The "non-Faerie" clause isn't the drawback
here-- it's the fact that it costs three in a
world of Spellstutters, Rune Snags, and Pacts.
RFGing its target makes it great against things
like Haakon and flashback, but a lot of decks
just won't need it.
Constructed- 3
Casual- 3.5
Limited- 3
Aethereal
Thursday -
Faerie Trickery
Blue's version of the popular Eyeblight's
Ending. The restriction that this can't hit
Faeries isn't a big deal right now, and the fact
that this itself is a Faerie gives this card
some minor combo applications (not to mention
makes it tutorable). However, in the long term
(at least in Standard), I see Cancel getting
more play than this, as Faeries will probably
become relevant because they're blue. The remove
from game effect can be handy, especially
against Mannequin decks. Overall, a highly
metagame-dependent card.
In limited, you could bring it in from the
sideboard against non-Faerie decks, but I
probably wouldn't bother picking it in the first
place unless there's nothing good in the pack.
Constructed - 2.5
Casual - 2.5
Limited - 2.5
David Fanany
Player since
1995
Faerie Trickery
There are surprisingly many recursive cards
around right now. In Standard, there's the
Haakon-Nameless Inversion combo, Makeshift
Mannequin, and Call of the Herd; Extended is
even more a graveyard format, but it mostly
doesn't involve actually playing cards from
there, and many games are too fast for
three-mana counterspells. If any of the three
cards I mentioned are common where you live,
Faerie Trickery will be an excellent card for
you. If you're playing Faeries, it's a decent
inclusion if only because it turns on your
Secluded Glens.
Constructed: 2/5
Casual: 2/5
Limited: 2/5
Arcane
Faerie Trickery
Constructed: Careful about playing this in
Standard or block right now as there are many
blue decks that you could find yourself mirrored
against and many go the Fairy route thus making
this a dead card in hand sometimes. Other than
that the remove from game clause has proven to
be very beneficial against things like
Flashback, recursion or even the Elemental
Incarnations (like Guile) making it worth a
slight bit more than Cancel (the risk vs. reward
is up to you, and it all depends on your local
Meta). Watch out for using this against spells
like Nameless Inversion and you should be okay.
A solid card but nothing special.
Casual: There are better counterspells in casual
circles (like the original) and ones that do
better effects like drawing a card, untappig
land, or gaining control of the spell. I
couldn’t really see myself using this in a deck
unless my play group was full of reanimator
decks and I wanted to slap some sense into them.
Probably lower chance of the Fairy line biting
you in the butt here so it makes it a bit more
versatile.
Limited: I like this card even less in limited.
Changelings are everywhere in limited and I’ve
had far too many occasions where I was sitting
with this in hand staring as my opponent plopped
out a crib swap, nameless inversion, etc. and I
couldn’t stop it. Counterspells rarely work out
great in limited unless you know you’re up
against bombs you otherwise have no way of
stopping (Incarnations again), but I’m less
thrilled by a counterspells and fails to be a
card I know I can play. I’d rather play Broken
Ambitions.
Constructed: 3
Casual: 3.5
Limited: 1.5
The Missing
Linc
-Balding
for just over 5 years
-Playing MTG for just over 10
Faerie Trickery
Those who have been around for a while know the
power of a counter that also removes junk from
the game. With dredge around for the long haul
this card will see plenty of play. This is a
four of in any permission deck and those decks
without a lot of permission this really is
better than cancel as the only real deck out
there which makes this less than good is a
faerie deck.
Constructed: 4
Limited: 4
Casual: 4
PsychoAnime
#1
Magic Noob in Canada since 2002
Faerie Trickery
It's not really that much better than Cancel
because it can't counter Faeries, which was
important for me in more than 1 occasion.
Fortunately, it's also immune to itself so the
opponent can't counter it with their own. The
removal part isn't that spectacular because it
really only messes up Goblins which happens to
be a weak tribe in Lowryn. I think that a 50/50
mix of this and Cancel works pretty well because
you can use whichever one is better when the
time comes.
In limited, it demands a lot of blue mana, but
probably still worth it to counter the
opponent's best card.
Constructed: 3/5
Casual: 3/5
Limited: 3.5/5
Swordmaster13
Thursday's
card is Faerie Trickery from Lorwyn. This 3
cost counterspell can only counter non-Faerie
spells, but it removes said spell from the
game. The fact it is a Tribal card and
searchable with Faerie Harbringer makes it all
the more potent. This is a good card in general
and probably close to staple for the Faerie
decks out there.