Magic Yammers: Faerietale - Casual Tribal Deck by Oliver
Hello,
Anybody can build a quite successful
(casual) tribal deck featuring goblins or any other of the tribes featured in
the Onslaught block (elves, wizards, clerics, beast etc.) or promoted by block
specific mechanics (Champions of Kamigawa spirit decks, slivers etc.). If you
want to try something more original for casual play, why not have a look at one
of the most overlooked tribes? Yes, I'm talking about those little obscure
faeries from long forgotten expansions - the only green flyers as far as I
know.
Here's a deck that may not be very
strong but which can hold its own in a casual multiplayer
environment:
Faerietale
9
Islands
11 Forest
_
20 lands
4
Brass Herald
_
4 artifact
creatures
4
Faerie Squadron
4 Sea Sprites
2
Weatherseed Faeries
_
10 blue
creatures
4
Sleight of Mind
2 Alter Reality
_
6 blue non-creature
spells
2
Scryb Sprites
4 Uktabi Faerie
4
Willow Priestess
2 Faerie Noble
_
12 green
creatures
4
Elephant Grass
1 Lifeforce
3 Tribal
Unity
_
8 blue non-creature
spells
In
total, there are 20 faeries in the deck, nearly all of which are cheap to cast,
so 20 lands - although a bit low - should suffice. With the exception of Willow
Priestess (and a non-kickerd Faerie Squadron), all Faeries have flying, so they
should bypass nasty blockers. The Faerie Nobles pump up your faeries. Uktabi
Faeries serve as a utility card in order to get rid of problematic artifacts. In
addition, you have Brass Heralds, which may be expensive to cast, but which
produce card advantage if you manage to find at least one faerie and which pump
up your faeries as well. Another non tribe-specific tribal card is Tribal Unity
which allows you to pump up all of your faeries quite a lot if you have
sufficient mana. Because it is an instant, it serves as a means to alpha strike
as well as a combat trick.
To
make best use of your protection from red faeries or the Willow Priestess'
ability to give any faerie protection from black until end of turn,
color-changing spells like Sleight of Mind and Alter Reality are included. In
order to enhance this color-hosing theme, I have also included Lifeforce
(counters any black spell for GG) and Elephant Grass, which prevents black
creatures from attacking (and others as well, but the attacker can pay 2 mana
for each attacker to circumvent Elephant Grass) and provides very cheap early
defence. The cumulative upkeep requirement doesn't hurt as much if you have a
Willow Priestess in play which can be tapped to put a faerie from your hand into
play. Be careful not to harm your early game development by dropping a
mana-sucking Elephant Grass, though - rather take a little bit of damage until
you have an acceptable board position and prevent the damage of the big
guns.
Your basic strategy is very basic,
indeed: Start attacking with your flying critters early to soften up the
opposition and finish them off with pumped up faeries (Faerie Noble, Tribal
Unity, Brass Herald). The color hosing has to be adjusted according to the
opponents' decks and serves mainly to provide defenders with protection or set
up an insurmountable Elephant Grass. Lifeforce is a serious problem with which
you can virtually lock your opponent's turns.
The
deck has its obvious problems: There is no direct creature removal (that should
be taken care of by Elephant Grass, though) and you can't do anything against
enchantments (other than eventually countering them with Lifeforce). The low
land count might also cause problems in some matches when you cannot cast a
Brass Herald or effective Tribal Unity. In order to improve the deck, I suggest
you put in two more lands and some Naturalizes.
However, the deck as it is has
worked out surprisingly well in practice. Flying faeries with variable
protection have proven a big problem for many an opponent. It is also quite
satisfying to see the shock on peoples' faces when they realise they're about to
get beaten by a bunch of cute little wood sprites with dragonfly
wings.
Another advantage of the deck is
that it is relatively cheap to build. The major "rares" (Willow Priestess and
Faerie Noble) are from Homelands which has a (deservedly) bad reputation so
Homelands cards are cheap to get. Sleight of Mind is not so expensive and
chances are you have cards with similar effects (changing the text of a spell by
changing the color words) from other expansions. Brass Herald and Tribal Unity
are readily available uncommons. It should also not be a problem to get older
cards like Mirage's Uktabi Faeries or Visions' Elephant
Grass.
Hope you've gotten some inspiration
for building an original tribal deck.
Oli
(oliver.wenzlaff@westphalen-law.com)