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Type: Deck Idea
Variant Tag: conConstructed
Format: Modern
More Info
Approx. Value:

1 Likes 13 Comments
Mana Curve
Card Color Breakdown
Card Type Breakdown

Main Deck - 60 cards, 26 distinct
Name  Edition Price Type Cost
Rarity Color
Creature (9)
1 Mistbind Clique
$11.43 Creature - Faerie Wizard
2 Snapcaster Mage
$64.99 Creature - Human Wizard
3 Spellstutter Sprite
$2.00 Creature - Faerie Wizard
3 Vendilion Clique
$20.94 Legendary Creature - Faerie Wizard
Instant (12)
2 Cast Down
$1.34 Instant
3 Cryptic Command
$24.51 Instant
4 Fatal Push
$3.94 Instant
1 Hero's Downfall
$3.09 Instant
2 Opt
$0.24 Instant
Sorcery (6)
1 Collective Brutality
$17.08 Sorcery
4 Inquisition of Kozilek
$5.69 Sorcery
1 Thoughtseize
$15.68 Sorcery
Artifact (1)
1 Smuggler's Copter
$2.46 Artifact - Vehicle
Enchantment (4)
4 Bitterblossom
$44.55 Tribal Enchantment - Faerie
Planeswalker (4)
1 Jace, the Mind Sculptor
$102.03 Planeswalker - Jace
2 Liliana of the Veil
$83.55 Planeswalker - Liliana
1 Liliana, the Last Hope
$50.23 Planeswalker - Liliana
Land (24)
2 Creeping Tar Pit
$8.57 Land
4 Darkslick Shores
$10.34 Land
3 Field of Ruin
$3.20 Land
3 Island
N/A Basic Land - Island
2 Mutavault
$9.24 Land
4 Polluted Delta
$20.29 Land
3 River of Tears
$0.94 Land
1 Swamp
N/A Basic Land - Swamp
2 Watery Grave
$9.26 Land - Island Swamp
Sideboard - 15 cards, 8 distinct
Name  Edition Price Type Cost
Rarity Color
Instant (6)
2 Ceremonious Rejection
$0.56 Instant
2 Disdainful Stroke
$0.16 Instant
2 Surgical Extraction
$45.45 Instant
Sorcery (7)
2 Collective Brutality
$17.08 Sorcery
1 Damnation
$30.67 Sorcery
2 Flaying Tendrils
$0.24 Sorcery
2 Thoughtseize
$15.68 Sorcery
Artifact (2)
2 Nihil Spellbomb
$0.31 Artifact

Faeries is a deck that relies on the interaction between Bitterblossom and several Faerie cards from the Lorwyn era to control the battlefield. With a combination of removal, hand disruption, and countermagic, Faeries has abandoned its roots as a tempo deck and nowadays plays like a strange mix of Jund and Ux Control. The modern meta has changed a lot in the past few years, and with some helpful new cards and unbannings (Fatal Push, Collective Brutality, Field of Ruin, Jace), Fae has more tools than ever to handle the rest of the field.

Why play Faeries?

(1) You enjoy this brand of aggro-control playstyle (most of the deck operates at instant speed)

(2) You like disruption and interaction

(3) You want a good Death's Shadow, Control, and Combo matchup

(4) You want a deck that rewards practice and matchup knowledge

(5) You want to play something that isn't Tier 1

Why NOT play Faeries?

(1) You don't like to grind out wins but prefer to go fast and hard

(2) You don't want to eat away at your own life total vs. aggro

(3) Two mana 1/1s suck, even if they have great art

(4) You'd rather rely on individually powerful creatures instead of synergistic ones

The "core" of Faeries is Mutavault, Bitterblossom, Spellstutter Sprite, Vendilion Clique, and Mistbind Clique. Our gameplan is to resolve a Bitterblossom and use the resulting Faerie swarm to answer opponents' threats while growing an advantage.


Spellstutter Sprite: When BB is in play, this is often a hard counter. Feels bad when you can't use its trigger. (Opponents can use removal on your faeries with the ETB trigger on the stack to nullify it's ability.) Regardless, it's powerful (especially when modern is dominated by cheap spells) and every Fae deck uses them.

Vendilion Clique: Good enough to see play in non-Fae decks, Vendilion does it all. Beats down very well. Think of this as an extra Thoughtseize to gain information on opponents' hands and eliminate cards you don't currently have answers for. Additionally, you can target yourself to cycle away dead cards in hand (late discard spells, extra Bitterblossoms, etc.)

Mistbind Clique: The "payoff" Faerie. Usually Time Walk if it resolves. I don't run many since getting this stuck in your opening hand or drawing it without any faeries in play is awful. Still, tremendously powerful (and feels so good to play).

Snapcaster Mage: Can't be much of a blue control deck without him. He's gotten much better here since Fatal Push got printed, but there isn't much to say about Snapcaster that already hasn't been said. I'd play more if I had the deck space.


Opt: Used to be Ancestral Vison in this deck, but it was just too slow. The scry is crucial to set up turn 2 Bitterblossom, to ship extra (useless) copies to the bottom later in the game, and to dig for sideboard cards in Games 2 or 3. So far I've been very happy with them - I prefer this to Serum Visions since they play better with Snapcaster, River of Tears, and the Faerie flash playstyle.

Fatal Push: The most recent heavy-hitter in modern. This card is the 1cmc black removal spell we needed. Eliminates most of the relevant threats in the format, and it works even better in this deck since we often chump block with Faerie tokens (enabling Revolt). This card alone has made our aggro matchups better by several percentage points.

Cast Down: The current best choice for 2cmc black removal (outside of Terminate). This handles larger threats that Fatal Push can't. I'd rather have this instead of Go for the Throat since GftT too weak versus Tron creatures, Affinity, and Hollow One. The only relevant creature that I can't kill between Cast Down and Fatal Push is Tasigur, so this should be the best creature coverage available. And besides, now that Jace is in the deck, I have more options to bounce Tasigur (which is usually the best way to deal with delve threats anyway).

Hero's Downfall: This is helpful against basically any deck that runs larger creatures, and is flexible enough to run as a 1-of to compliment pushes and Cast down despite not being as mana efficient. Also kills enemy Jaces / Lilianas / Karns if I get behind. Architect of Thought and The Last Hope in particular are very hard for me to fight through.

Cryptic Command: If you don't love playing this card I don't know what to say. The flexibility is incredible. It takes some intuition to know when to use this as a tempo spell instead of a typical counterspell, but you can get yourself out of some really sticky situations for 1UUU. Take extra consideration with your manabase to make sure it can support UUU by turn 4.


Inquisition of Kozilek: The classic discard spell. Not much to say here other than it does its job well, especially as modern is getting faster and decks are lower to the ground. Often times opponents' hands are one card away from being terrible, and this helps us wreck their gameplan.

Thoughtseize: Ubiquitous in several black decks, we play fewer since we must conserve our life total. Every point of damage we save is another turn of Bitterblossom, and those turns do make a difference. If we really need them, we turn to the sideboard for more.

Collective Brutality: A recent addition - this serves as a nice answer for aggro decks and a filter for clunky hands. Sometimes you draw too many discard spells, extra Bitterblossoms, or have too many 4-drops in hand vs a fast aggro deck. I'd argue that this is one of the best decks for the life drain mode since we need it with Bitterblossom in play. So far I've been very impressed, and it often functions as a miniature black version of Cryptic Command in terns of how well it stabilizes and turns games around. Currently only using 1 maindeck, but we turn to the SB for more if we need them. Drastically helps the burn matchup.


Bitterblossom: The posterchild of the deck - this card is the engine that makes Faeries work. Given enough time, you're getting an army of fliers for only 2 mana.


Smuggler's Copter: Currently testing this one out! I've been looking for a card that can help apply more pressure while filtering away late discard spells / Bitterblossoms to make sure I don't run out of gas later on. Copter fills both of those roles nicely, so I'm giving it a shot.


Liliana of the Veil: There are a few reasons why I use LotV in this deck as a removal slot. First, since managing your life total is so important in this deck, LotV often pulls double duty in that she kills a creature and forces opponents' to finish her off. In doing so, she's taking damage that would otherwise go at us, effectively "gaining" us life. No other modern-playable 3-drop removal spell does that. Second, she works well with Bitterblossom in play. So long as you're generating tokens every turn, it doesn't matter if everyone's hands are destroyed - you'll come out ahead. Third, she serves as a clunky-hand filter like Collective Brutality does by allowing us to pitch extra Bitterblossoms for profit.

Liliana the Last Hope: A flex slot right now - this used to be many different things. I've settled with her since she is a threat that buys us time against the more aggressive decks in the format. (Modern is very aggro right now :T) The +1 can either kill small creatures or prevent a larger one from hitting as hard. It also forces opponents to attack her, conserving our life total for Bitterblossom. The minus ability is fantastic since all of our creatures have swingy ETB effects - being able to return a Mistbind Clique is big game.

Jace, the Mind Sculptor: Jace is an excellent top end for faeries since his 0 can hide away extra Bitterblossoms or discard spells in our deck. A fetchland or Field of Ruin will then wipe them away for good. He can also buy us some time by bouncing problematic creatures, or bouncing our own Faeries if we desperately need their ETB effects (Mistbind Clique ETB for 3 turns in a row has been brutal in testing). The trickiest thing about using this card is making sure he doesn't die immediately. In fact, he doesn't feel AS strong as I would have hoped. He certainly shuts the door fast when I'm ahead, but I don't think he does too much when I'm behind. I've shaved them down to 1 since Cryptic is a more impactul 4-drop, and can rebound games where I fall behind.

(Notable) Lands:

Mutavault: It's a Faerie! You can pull off some tricks like activating it in response to a Spellstutter trigger or championing it with Mistbind Clique. Also applies the beats alongside Creeping Tar Pit when games go long.

River of Tears: Works perfectly in this deck. Usually taps for B on our turn (Thoughtsize, Liliana, etc.) and taps for U on opponents' turns (Vendilion Clique, Cryptic Command, etc.).

Field of Ruin: A land that gives us a fighting chance vs. Cavern of Souls and Tron without taking up valuable deck slots. It shuffles, which is relevant after using Jace's 0 ability. It also enables revolt, which helps ensure Fatal Push can nab larger creatures.

Sideboard Choices:

**Note, adjust your sideboard for your meta accordingly! Mine is always in flux since we have a fair amount of traffic at the current shop, but it's nice to have a plan for every major archetype. In my case, I've built the maindeck to be slightly more tuned to fight aggro, saving the silver bullets in the SB for graveyard strategies, big mana strategies, and extra aggro insurance.**

Ceremonious Rejection: Excellent against Affinity, E-tron, Lantern Control, KCI Combo, and Classic Tron.

Surgical Extraction: Sneaky graveyard hate that also removes specific key cards that decks rely on (Tron lands, Arclight Phoenix, Scapeshift, Snapcaster effects, Dredge, Lingering Souls, Lotus Bloom, Bloodghast, etc.)

Disdainful Stroke: Protection against big mana decks and control.

Thoughtseize: For when we need to eliminate larger spells from the hand and Vendilion isn't enough. Good against control, big mana decks, and against combo where my life total is largely irrevelant.

Collective Brutality: The card of choice against aggro. Always comes in vs. Humans, Death and Taxes, Elves, etc. Especially good vs. Burn.

Flaying Tendrils: Excellent vs. Aggro and decks that want to go wide. Exiles Etched Champion, Kitchen Finks, Voice of Resurgence, all the elves and devoted druid decks, and nearly everything in your average CoCo deck. Also comes in clutch versus Humans and Hollow One, since they can't get back Bloodghasts / Phoenixes.

Nihil Spellbomb: Extra protection against decks that rely on the graveyard. Can dissuade Snapcasters, hinder Mardu Pyromancer decks, sweep away Delve fuel, eliminates explosive Arclight Phoenix turns, and helps shore up our otherwise miserable Dredge matchup. Worst case scenario, it cycles for (2).

Damnation: A Classic. Sometimes the creatures get too big for Flaying Tendrils (Bant Spirits, Humans later on, etc.), and this resets the board.

Why aren't you playing _____?

Ancestral Vision: I think modern has just moved on. It was questionable when it was first unbanned because it was so slow, and it's only gotten worse as the format has sped up. It's literally only fine on Turn 1, and dreadful any time afterwards. Faeries doesn't have issues closing out in the late game - the issue is GETTING to the late game. These kinds of cards just drag the deck down.

Damping Sphere: This card is a trap in my opinion. Our storm matchup is already fine, whereas our Tron matchup needs some help. I'd rather dedicate SB slots to cards like Ceremonious Rejection, Disdainful Stroke, and Spreading Seas since Tron can just blow up the sphere. While this is also true of Spreading Seas, I get to draw a card and it also stops Cavern of Souls, which is another problem card for this deck.

Gifted Aetherborn: A lot of Fae pilots like this card, but I think Collective Brutality is miles better. Aetherborn MIGHT gain you life if it doesn't get removed instantly, whereas CB is so much more versatile and guarantees that I gain 2 life.

Scion of Oona: This card would fit nicely in a tempo-oriented build where you try to build a resilient army and forego some of the control elements. I think Faeries is too slow for the tempo plan, and including Scion only creates more opportunities for you to draw the wrong half of your deck. When you don't have a Bitterblossom in play and a 3-mana 1/1 in hand, you tend to lose games.

Smuggler's Copter: [Currently slotting this guy in! We'll see how it fares.] This is an interesting one - several Fae pilots have tried it out and like it. The synergy between Bitterblossom and Copter is definitely there, but I've personally decided it's not the right fit for this deck. Best case scenario, you play a Bitterblossom T2 and this T3 to get the engine going. I'm not sure that's good enough against the fast decks - I've found that you generally want to be interacting with the opponent every turn after you play a Blossom if possible. If you take turns 2 and 3 off to play these threats, you may get run over. It's a good grindy card against midrange and control, but Faeries never had a problem in those matchups to begin with. I think this card makes the deck even more reliant on having a Bitterblossom in play and doesn't help Faeries against the decks it needs help for, which is why I've opted for more removal instead.

Tournament / FNM Results (Since July 2017):

FNM 7/7/17: 3W - 1L
FNM 7/14/17: 2W - 2L
Local Tournament 7/16/17: 3W - 2L
FNM 7/21/17: 3W - 1L
GP Minneapolis 8/6/17: 2W - 2L
Local Tournament 7/25/17: 3W - 1L
FNM 7/27/17: 1W - 3L :(
FNM 10/6/17: 4W - 0L
Local Tournament 5/2/18: 4W - 0L - 1T (KCI, Seismic Swans, Affinity, UW Control, Mardu Pyro)
Local Tournament 5/9/18: 3W - 0L (1 Bye) (Elves, Bogles, Jund)
Local Tournament 5/23/18: 2W - 2L (Win: Burn, Burn) (Loss: Lantern, GB Rock)
Local Tournament 7/5/18: 2W - 2L (Win: GDS, UW Control) (Loss: Lantern, Burn)

Total Record: 32W - 16L - 1T
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  • Andrew Sowatzke ()

    I like the change to bring in Cast Down, hopefully it helps against BR Hollow One

    • Austin Howes (Edited )

      Yeah, I expect it to help out quite a bit - its definitely the best 2cmc black answer for decks that cant play terminate imo. Going to test it out this week!

      • Andrew Sowatzke ()

        Do you have a lot of Hollow one in your meta?  Vapor snag might be decent too.

        • Austin Howes ()

          There's one guy in the store that has been playing it. Vapor Snag is real good when you play the tempo version (Scion of Oona, less control elements), but i think Fae is too slow for the tempo plan.

          But tonight with Cast Down went really well - made it Top 4 by 4-0ing againt KCI Combo, Seismic Swans, Affinity, and a UW Control Deck. Agreed to draw in the top 8 match against mardu pyromancer, which I'm glad I did since I got smacked. Didn't play a single Jace all night, but overall really pleased with how the deck is looking.

          • Andrew Sowatzke (Edited )

            I haven't played against KCI combo yet, as Affinity or ECommand.  Odd you didn't play JTMS, had other options or didn't see one all night?

            • Austin Howes (Edited )

              I drew a few, but ended up not having time to play any. In round 1 vs. KCI Combo, I couldn't tap out for a 4 drop ever since I needed to hold up countermagic or else he would have just killed me on his turn.  Seems crazy, but maybe the right place for Jace is the sideboard for grindy matchups where I can play him without fear of immediately dying. Whenever I had one in hand I just wished it was a Cryptic Command instead.  I'll give it a few more tournaments to feel it out - I want to see how it holds up against creature decks before making big changes again.

              • Andrew Sowatzke ()

                From what I have heard some matchups he is a beast and others you just wish it was another card.  I will be interested in how this evolves.

  • Andrew Sowatzke ()

    I’ve seen you update the list recently, what are some of the changes you’ve put in?

    • Austin Howes (Edited )

      Mainly adjusting for Jace + Bloodbraid unbannings. Putting in some Jaces of my own, upping the land count to 24 (I should've done this long ago), tweaking the discard/removal, etc.

      Changes look like this: 


      1x Mistbind Clique

      1x Thoughtseize

      2x Jace, the Mind Sculptor

      1x Field of Ruin

      1x Island

      1x Nihil Spellbomb SB

      1x Field of Ruin SB

      1x Collective Brutality SB

      1x Liliana, the Last Hope SB


      1x Go for the Throat

      1x Cryptic Command

      1x Inquisition of Kozilek

      1x Swamp

      1x Collective Brutality

      1x Kalitas, Traitor of Ghet

      1x Thoughtseize SB

      2x Rain of Tears SB

      1x Flaying Tendrils SB

  • Andrew Sowatzke ()

    What was your edit to this deck now? Some changes post GP Minneapolis?

    • Austin Howes ()

      I moved 3x AV and 1x Thoughtseize to the board and replaced them with Serum Visions. They help smooth out the draws and AV has been underperforming, plus the recent faeries lists that have top32ed recent GPs use Serum Visions. So far I've been really liking it.

      • Andrew Sowatzke ()

        I still stand by the thought that AV is too slow for Modern now.  I get the "Draw 3" is great. but its earliest is Upkeep of turn 5. By then it might be too late.

         I like the addition of Serum. Let me know how it works!

        • Austin Howes ()

          Totally agree, I've died several times before ever resolving one. It also feels so bad to topdeck late game.

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