeries generally get outclassed in those fields, so you gotta play the tempo plan, so snaps and cryptic go a long way there.
also faeries is pretty knowledge dependent. You can have the "established" best version, but without a lot of practice and matchup knowledge small misplays will really punish you. but that will come so dont let a 0-5 get you down friend