This deck is a Faerie tribal Commander deck piloted by Oona, Queen of the Fae. The deck is above average with its strengths, however I would not consider it competitive by any means as there are many optimal cards that have been looked over in favor of tribal ones. It is designed to have fun, flavorful interactions with faeries, their mechanics and the Lorwyn/Shadowmoor block in general.

The strategy here is to play a longer game, where you can hopefully get Cabal Coffers and Urborg, Tomb of Yawgmoth online, then proceed to profit from the extra mana by casting spells and abusing Oona's ability to generate faerie tokens to grow your army. Here are a few strong interactions this deck has that I would like to highlight:

Dire Undercurrents : This card is just value in this deck. By getting this on board early, you can usually profit by drawing cards as you play blue creatures, and hitting your opponents hands with the discard. This goes exceptionally well with Oona's Blue/Black faerie rogue tokens she creates.

Notorious Throng / Knowledge Exploitation : Both of these cards have the prowl mechanic which can be activated by dealing combat damage with rogues. Luckily, Oona creates faerie rogue tokens, and a handful of faeries in the deck are also rogues. Get in with damage and sneak one of these spells in for its prowl cost then profit. Taking an extra turn with Notorious Throng after getting a ton of faeries is always nice.

Cabal Coffers/ Urborg, Tomb of Yawgmoth / Deserted Temple : Staple in getting your vast amounts of mana to create faerie tokens and cost spells. Definitely a strength of the deck, but also a weakness should your opponents target these lands with removal. Luckily we run a pretty strong counter suite along with an Elixir of Immortality and plenty of tutor effects to get them back should be need too.

Oona's Blackguard/ Dream Salvage: Not really a combo per say, but can be used to create a strong discard/draw synergy. If you have Oona's blackguard on board while any of your Oona rogue faerie tokens enter play, they have an additional +1/+1 counter AND when they deal damage force an opponent to discard. I've had 30+ faerie rogues attack and caused multiple opponents to discard their hands. Always nice and flavorful to follow up mass discard with Dream Salvage and draw many many cards.

Captivating Glance : A silly card with great art that fits the flavor of this deck wonderfully. Target an opponent's creature or commander then proceed to clash in a mini game sort of fashion. You can choose to clash with any opponent and the winning player will always get the enchanted creature. BONUS POINTS: If the enchantment is destroyed, the mind control effect is permanent and the original controller does not regain control of the creature.

Thank you for reading this, and I hope you all can appreciate the tribal mechanics and flavor of this Faerie deck. I love the Lorwyn/Shadowmoor block and this deck is a real treat to play in more casual/relaxed environments. If you have any comments or suggestions, please feel free to leave them!

~TC

Suggestions

Updates Add

Comments

Date added 7 years
Last updated 7 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

45 - 0 Rares

24 - 0 Uncommons

17 - 0 Commons

Cards 100
Avg. CMC 3.85
Tokens Ape 3/3 G, Faerie Rogue 1/1 B, Faerie Rogue 1/1 UB, Goblin Rogue 1/1 B
Folders Oona Fixes, EDH, edh, decks to try, EDH Ideas
Votes
Ignored suggestions
Shared with
Views