Sideboard


This deck functions primarily as a tempo deck that can act as both aggro and control. It's Izzet rather than Dimir because my tight budget prevents Bitterblossom, the main reason Faeries is Dimir, and when considering Countersquall, Faerie Tauntings , of the two Countersquall is probably the only one truly playable, and creature removal against opening up for burn effects like Lightning Bolt and one-sided board wipes like Firespout , the change is easy. Grixis or, possibly, Temur Faeries would certainly be better, but I can't afford a mana base that easily supports three colors at the moment. Any advice would be appreciated.

The creatures in this deck focus on ETB effects so the only way for an opponent to get a one-for-one trade is by countering them as they're being cast.

Faerie Miscreant

The U cost makes it difficult to gain tempo against this, and on top of that they cantrip when you have multiples, giving you the advantage. This for a 1/1 with flying is very useful. Note this doesn't have flash, but it costs so little it doesn't have as large of an impact as it would on a higher cost creature.

Spellstutter Sprite

One of the best faeries in the deck. It serves as a body and counters an opponent's spell. Be warned: this can't handle high-CMC spells, so it's screwed against decks like Tron and can't be used to stop Scapeshift from winnning, but can at least address removal in most decks and their cheap creatures. This primarily works since most cards in Modern keep to a low CMC.

Quickling

This card has the strongest body on the mainboard being a 2/2. This also allows you to return a creature to your hand, rescuing it from death and allowing you to reuse an ETB. Be careful with this too; if all you have in hand are Quicklings, you'll need 4 mana so you can play one as a response to the first's ETB effect, return the first to hand, and "sacrifice" the nonexistent first faerie as opposed to simply paying the 2 mana.

Scion of Oona

This can be used as a combat trick to mess with your opponent's math and can also protect your faeries from removal. It also buffs your faeries, making them more formidable. Note that this doesn't give itself shroud, so it's a target for removal unless you get a second one out, then they protect each other.

This deck is filled with instants to allow maximum flexibility in combination with flash.

Peek

This gives you information at instant speed so you know how to play your cards, since most cards in this deck have multiple uses, and it is a cantrip, so even if an opponent is in topdeck mode you can cycle it. This is also the best card a deck without access to B can use to look at an opponent's hand since the banning of Gitaxian Probe .

Vapor Snag

Returning an opponent's creature to hand and making them lose 1 life is good, especially since it can be used in a pinch to save a faerie and reuse an ETB for the cost of 1 life.

Lightning Bolt

This needs no introduction. Burn a creature, burn a player, it's almost always useful.

Rift Bolt

Pretty much Lightning Bolt #5-8; not quite as effective, but opens up some plays. Remember that you can hard-cast this, but it's sorcery speed, so you'll generally be suspending these before casting Lightning Bolt.

Mana Leak

This counter is best early-mid game since opponents typically won't have enough mana to save their spell if they're casting anything of significance at that point (or, if they do, you gain some tempo). Later in the game use this as fodder for Izzet Charm's filter mode and Desolate Lighthouse unless this spell would damage an opponent's ability to use mana sinks.

Deprive

Especially with Quickling, you want to avoid having too many Familiar's Ruse so you are actually able to keep a creature on the board. This deramps your mana base when you cast it, but you at least get to maintain your board presence. This is best midgame since you won't have enough mana to recast a bounced creature immediately but most likely won't have any lands in hand.

Familiar's Ruse

This returns a faerie to hand and is a Counterspell. That makes this very useful, reusing an ETB effect while stopping an opponent's spell. It's especially useful against combat tricks since it can save a faerie from a creature that would normally kill it. Note that, although it can't directly counter something like Abrupt Decay, you can still cast it targeting that spell and bounce the creature being targeted. This is best mid-late game when you have the open mana to reuse a faerie after casting this.

Logic Knot

I try to put a delve card in decks without reanimation because I feel that otherwise the graveyard goes to waste. This provides an extra late-game Counterspell. Remember that you can pay mana to increase X beyond what your graveyard can handle. Also, be careful with Rune Snag and Faithless Looting since those serve a purpose while in the graveyard.

Izzet Charm

Countering a spell, burning a creature, and filtering through the deck are all useful actions that would require more deck space, so Izzet Charm provides a slot for all three. It isn't the most efficiently costed for each mode, but the package of versatility is worth it.

The lands in this deck are pretty basic to stay within budget (no pun intended), so nothing too special here.

Shivan Reef

This provides color fixing on a budget, just remember to tap it for colorless when you know you don't need the color fixing; otherwise you're creating unnecessary pain.

Faerie Conclave

This man-land evades board wipes (very useful in a deck filled with fragile creatures that die to Pyroclasm and Drown in Sorrow) and is a good beater being a 2/1 with evasion. It can also boost Spellstutter Sprite's max CMC. Keep in mind you can tap the Conclave itself to transform it into a faerie when performing that trick.

Desolate Lighthouse

This allows you to filter through you deck, but is mainly useful post-sideboard by allowing you to run fewer copies of cards. For example, it can help you search for a Counterflux second match in a Storm matchup or get rid of Vapor Snag against decks with few to no creatures (like 8-Rack) before you have a chance to sideboard them out.

Ghost Quarter

In matchups where destroying lands is useful and you don't have Crumble to Dust because it's either Game 1 or you didn't dig into it yet, this will stall the opponent.

Firespout

It may be sorcery speed, but of the red spells that wipe non-flying creatures, this is the most cost-efficient. Good against aggro decks, especially Zoo.

Crumble to Dust

This is great against Tron, disabling their combo, and can defeat a careless Scapeshift player by removing their Velakut.

Smash to Smithereens

This hurts artifact-based decks while hurting the opponent as well.

Magma Spray

This card may depend on your meta, but this is most likely a good card to have since it permanently deals with Persist and graveyard recursion. Alternatively, you could use Pillar of Flame if you want to be able to target the player, but I personally prioritize the instant speed over having a burn-to-the-face option since this card is on the sideboard anyways.

Tormod's Crypt

This card is used against basically any deck with graveyard mechanics (which is about 80% of the metagame).

Negate

This provides some extra, generic countermagic against more controlling matchups.

Ceremonious Rejection

This provides extra hate for decks based in colorless, such as affinity and tron.

Suggestions

Updates Add

I realized that my last update primarily affected the sideboard, and I quickly got some advice on various ways to improve the deck:

Electrolyze and Magma Jet are out because the current meta (both competitively and at my FNM experience) have too few creatures that these will hit. Instead Rift Bolt was added to effectively add extra Lightning Bolt.

Rune Snag was replaced by Mana Leak and Deprive to provide a better counter suite.

Ceremonious Rejection was increased dramatically at the expense of losing Dispel since colorless creatures and artifacts are fairly common and dangerous and Burn, as mentioned in previous updates, is a pretty good matchup already and isn't exactly prevalent in my meta, so it doesn't need too many sideboard slots.

Comments

Date added 8 years
Last updated 7 years
Exclude colors G
Legality

This deck is Modern legal.

Rarity (main - side)

8 - 0 Rares

16 - 8 Uncommons

26 - 7 Commons

Cards 60
Avg. CMC 1.90
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