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Deep in the realm of Oona, Queen of the Fae, there lies a City of Brass; this city is the heart of all trade in the realm.in the docks many Merchant Ship 's rest in High Tide. In the markets the Grey Merchant of Asphodel sells his Tainted Sigil's alongside the Bazaar Trader selling his rare Mox Opal. But in the under city, below face of prosperity, the city is controlled by Krenko, Mob Boss and is gang of ruffians. Krenko's Enforcer's patrol the streets at night, maiming any who would dare break the curfew. The Queen's police have been fighting the gang for years but haven't the numbers, or firepower to prevail.now, an elite black ops team has been formed to eliminate the mob boss.

THE TEAM


Soldiers

These are the foot soldiers that allow our commandos to wage war without the threats of opposing forces.these are the so called ninja enablers, they have the amazing enter the battlefield abilitys and provide hitters to switch with our ninjas, they have flying, which, in modern is practically unlockable.

4 Faerie Miscreant: this card is personal preference, best one drop faerie flyer. It's actually fairly common to get multiple out in one game, and being bounced by ninjas makes the ETB reusable.

2 Mistbind Clique: this card really shines in this deck, he has the biggest body in the deck. But where he really shines is when I ninjitsu him back to my hand... I've completely shut out my opponent because I was able to cast this card 6 turns in a row.

4 Spellstutter Sprite: another MVP. Counter their early game and play a creature at the same time? Sign me up! And I can ninjitsu him back to my hand a million times. Late game combined with Bitterblossom makes a faerie and an instant Counterspell.

1 Vendilion Clique: how could I not... This is a must in any control deck, he's also a 3/1 flyer. And guess what?! I can ninjitsu him back and get multiple doses. Oh yeah

THE BLACK OPS COMMANDOS


These are the fun cards... Who doesn't love combat tricks right?! These guys swap with our faeries, returning the fae to our hand for more ETB fun and hit for extra damage and a bonus... And ninjitsu can't be countered.(suck that modern)

1 Higure, the Still Wind: he's very valuable, I've been told to drop him cause of high CMC slows down the tempo, I've dropped down to one for now. but he is invaluable late game, his body can survive Lightning Bolt and his tutor ability is meh, but making my already down ninjas unlockable is a real help.

4 Ninja of the Deep Hours: he's basically going to be a two drop and allows me to draw a card!! What control deck or tempo deck would turn that down!! A bunus is that since his CMC is technically 4, he dodges Inquisition of Kozilek.

3 Mistblade Shinobi: he's a Vapor Snag but I can keep the 1/1 body. Sometimes he's not super amazing game one... Modern is relying less and less on creatures.

Creeping Tar Pit: almost the same as the conclave exept pit has one more power and unlockable, I'm only running two because entering tapped hurts the deck early game.

Work in progress. I'm trying to make a competitive faerie ninja deck, it still need a lot of work so please suggest anything, I'm still a couple cards over to.

The main goal of the deck is to punish them for not blocking, any unblocked creature can be swapped out for a ninja in the blink of an eye. While the faeries maintain the control with brutal enter the battlefield abilitys, and the ninjas bounce them.Any +1 and suggestions are appreciated.

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Date added 8 years
Last updated 8 years
Legality

This deck is Modern legal.

Rarity (main - side)

4 - 0 Mythic Rares

21 - 9 Rares

10 - 4 Uncommons

19 - 2 Commons

Cards 60
Avg. CMC 2.45
Tokens Faerie Rogue 1/1 B, Phyrexian Germ 0/0 B
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