[Primer] Faeries

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Snacker Propagandist
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Snacker Propagandist
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Post by Calico 1 year ago

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*casts a gay little sprite that stutters your spell*

Introduction
For those of you who've played pauper for a while, Faeries is the current home of two classic strategies in the format. First, the titular faeries who focus on a very slow counter-heavy gameplan while killing your opponent with 1/1 flyers once all their potential answers have been quashed. And second, a deck of many names: Mono Blue Tempo, Mono Blue Aggro, Blue Ninjas, and my personal favorite of the names: Ninja Bear Delver.

The years have been very kind to Blue Aggro, giving them a lot of new tools and interesting angles of attack. Unfortunately for Phantasmal Bear, Tolarian Terror out brawls them, and isn't really worth picking up for Ninja of the Deep Hours. And so, they've been pushed out of that deck.

But they've always had a home in Faerie packages as a synergistic draw engine, and these days their place is stronger than ever! Moon-Circuit Hacker and Of One Mind have been welcome additions to the ninja half of the strategy to make sure you're topped off on cards in hand. They also, of course, synergize exceptionally well with all our fae friends. Spellstutter sprite is the most obvious application of this combo, effectively picking up a counterspell to do more damage and draw a card but there are applications with Faerie Seer as well. There are a few other faeries some decks run that work well with the ninjas that we'll go over more later.

Building the Deck
The first step to building Faeries in pauper is to identify what colors you want to play with. As activity on MTG Forums have dwindled and primers are a rare gem, I'll be covering the three most popular options for building the deck.

The deck breaks down into three basic parts which we will go over here:
Faeries
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Spellstutter Sprite (4 copies) - This card is mandatory as the crux of our strategy, everything is built around her and as such we should run the full playset or reconsider what deck we are building. She's an evasive body for a ninja, she's a counterspell, she can be reset with ninjas, she has flash. She does everything for our deck and is essential.

Faerie Seer (4 copies) - A significantly less impressive creature, Faerie Seer is no less important for our deck's strategy and engine. Scrying 2 on entry helps with consistency, but as a 1-drop faerie with flying who can immediately flip into a ninja, Seer does a lot for a version of this deck with ninjas. And even if you opt out of the ninja engine for whatever reason, it helps with consistency and increasing faerie count for Spellstutter counters.

The two above faeries are essentially required 4-ofs in the deck. However, if you want to include additional faeries to contribute to Spellstutter's reach, these are other cards that have been included in winning decklists.

Faerie Miscreant (0 or 4 copies) - Faerie Miscreant is a very slow card in current Pauper, and alone does not generate any consistency or card advantage. But, she is a body that contributes to Spellstutter Sprite, an evasive 1-drop to enable Ninjutsu, and has been established to have a place in decks as a creature who can draw you cards occasionally. Because you need multiples of the card in order to generate card advantage, you either will not run the card or want to run a full playset.

Faerie Duelist (0 - 2 copies) - Brinebarrow Intruder is a card many mono-blue versions of the deck include, which has the same ETB effect as Faerie Duelist for 1 fewer mana. However, Faerie Duelist is a faerie and as such has synergy with the deck's primary engine, both increasing the number of faeries for Spellstutter Sprite while being an evasive creature to enable ninjutsu.

Snaremaster Sprite (0-2 copies) - Snaremaster sprite is a decent evasive body with an ETB effect that can help mono-blue versions of the deck sneak through damage with a ninja or reset a Spellstutter Sprite against threats like Writhing Chrysalis.

Sneaky Snacker (0-3 copies) - Sneaky Snacker is a well-established threat in the pauper metagame... in Rakdos Madness decks. An evasive 2/1 body that can recur consistently is really valuable for pressuring opponents life totals and can help faeries recover from board wipes, a thing which the deck historically has had trouble handling. It also gives your deck a valuable discard off of the trigger from Moon-Circuit Hacker and is another faerie to allow your Spellstutter Sprite to counter bigger spells. However, most modern faeries builds forgo running cantrips, which does make the snacker harder to recur without multiple ninjas triggering in one turn or casting Of One Mind. As such, I would not recommend running Snackers outside of dimir builds which can hard-cast the card.
Ninjas
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Ninja of the Deep Hours (2-4 copies) - Your main draw engine in the deck, or one of them really. With the release of Moon-Circuit Hacker, there's been a lot of different opinions on who's better. Obviously Ninja of the Deep Hours' toughness and effect is better, but he costs more to activate ninjutsu with, which is oftentimes relevant, and some decks actually like the rummage effect that comes from Moon-Circuit Hacker's damage trigger.

Moon-Circuit Hacker (2-4 copies) - A second ninja who draws you cards, what a deal! Sure the draw effect is a little bit worse, she's a little bit more frail, and as an enchantment creature the Hacker can be hit by Destroy Evil even if that doesn't come up often. Having a rummage effect instead of a simple draw trigger can be a boon in some strategies, and the lower cost of sneaking her in is often relevant and as such Moon-Circuit Hacker is arguably as good if not better than the original Ninja of the Deep Hours.

Most decks will just run 8 of both of the above ninjas, but in some strategies you'll go with 6 for various reasons. 4 of one and 2 of the other is the usual spread, but which is 4 and which is 2 depends on the build.

A Few Other Options

Okiba-Gang Shinobi (0-2 copies) - There is little some decks hate more than having to discard 2 cards out of nowhere, let alone if it's repeatable every single turn. As such Okiba-Gang Shinobi is a creature that shows up in some Dimir lists at times as a real beating to your opponents, forcing them to rely on the top of their deck to find an answer. Which you usually already can have an answer to. Unless they have board presence that can answer the shinobi, they can't answer your state and get essentially trapped as you beat them to death in an ideal situation.

Mukotai Ambusher (0-2 copies) - A more aggressive ninja, the lifelink can help stabilize life totals if you're being pressured a lot or paying life to cast Snuff Out often and the ninjutsu effect is affordable. 3/2 is a fine body, but can easily be overcome in this format and as such needs some help and proper positioning to see use. But the Ambusher can still reset your faeries and be surprise damage which makes it a relevant consideration for Dimir decks.

Smoke Shroud (0-2 copies) - A card primarily ran in the mono-blue decks, and even then it has fallen from favor. Smoke shroud has a really powerful recursion effect, granting your ninjas flying and a nice damage boost for free. Even without that, giving your faeries +1/+1 before picking them up can be relevant, and in decks running cards like Brinebarrow Intruder, it can give some much-desired evasion. It has fallen out of favor over time, but it still sees some inclusion in a few lists.
Interaction
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Counterspell (3-4 copies) - Actual Factual Counterspell is a great card, especially in this deck. For no fuss and with no argument aside from opposing counters, you remove a threat before it resolves for 2 mana. It's strict on the timing of casting as it needs to hit a spell, but this is another piece of the deck's bread and butter.

Snap (2-4 copies) - Snap is an incredibly flexible card, its primary use of course is as a tempo play to return a creature to your opponent's hand and slow their momentum while refunding you the mana spent to cast it so that you can still threaten further responses. It can also be used to reset or protect your creatures, especially Spellstutter Sprite which can then be recast off of the untapped lands.

Spell Pierce (0-4 copies*) - Oftentimes this card lives primarily in sideboards, but 1 or 2 copies in the main is reasonable as well. Spell Pierce is one of the most efficient counterspells in the game and being able to hit so much at 1 mana for such a big tax gives you a lot of control on the speed of the game and can protect your creatures from early sweepers blowing you out. I think you should never go above 2 in the mainboard, but you can always run extra in the sideboard.

Mutagenic Growth (0-4 copies) - I rarely see this in decks outside of mono-blue variants, but I have seen it. And as such it's worth mentioning here. Mutagenic Growth can be played in any deck, is a free spell, and lets you outmuscle some opponents in certain situations. As such it has niche applications in the deck especially when paired next to cards like Brinebarrow Intruder, Faerie Duelist, or even Agony Warp, but shouldn't be considered a regular feature. Consider carefully if it belongs in your list before including it.

Mono Blue
Cards
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Brinebarrow Intruder (0-4 copies) - Seeing play exclusively in mono-blue versions of the deck, Brinebarrow Intruder is oftentimes one of the first cuts in the deck. But a 1-mana human with flash that weakens a creature and can block if needed is oftentimes relevant, and can easily change the speed of a game in our favor.

Bind the Monster (0-3 copies) - Taking damage once is a fair price to pay to keep a creature down forever. Primarily but not always a sideboard card, this answers essentially every creature in the format for very little mana with a minor downside.

Sleep of the Dead (0-3 copies) - This is a fine control spell for mono-blue variants of the deck, it taps down a creature for two turns and can be recurred to handle things for long periods of time. Primarily it sees play in sideboards but sometimes a copy can sneak into the mainboard.

Unable to Scream (0-3 copies) - Another option to answer resolved creatures, Unable to Scream is maybe the best version of this effect that's been printed at common. It effectively turns a threat into a creature who can block a ninja once and doesn't threaten anything at all and can't block fliers. In a similar vein to Witness Protection, struggles against creatures that put +1/+1 counters on themselves like Writhing Chrysalis or Luxknight Breacher

Witness Protection (0-3 copies) - A perfectly middling to fine effect, Witness Protection kind-of removes a creature by making it a vanilla 1/1. Almost exclusively seeing play in sideboards and being rare even then, Witness Protection is maybe mono-blue's weakest creature answer, but it is still an answer.
Dimir Section
Cards
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Snuff Out (0 or 4) - It's a free Doom Blade which is, frankly, amazing. There are relevant black creatures in the format, but generally speaking you have other answers for those, so it's a spell you can pay some life to immediately answer a threat with. Losing 4 life isn't nothing, but being able to cast while tapped out is huge, as it lets you cast with counterspell backup easily. While 4 mana is more than you would normally pay for a Doom Blade, in games that are running long it is an option to save your life total.

Cast Down (2-4 copies) - This is mostly unconditional instant speed removal for 2 mana in pauper. The only better rate is free with restrictions. It requires you have access to black mana, but that just means it is a card for Dimir decks. The only downside it faces is that it has to compare to Snuff Out which is free instant speed removal with a small restriction and sometimes you don't want a full 8 removal spells in a deck. Currently, the legendary creatures which exist at common see little to no play in the format, but if a good legendary common is printed at some point in the future Cast Down will not be able to answer it.

Agony Warp (0-2 copies) - Weakening one creature's power by 3 and essentially bolting another is a pretty decent effect for 2 in Dimir, especially at instant speed. It's a control spell that can help you keep up tempo in a format where that's really important.

Suffocating Fumes and Arms of Hadar (0-3 copies) - These cards serve similar purposes. Both primarily live in the sideboard and are one-sided, which is very important in this deck. Sometimes Suffocating Fumes will sneak a 1-of copy in the mainboard, as the cycling mode is fine and a surprise instant speed board wipe can win games. -1/-1 isn't the biggest and as such Arms is helpful when facing decks that have wide boards with larger toughness, or against opponents like Elves who sometimes run Spidersilk Armor, but it having sorcery speed and no option to cycle it means it often does not end up in the mainboard and just lives in sideboards. Many decks will pair these cards together in some arrangement, the most common I've seen is 1 Fumes mainboard, 1 sideboard and 1 Arms sideboard.

Abjure (0 or 4 copies) - While this is normally a terrible spell, in decks that are built around Sneaky Snacker it can essentially be a 1-mana Counterspell and has seen play because of this.
Izzet Section
Cards
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Skred (4 copies) - This is essentially Murder but for R. Sure it takes some setup and makes you rely on your manabase for damage, but it's rare you encounter a creature that can survive a skred in the lategame. Just watch out for opponents with Luxknight Breacher, as it dodges damage based removal by entering with +1/+1 counters, rather than putting them on with a trigger.

Lightning Bolt (4 copies) - Lightning Bolt is one of the best spells in Magic: The Gathering that has never been banned or restricted. It has always been format-warping. A creature's viability is often defined by their ability to survive lightning bolt. Players get scared to let their life total hit 3 or maybe even 6 against you, making them make some really stupid plays you can take huge advantage of. If you're in Izzet, run this spell.

Fire // Ice (0-2 copies) - If either of these cards were standalone, I would say they are not worth playing. But being able to kill two 1-toughness creatures, one 2-toughness creature, one 1-toughness creature and deal 1 damage to your opponent, deal 2 damage to your opponent's face, or tap a threatening creature while drawing a card is a lot of options for a single card. As such it's well established as a useful card in Izzet lists.
We have plenty of tools to keep our hands full or find specific cards we need. Here are some of our options.
Card advantage
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Of One Mind (4 copies) - With a deck built around a pair of humans and an assortment of non-humans, Of One Mind's discount is easy to achieve and the card advantage it generates is pretty on-par with the rest of the format's premier decks. It's good advantage, may as well run it.

Lorien Revealed (0-4 copies) - Mono-blue decks don't want this effect, a 5 mana sorcery to draw 3 is a hard sell for a deck that generally prefers to play low mana costs at instant speed. But any two-color variant of Faeries generally appreciates the 1-mana islandcycling ability to get into their other cards with the modular ability to refill your hand if a game goes long and you otherwise are running low on cards.

Illvoi Galeblade (0-3 copies) - Illvoi Galeblade is a decent creature, a 1/1 with flying and flash is obviously fine. The ability to enable your ninjas in a pinch is good and effectively having cycling with its activated ability makes it a fine addition in mono-blue decks.

Azure Fleet Admiral (0-2 copies) - An evasive threat which generates card advantage, Azure Fleet Admiral used to be a staple in the deck and has since become decidedly Fine. The printing of Moon-Circuit Hacker has lessened the need for non-ninja sources of card advantage, but Azure Fleet Admiral is still a card to consider if you feel you need more card draw in your deck.

Thorn of the Black Rose (0-2 copies) - A more defensive card which makes you the monarch, Thorn of the Black Rose will likely act as a blocker to deter your opponents from swinging in, lest it trade with their best creature. Deathtouch also discourages blocks which can enable ninjutsu, though she can be chump blocked freely. Her defensive nature does synergize well with the gameplan of Dimir decks, helping you to protect your life total after lowering it with Snuff Out.

Crimson Fleet Commodore (0-2 copies) - Like the above, this is a creature that makes you the monarch when it enters. However unlike Azure Fleet Admiral or Thorn of the Black Rose, Crimson Fleet Commodore is a high-power trampling threat that will help you to close out games in the more aggressive Izzet variants of the deck.

Troll of Khazad-dum (0-3 copies) - This card will generally only be used for its landcycling ability, however its massive statline and powerful evasion make it a relevant threat any time you have the mana to cast it. Some decks will even run exhume alongside it in order to cheat a massive threat onto the battlefield early and close out games faster than would be possible otherwise.

Oliphant (0-2 copies) - Generally this will just be used to more consistently find your sources of red mana. However in games that run long it does have a relevant stat-line and effect. Being a 6/4 trampler that gives another creature +2/+0 and trample gives you the option to close out games suddenly when you do have the mana to cast it.
Finally, we have our sideboard cards.
Sideboard
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Blue Elemental Blast and Hydroblast (0-8 copies, meta dependent) - These cards are almost entirely the same, the only reason Hydroblast is rated lower is that you can be forced to ineffectively target a Standard Bearer against some opponents, but this is admittedly niche. Typically you never run more than 4 of this, but in some eras of Pauper red is everywhere, and in some local metas you can face primarily red matchups, so choose accordingly.

Dispel (0-4 copies) - Typically this card caps out at 2 copies across the side or mainboard, but it is as always meta dependent. It helps you win counter wars and is as cheap as a counterspell gets in Pauper.

Envelop (0-4 copies) - This card is ass, but it's an ass card that answers a combo deck that is relevant at time of writing in 5-land spy. Use this to counter Dread Return, protect your hand from their Pilfers and Mesmeric Fiends at all costs. If they cast a second Dread Return, I hope you have another counterspell. There are other options to answer spy though, consider those as well.

Annul (0-4 copies) - A decent 1-mana counterspell option, primarily made powerful thanks to the ever-present nature of affinity in the format. Unlike the next card on this list, it can't handle resolved artifacts. But it can answer enchantments, which has been relevant against some decks at times.

Steel Sabotage (0-4 copies) - Another decent 1-mana counterspell option, this one loses its ability to deal with anything but artifacts and in exchange allows you to pull some tricks against artifacts by bouncing them. Note, this can still be useful even if you are running Annul in your sideboard.

Relic of Progenitus (0-4 copies) - Classic graveyard hate, Relic answers the graveyard strategies that often pop up in basically every format and Pauper is no different. Established early it can keep graveyards empty the whole game, it can be activated in response to combos to empty the graveyard, but it does sit on-board as a target. If destroyed by its activated effect you do get to draw a card, which is nice.

Tormod's Crypt (0-4 copies) - Another classic piece of graveyard hate, this one's activated ability is one-sided, and the cast is free. As such this is a totally alright card to include in sideboards. If you are running Sneaky Snacker, it doesn't exile her from your graveyard, which isn't nothing.

Faerie Macabre (0-4 copies) - Rarely seeing play compared to the other forms of graveyard hate, Faerie Macabre's big advantage to Relic and Crypt is that she exists in your hand to be activated for free when you need. She is also a Faerie in a pinch which... Honestly isn't anything, if you are casting Faerie Macabre you are in a very bad situation that I don't expect you can escape from. But her applications against decks like 5-land spy or dredgeless dredge are very relevant.

Echoing Truth (0-2 copies) - Mostly useful against white weenie, this card's applications have narrowed a bit with the banning of Kuldotha Rebirth but it is still powerful against decks utilizing Battle Screech.

Dimir Section
Cards
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Nihil Spellbomb (0-4 copies) - What if Tormod's Crypt wasn't free, but could draw you a card on activation? Well, then it'd be pretty fine, a good card to pair with Relic of Progenitus too. Graveyard hate is important.

Chainer's Edict (0-3 copies) - An edict that you can cast again late in the game is quite good in some matchups that rely on single big creatures. It's a classic that's been long established in Pauper and for good reason.

Extract a Confession (0-3 copies) - This card lets you make use of mana values lingering in your graveyard, which can be useful since a Ninja of the Deep Hours and Of One Mind together can pay its Evidence cost. Against some matchups, like Terror, edicts like this are great.

Echoing Decay (0-2 copies) - Very situational, good against tokens decks or decks that run Squadron Hawk like White Weenie or cards of the same name, like Elves. Sometimes those decks just don't show up though.

Toxin Analysis (0-2 copies) - I sometimes see this card in Dimir Faeries decks, it isn't good. It's a 1-for-1 interaction that I guess is maybe fine if you trade a Faerie Seer for a Tolarian Terror or surprise kill a Writhing Chrysalis or Annoyed Altisaur? It's bad, I don't think you should run it, but it does show up.
Izzet Section
Cards
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Red Elemental Blast and Pyroblast (0-8 copies, meta dependent) - These cards are almost entirely the same, like BEB and Hydroblast. The only reason Pyroblast is rated higher than Hydroblast here is that more often than not it's more important to counter blue spells than to destroy blue permanents. Usually you don't run more than 4 of these, but it is once again meta dependent on how much blue is in your environment.

Gorilla Shaman (1-4 copies) - Destroying only noncreature artifacts is a tiny bit sad, but the Gorilla is a classic in Pauper since I can remember. And for good reason! Affinity has also been a staple in the format thanks to the artifact lands, and Gorilla Shaman lets you destroy target land for 1 against them. That's honestly crazy. And being able to do the same to clue tokens or blood tokens or even food is exceptional at keeping affinity under control. The bridges give them some artifacts you can't destroy besides their creatures, but Gorilla Shaman is still exceptional.

Cast into the Fire (1-4 copies) - This answers a lot of the x/1s in the format that are often important to kill, and has applications exiling opponents indestructible lands. Cast into the Fire has a lot of applications across many matchups and as such is a very potent sideboard option.

Electrickery (0-2 copies) - An oldie but a goodie, Electrickery is essentially the best instant speed board wipe we can get. It's equivalent to End the Festivities, but that rarely sees play in our lists.

Fiery Cannonade and Breath Weapon (0-3 copies) - Two applications of the same effect, but an effect you really don't want to utilize if you can help it. Unless you picked Fiery Cannonade and are heavy on Azure Fleet Admiral and Crimson Fleet Commodore, it will also wipe your board fully. And even then you'll be wiping up your Faeries. Sometimes it's what you need to not die, but this is also what your opponents are often trying to do to you.
Example Lists
A foreword before you look at these. All of these lists are prepared for a specific tournament meta that they expected to go into. As such a lot of careful consideration at this specific meta went into the deck, and these should not be seen as something set in stone you can pick up and reliably play and never adjust. Instead, please use them as a starting point to understand what these decks look like.
Mono Blue
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Mono Blue Aggro by Victoria Ventura, August 19th, 2025

Placed in the top-8 at Etapa #1 @ Storm Card Games (Brazil)
Dimir
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Dimir Control by Nelsonoliver 4, August 12th, 2025

Placed 2nd in Torneio do Weber - Tix Pro Top 8
Izzet
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UR Skred by Sean Galloway, August 2nd, 2025

Placed in the top-8 at The 2nd Common Ground Cup @ Game Knight (Columbia, TN)
Last edited by Calico 1 year ago, edited 1 time in total.

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Post by Ulka 1 year ago

Sweet Primer! I love it. Glad to see that others are still jamming Pauper and I quite like your write up!
Modern: MonoGreen Devotion
Pauper: Zombies | Domain Zoo | Jund Gardens

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Post by Calico 1 week ago

I just heard they're downshifting Vandalblast and my god what an amazing new tool for this deck, all my faerie friends hate Affinity.

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Post by motleyslayer 1 week ago

vandalblast getting downshifted is huge for pauper in my opinion. Interesting addition

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