Spellstutter SpriteOn a good day, this is a more splashable Counterspell that sticks around to beat people up. On a great day, this can be returned to your hand where it can counter another spell. And on a bad day, it's still a 1/1 with flying, flash, and a relevant tribe. Even with no spells to counter, I've flashed this in to kill all sorts of utility creatures that my opponent thought it was safe to swing at me.
Note that this can be killed while its trigger is on the stack. If you don't have enough faeries to match the converted mana cost of the targeted spell when the ability resolves, you won't be able to counter the spell. That said, if your Spellstutter eats a Lightning Bolt or Path to Exile, you're probably coming out ahead even if you fail to stop the spell you were targeting.
Scion of Oona
A nice bit of versatility. It counters removal and lets you go wide. Uncounterable Abrupt Decay coming at your Bitterblossom? Counter it by making its target illegal. You can also flash this in mid-combat to invalidate your opponent's math; you can generate a lot of card advantage when their 1/1s are suddenly chumping 2/2s instead of trading. And worst-case scenario, if you hold up counterspell mana and they don't cast anything, you can flash this out on their end step to make the most of your mana.
Vendilion Clique
The whole package. You can look at their hand and disrupt their plans, or replace a dead card in your own hand. You can get a surprise blocker, or just have a 3/1 flying to close out the game.
It will take some practice to figure out when to cast this. The most common time is during the opponent's draw step, right after they draw their card and right before they move to their main phase. This way, you can tuck away a card that they never get a chance to cast. However, you should be wary about tapping out the beginning of your opponent's turn, as this will give them free reign to do whatever they want. They might even cast their most dangerous card in response to Vendilion Clique's trigger. Unless you have a good idea what they have in their hand, you might want to cast this on their end step instead.
Fun note worth mentioning: my opponents seem to pretty consistently forget that I can target myself with the Clique's trigger. I never announce the target for my etb triggers until the creature spells resolve, so an impatient opponent will usually just show me their hand while I'm pausing to see if they have a response, even when I was planning to target myself. I do the honorable thing and don't change my intended target after seeing their hand, but this card has given me a LOT of free information.
Mistbind Clique
Like the other Clique, this is a real bag of tricks. Reuse enter the battlefield triggers, save a faerie from removal, get a surprise blocker/finisher, or get rid of a Bitterblossom that's about to kill you.
But also like the Vendilion, you'll need to be careful of the timing. The classic maneuver is to flash it out on their upkeep, tapping their lands before their main phase. However, some decks will be able to do a lot in response to this. A burn deck, for instance, will just throw out all its burn spells for the turn before their lands get tapped. Other decks might be able to kill your other faeries in response, making your Mistbind kill itself for want of a champion. This is a great card, but you have to play it smartly and understand your matchup to make the most of it. Against control, you are better off casting this during their end step to either force them to counter it or stop them from doing anything on your turn.
Also, be warned that the trigger for Spellstutter Sprite is NOT OPTIONAL. If you have championed a Spellstutter with this and they kill your Mistbind in response to you casting a spell, the Spellstutter will reenter the battlefield and you will be forced to counter your own spell.
Another word of warning: the land-tapping trigger can only happen if Mistbind Clique is still on the battlefield. If your opponent kills Mistbind while the champion trigger is still on the stack, you're still allowed to exile a faerie. But if you do, the faerie will be gone forever and their lands will not be tapped. In this case, the proper move is to just choose to champion nothing; the Mistbind will be "sacrificed" but it is already dead. Unless, of course, you need to get rid of your Bitterblossom, in which case you can choose to exile it permanently.
Snapcaster Mage
I first learned about this guy by looking up "card advantage" in the dictionary. He comes in cheaply, lets you reuse a spell and sticks around as a creature they still have to deal with. And the fact that he has 2 power is just ludicrous; I've won games by just flashing him in on their end step without even using his trigger, just swinging in for 2 damage more than the opponent expected. He's absolutely insane no matter how you look at him.