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BMoor's Magic The Gathering Deck Garage
Fairy Deck

May 24, 2006

DevenDraconie wrote:
I'm tired of being made fun of because I want to master a Green and blue fairy deck. I love fairies what's so bad about that? Anyway, I stopped playing a while back and have just recently began to start playing again like an addict..lol.  The concept in my head is to get my low cost fairies out there, buff them up with Blanchwood Armor, bypass there creatures with Boomerang and Gigadrowse, and if its going bad Nourish to boost my life points back up. this deck does okay it wins about 6 out of 10 battles. But I want a Fairy Deck that will teach them all that fairies are nice.  Plus I dream of going to the pro-tournaments with this deck... you can call me the Fairy King.   Please Help me!!!!!
My deck consists of:
 
Lands:
1 x Sheltered Valley
7 x Island
10 x Forest
 
Creatures:
1 x Silvos, Rogue Elemental
1 x Barishi
1 x Wind Dancer
1 x Uktabi Faerie
1 x Moon Sprite
2 x Scryb Sprites
4 x Surveilling Sprite
4 x Wizened Snitches
 
Spells:
1 x Natrualize
1 x Counsel of the Soratami
1 x Boomerang
1 x Whispersilk Cloak
1 x Gigadrowse
1 x Predatory Focus
1 x Wurmweaver Coil
1 x Stream of Life
1 x Molting Skin
2 x Fog
2 x Reclaim
2 x Fertile Ground
2 x Curiosity
2 x Rampant Growth
4 x Nourish
4 x Blanchwood Armor

Once again, the allure of a certain creature type has called out to a player and inspired him to build a deck around them.  A noble endeavor to be sure.  I'll be glad to help you make this deck all it can be, but I must admit I have a few concerns.  First of all, you say you want to win a pro tournament with this deck, but most Faeries aren't tournament legal.  It depends on which format of tournament you're talking about, of course, but since I can't be sure which format you mean, I'll just recommend whichever cards I think are best and if there's a problem, you can replace cards at your discretion.  Second of all, Faeries by nature are small creatures with flying.  This is all well and good, but a hoard of 1/1's and 2/1's aren't going to be enough to consistently win games, even if they do fly.  A single Pyroclasm, Hideous laughter, or Night of Souls' Betrayal will completely wipe you out.  I'd like to do something about that.
 
Let's start with your creatures.  I have to ask why you included Silvos, Rogue Elemental or Barishi.  They're not Faeries.  Barishi isn't even that good.  Let's drop Barishi, but Silvos can stay.  Next is Moon Sprite.  Moon Sprite is everything Scryb Sprites are, but worse.  Switch out the Moon for another Scryb.  Aside from that, your other Faeries are mediocre at best.  Allow me to point you towards some better Faeries.
 
~Cloud of Faeries---These little sprites may not be much on the board, but they do untap the lands you tapped to play them.  If you have a land enchantment or a bounceland (Simic Growth Chamber), you could get more mana than you put in out of them.
~Faerie Noble--- Technically not a Faerie himself, the Noble makes all your other Faeries bigger (something they're sorely in need of).
~Sea Sprite--- It has protection from red, a good color to have protection from.  Maybe it's mroe of a sideboard card, but worth a look at any rate.
~Silkwing Scout--- A 2/1 you can sacrifice to search your deck for a land.  Not too shabby in a two-color deck.
~Thornwind Faeries--- Blue hasn't had this ability since 7th Edition.  For good reason too; it was just too powerful.
~Willow Priestess--- Admittedly the high end of your mana curve, though definitely worth it.  Putting Faeries into play free at instant speed is a great way to fill the skies with wingbeats.  It also wrecks Black decks.
 
As I said, most faeries are old cards, so you may have difficulty obtaining them.
 
Next, your noncreature spells.  You've got lots of "one-ofs", and a lot of ways to defend your creatures, but not too much offense.  I think the best way for me to adequately fix this is to "wipe the slate clean" and start anew.  You have 27 slots open (maybe less if you can get a hold of all those faeries I listed, but we'll stick with 27 for now).  How should they look?
 
3 Gigadrowze
4 Boomerang
4 Giant Growth
2 Loxodon Warhammer
3 Blanchwood Armor
4 Telling Time
4 Shielding Plax
3 Voidslime
 
Well, these specific card choices and their numbers are a bit off-the-top-of-my-head, but they get the point across.  Your spells seemed to fall into 4 categories; card draw, life gain/protecting creatures, bounce, and creature pumping.  I maintained those categories, but with much less emphasis on simple defense.  Telling Time makes good card draw, Giant Growth, Blanchwood Armor, and the Warhammer all buff up your creatures, the Warhammer also covers life gain for you, I kept your Boomerang and Gigadrowze and simply added more of them, and Sheilding Plax and Voidslime are mostly there simply for the utility they provide.  Again, this is simply an example of a solid suite of spells for your deck, you don't need to copy it by rote.
 
And finally your lands.  With 18 land slots, I'd like to see 4 Simic Growth Chamber, as many Breeding Pool or Yavimaya Coast as you think you could get a hold of (they're expensive and you can't swing it, that's fine), and the rest a fairly even split between Islands and Forests.
 
And that wraps up another deck fix.  Take my advice to heart as you flutter off into the enchanted forest and you should do fine.
 
~BMoor

 
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