Viewing offers in Near Mint condition
Faerie Mastermind
Oracle Text
Flash
Flying
Whenever an opponent draws their second card each turn, you draw a card.
{3}{U}: Each player draws a card.
Card Details
Character Background
Faerie Mastermind is a sleek value engine that fits best in tempo and control shells, where holding up mana is already part of the plan. At two mana with flash and flying, it can ambush an attacker, sneak in for chip damage, or simply wait until the opponent commits before you deploy it. Its real strength is the punish clause: whenever an opponent draws their second card each turn, you draw a card, turning cantrips, extra-draw effects, and end-step looting into a steady stream of advantage. In deckbuilding, pair it with instant-speed interaction and other flash creatures so you can keep mana open without falling behind. The activated ability is quietly important too, letting you force a symmetrical draw to trigger your own payoff or disrupt resource parity in grindy games. In Commander, it’s especially nasty against blue decks that lean on wheels, impulse draw, or repeated card draw engines.
Generated using gpt-5.4-mini
Buy from sellers
Peer-to-peer marketplace offers
Have a copy to sell?
List it in under a minute and reach buyers already browsing this page.
List Faerie Mastermind
Set your condition, quantity, and price. Your listing appears in the offers table above as soon as you publish it.
- No listing fees — CardFlippr takes a small cut only when your card sells.
- Buyers message you directly through CardFlippr to arrange payment and shipping.
- Pricing is suggested from the last 30 days of market activity, but you're always in control.
Public Decks Using This Card
No public decks are currently using this card.
Character Background
Faerie Mastermind is a sleek value engine that fits best in tempo and control shells, where holding up mana is already part of the plan. At two mana with flash and flying, it can ambush an attacker, sneak in for chip damage, or simply wait until the opponent commits before you deploy it. Its real strength is the punish clause: whenever an opponent draws their second card each turn, you draw a card, turning cantrips, extra-draw effects, and end-step looting into a steady stream of advantage. In deckbuilding, pair it with instant-speed interaction and other flash creatures so you can keep mana open without falling behind. The activated ability is quietly important too, letting you force a symmetrical draw to trigger your own payoff or disrupt resource parity in grindy games. In Commander, it’s especially nasty against blue decks that lean on wheels, impulse draw, or repeated card draw engines.
Generated using gpt-5.4-mini · Updated at 2026-08-21 17:10:44 UTC
