Faerie Mastermind – MTG Proxy March of the Machine

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SKU: MTGBL-209 Category:

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Faerie Mastermind

1 generic manaBlue mana

Mana value: 2 · Color identity: Blue

Creature — Faerie Rogue

Flash
Flying
Whenever an opponent draws their second card each turn, you draw a card.
3 generic manaBlue mana: Each player draws a card.

Power / toughness: 2 / 1

Omenpaths bring new students and new tactics to the field.

Flavor text may vary by printing.

Card format legality
Commander
Legal
Modern
Legal
Pioneer
Legal
Standard
Not legal
Legacy
Legal
Vintage
Legal
Pauper
Not legal

Format status describes the underlying Magic card, not eligibility of this printed product for sanctioned play.

Updated

Card rulings 1
  1. Faerie Mastermind doesn't need to have been under your control when the first card is drawn for its ability to trigger. As long as you control it when an opponent draws their second card in a turn, that ability will trigger.

Updated

Faerie Mastermind gives blue decks a small flying creature that rewards opponents for drawing beyond their usual card. Whenever an opponent draws their second card in a turn, you draw a card. Its flash ability lets you wait for a useful moment to deploy it while keeping mana available for interaction.

If an opponent has taken their normal draw and then casts a draw spell, Mastermind can enter before that spell resolves and see the second draw. Each opponent can trigger the ability during each turn, which makes the creature useful at tables with repeatable draw engines. It does not trigger for every card after the second, so a large draw spell does not automatically generate an equal number of cards for you.

Its activated ability lets every player draw a card for four mana. Timing that ability after an opponent has already drawn once can produce an additional Mastermind trigger alongside your own draw. Sheoldred, the Apocalypse offers another interaction in a blue-black deck by rewarding your draw and punishing opposing draws, although all players still receive the cards.

The flying body can chip in for damage or carry Equipment while the draw engine develops. Its low toughness makes it vulnerable to small damage effects, and the activated ability gives opponents real resources as well. Mastermind is best when extra draws are already common and its flash timing lets you establish value without committing mana during your own main phase unnecessarily.

Weight 0.0125 lbs
Dimensions 0.0 × 0.0 × 0.0 in
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