INTRODUCTION
I'm not really into deck building, since I'm not so good at it, but I decided to make a pauper deck which was focused on ninjas and faeries.The core of the deck is the synergy provided by ninjutsu combined with the ETB abilities of the faeries, specially Spellstutter Sprite's.
THE FLYING NINJAS
Spellstutter Sprite is here for controlling purposes, making the deck able to deal with threats such as Delver of Secrets
and the so known cantrips - that can give a lot of card advantage to your opponents -, once they're all one mana cost spells that can be countered only by casting Spellstutter Sprite. In the long run, Spellstutter Sprite is also good because at this point you should have at least 3 faeries on the battlefield.Faerie Miscreant and Cloud Sprite are our one drops. Faerie Miscreant's ability makes it so good because you can draw a card when also casting a creature. There's nothing special about Cloud Sprite, it's just here to fill the 1 mana drops slots and also to pump Spellstutter Sprite in the early game.Pestermite is another card of pivotal importance, because it allows you to tap/untap any target permanent on the battlefield, which means that you can either tap an opponent's creature, untap your creature/land or even tap an opponent's land during its upkeep (which can be awesome against tron decks) to prevent him/her from casting something that could beat you.Weatherseed Faeries is here mainly for dealing with red decks, such as goblins and mono burn, and also counts as a faerie on the battlefield to pump Spellstutter Sprite's ability.Final-Sting Faerie was chosen considering it's another faerie (the main idea of the deck, after all, is a ninja faerie tribal), but also because we it's a 2/2 with flying, making it able to block and kill Delver of Secrets
when it's transformed.Sentinels of Glen Elendra is here because it has flash and can be cast during the end step just to add some power at your side.Thieving Sprite is another way to control the opponent's game and abuse the fact that you'll always have faeries on the battlefield (well, not always, because of removal).
Now, with the ninjas, which I consider the cherry on the cake.
Ninja of the Deep Hours is our main threat. The ninjutsu ability requires the creature being substituted to be unblocked during combat, and that's one of the 13 reasons why the faeries were chosen: flying. Flying is something that most decks are not able to deal with directly with creatures, so they can attack without being blocked most of the time. So the strategy is to attack with your flying faeries (preferably the ones that have ETB effects), ninjutsu Ninja of the Deep Hours in, return the attacking faerie to your hand, deal damage with Ninja of the Deep Hours and draw a card. By doing that, you're dealing damage while having card advantage and also having the possibility to control your opponent even more, thanks to the Faeries that have the ETB effects, because you'll be able to cast them again and again.Okiba-Gang Shinobi is here for the same thing as Ninja of the Deep Hours, but its ability, instead of giving you an extra card, will make your oponnent's life miserable by making him discard 2 cards.Mistblade Shinobi is a way of dealing with your opponents big creatures such as Gurmag Angler and Ulamog's Crusher that he/she may have cheated on the battlefield thanks to Exhume. This way, he/she will have troubles to cast them again unless they have the needed mana.
The only noncreature spell of the deck is Faerie Trickery. I put it here just for tribal purposes, as it's a Tribal Faerie card, but I'm willing to remove it and add anything you guys think is more interesting to the whole concept of the deck.
SIDEBOARD
As far as sideboard goes, I added Diabolic Edict to deal with Bogles; Counterspell and Hydroblast just to play a more control game; Spreading Seas to deal mainly with Tron; and Echoing Truth to deal with decks that play tokens or rely on combos using specific creatures/enchantments.
FINAL THOUGHTS
Well, that's it for the deck tech. This is the first deck that I built and I didn't have any other deck in mind while building it. I don't know if the deck is indeed good, since I wasn't able to test it yet, but I'd love if you guys could take a shot and try it and also give ideas to improve it, but keeping in mind that I want it to be as budget as possible. Thanks!