This is a Faerie deck whose goal is to get many small fliers on the field and then cast Biomass Mutation to end the game. Its other win condition is to poke the opponent to death using the fliers. This is the first deck I've actually designed myself in magic, so I'm sure I left some things out, but I play other card games so I know in general what things I needed.
As for the deck itself, it uses the Faerie archetype mainly, but I used cards like
Sprite Noble
instead of more specific cards like
Scion of Oona
because I wanted to buff the tokens from Fable of Wolf and Owl, and
Leafdrake Roost
in addition to Peregrine Drake.
Cloud of Faeries is important to this deck because it offers an effectively free minion with flying. Peregrine Drake also holds this purpose, but Cloud of Faeries is better because I can get it out earlier, and its a better target to bounce back with
Faerie Impostor
. Speaking of
Faerie Impostor
, that card is used to get more creatures for cheap, and also to bounce back Spellstutter Sprite and even
Latchkey Faerie
if you have open mana (since it will then effectively let you draw a card instead of just cycling Latchkey). I would never play
Latchkey Faerie
without the Prowl cost, but with this deck it's easy. Just know that Latchkey needs to come out on turn 3 so you can play Spellstutter to hopefully counter a 1 mana spell on turn 2. The other turn to play is Cloud of Faeries, and then
Faerie Imposter
to bounce it back.
Pongify is just a card used to get rid of pesky fliers that are blocking your poke.
Snap
can be used on the same turn you Biomass Mutation in order to clear said blockers.
If you already have a bunch of Faeries on the field, keep your Spellstutter Sprite in your hand, or at least a
Dissolve
, because if your opponent lands an AOE spell and wipes your board the game is over.
Also, another combo this deck does is to use the untap land effects to untap the land enchanted with
Leafdrake Roost
, allowing you to get even more tokens in 1 turn. Basicly, you just try to build up a lot of Faeries and cycle cards until you draw Biomass Mutation. If you draw it anytime you have 6 mana the game can be over, but by 8 mana it should be over. If it isn't, then just keep waiting. The cool thing about this deck is it actually scales not bad.
Anyway, that's my Faerie Mutation deck! If you have any suggestions I really want to hear them, especially about actually making this deck Modern legal. I'm not sure if it's possible while still keeping the over spirit of the deck, but I'd love to see some ideas.