Market deals
Buy
Please consider subscribing to a premium account, which provides useful features and removes ads. View More Details
Type: Deck Idea
Variant Tag: conConstructed
Format: Modern
More Info
Approx. Value:
$1,447.34

1 Likes 6 Comments Group listing by:
Mana Curve
Card Color Breakdown
Card Type Breakdown

Main Deck - 60 cards, 24 distinct
Columns
Name  Type Cost Edition Price
Color Rarity
Creature (11)
2 Mistbind Clique Creature - Faerie Wizard
$14.03
2 Snapcaster Mage Creature - Human Wizard
$75.61
4 Spellstutter Sprite Creature - Faerie Wizard
$2.25
3 Vendilion Clique Legendary Creature - Faerie Wizard
$19.36
Instant (11)
2 Cast Down Instant
$1.13
2 Cryptic Command Instant
$29.95
4 Fatal Push Instant
$7.97
3 Opt Instant
$0.44
Sorcery (6)
1 Collective Brutality Sorcery
$23.87
3 Inquisition of Kozilek Sorcery
$4.66
2 Thoughtseize Sorcery
$18.54
Enchantment (4)
4 Bitterblossom Tribal Enchantment - Faerie
$37.93
Planeswalker (4)
2 Jace, the Mind Sculptor Planeswalker - Jace
$98.35
2 Liliana of the Veil Planeswalker - Liliana
$117.39
Land (24)
2 Creeping Tar Pit Land
$24.68
4 Darkslick Shores Land
$17.00
2 Field of Ruin Land
$4.36
3 Island Basic Land - Island
N/A
3 Mutavault Land
$14.50
4 Polluted Delta Land
$18.87
3 River of Tears Land
$1.56
1 Sunken Ruins Land
$20.56
1 Swamp Basic Land - Swamp
$0.18
1 Watery Grave Land - Island Swamp
$17.96
Sideboard - 15 cards, 9 distinct
Name  Type Cost Edition Price
Color Rarity
Instant (7)
2 Ceremonious Rejection Instant
$0.59
2 Disdainful Stroke Instant
$0.22
1 Hero's Downfall Instant
$3.04
2 Surgical Extraction Instant
$21.10
Sorcery (5)
2 Collective Brutality Sorcery
$23.87
2 Flaying Tendrils Sorcery
$0.23
1 Thoughtseize Sorcery
$18.54
Enchantment (2)
2 Spreading Seas Enchantment - Aura
$3.76
Planeswalker (1)
1 Liliana, the Last Hope Planeswalker - Liliana
$37.93

Notes
 
Bitterblossom is unbanned!  Faeries is a deck that relies on the interaction between Bitterblossom and several Faerie cards from the Lorwyn era to control the battlefield. Now that Death's Shadow decks have changed the modern meta combined with the printing of Fatal Push and Collective Brutality,  Fae decks have seen a slight resurgence.

Why play Faeries?

- You enjoy this brand of aggro-control playstyle (most of the deck operates at instant speed)
- You like disruption and interaction
- You want a good Death's Shadow and Control Matchup
- You want a deck that rewards practice and matchup knowledge
- You want to play something that isn't Tier 1

Why NOT play Faeries?

- You don't like to grind out wins but prefer to go fast and hard
- You don't want to eat away at your own life total vs. aggro
- Two mana 1/1s suck, even if they have great art
- 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.

Creatures:

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 runs 4.

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.

Instants:

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 and to ship extra (useless) copies to the bottom if needed. So far I've been very happy with them - I prefer this to Serum Visions since they play better with Snapcaster 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: Flex slots for removal. I'm using these to handle larger threats that Fatal Push can't. I'd rather have this instead of Go for the Throat since it's too weak versus Tron creatures, Affinity, and Hollow One. The only creature that I can't kill between Cast Down and Fatal Push is Tasigur, so this should be the best creature coverage available.

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.

Sorceries:

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.

Enchantments:

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.

Planeswalkers:

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.

Jace, the Mind Sculptor: He's back! 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).

(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. Also shuffles, which is relevant after using Jace's 0 ability.

Sideboard Choices:

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

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

Disdainful Stroke: Protection against big mana decks and control.

Hero's Downfall: Formerly mainboard, this is helpful against basically any deck that runs a critical mass of creatures.  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.

Thoughtseize: For when we need to eliminate larger spells from the hand and Vendilion isn't enough. Good against control and big mana decks.

Collective Brutality: The card of choice against aggro. Especially good vs. Burn.

Flaying Tendrils: Excellent vs. Aggro and decks that want to go wide. Exiles Etched Champion, Kitchen Finks, Voice of Resurgence, and nearly everything in your average CoCo deck.

Spreading Seas: Protection against Tron lands, Cavern of Souls, and Valakut. I like it here instead of Field of Ruin since it works better on the curve and draws a card. Also a reasonable side-in vs. Jund, which is popular again thanks to Bloodbraid's unban.

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 creature swarm decks. 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.

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

Total Record: 21W - 12L
Comments
Log in to comment
  • 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: 


      IN:

      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


      OUT:

      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.

           
Market deals
Buy
Please consider subscribing to a premium account, which provides useful features and removes ads. View More Details