Feywild Caretaker MTG Card


Feywild Caretaker - Commander Legends: Battle for Baldur's Gate
Mana cost
Converted mana cost5
RarityUncommon
TypeCreature — Orc Wizard
Released2022-06-10
Set symbol
Set nameCommander Legends: Battle for Baldur's Gate
Set codeCLB
Power 3
Toughness 4
Number69
Frame2015
LayoutNormal
BorderBlack
Illustred byBorja Pindado

Key Takeaways

  1. Offers card advantage through tapping mechanics, leading to sustained pressure and multiple plays.
  2. Accelerates resources, enabling quick buildup of board presence and strategic execution.
  3. Instant speed interactions provide defensive capabilities and dynamic gameplay.

Where to buy

If you're looking to purchase Feywild Caretaker MTG card by a specific set like Commander Legends: Battle for Baldur's Gate, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Feywild Caretaker and other MTG cards:

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Text of card

When Feywild Caretaker enters the battlefield, you take the initiative. At the beginning of your end step, if you have the initiative, create a 1/1 blue Faerie Dragon creature token with flying.

"Hello, my fluttering friends! Isn't it a beautiful day?"


Card Pros

Card Advantage: Feywild Caretaker shines when it comes to providing card advantage. Its ability to tap and untap creatures you control can allow for repeated uses of abilities that can draw you cards, ensuring you never run out of options and maintain pressure on your opponent.

Resource Acceleration: As a potent engine of growth, this card effectively accelerates your resources by enabling synergies with other creatures and lands that produce additional mana or effects when tapped or untapped. This can lead to more considerable board presence and faster execution of your strategy.

Instant Speed: Its ability to utilize creatures at instant speed by tapping an untapped creature you control offers dynamic interaction possibilities during your opponent’s turn. This flexibility can also translate into surprise defensive maneuvers, making it harder for your opponent to anticipate your moves.


Card Cons

Discard Requirement: To harness the potential of Feywild Caretaker, players must contend with a discard requirement. Deploying this ability can be a strategic setback when your hand is light on cards, stripping your reserves and impacting your gameplay decisions.

Specific Mana Cost: Feywild Caretaker demands a very specific blend of mana – emphasizing green. This restrictiveness can stifle deck-building flexibility, posing a significant barrier for decks that aren’t heavily forest-aligned or running a full suite of mana-fixing tools.

Comparatively High Mana Cost: With its demanding mana cost, the Caretaker may not always be the most mana-efficient play. For decks that aim to curve out optimally, finding the right moment to deploy this card without sacrificing tempo can be tricky, especially when up against aggressive decks that seek to close out the game swiftly.


Reasons to Include in Your Collection

Versatility: Feywild Caretaker shines as it seamlessly integrates with various deck archetypes. This card’s ability to generate card advantage while offering a substantial threat makes it a prudent choice for players looking to bolster their board presence.

Combo Potential: With the capacity to untap all lands you control during each upkeep, the Feywild Caretaker sets the stage for numerous combo opportunities. It empowers strategies revolving around landfall triggers or abilities that require heavy mana investments, thus unlocking potential for game-winning plays.

Meta-Relevance: Given its pivotal role in enabling powerful plays, the card is incredibly relevant in a meta where quick mana acceleration can be the difference between victory and defeat. Its presence on the board can sway the game’s momentum in your favor against a wide array of competitive deck builds.


How to beat

Feywild Caretaker is a captivating piece of the MTG arsenal, particularly noted for its Hexproof ability and potential to become a formidable creature as it leverages the power of enchantments. To outplay this mystical card, it’s essential to focus on strategies that don’t directly target it. Since direct removals miss the mark due to Hexproof, consider using board wipes like Wrath of God to reset the playing field. Alternatively, edict effects—forcing opponents to sacrifice creatures—bypass Hexproof altogether and can be found in cards like Liliana’s Triumph.

Controlling the board state is another effective tactic when going against a deck featuring Feywild Caretaker. Ramp decks that prioritize a swift mana curve can overwhelm the Caretaker before it builds momentum. Also, don’t overlook the power of counterspells. Countering the enchantments that buff the Caretaker or other critical spells in your opponent’s setup can severely hamper their strategy. Finally, keep pressure on your adversary by playing proactively; continuously advancing your board can prevent your opponent from safely establishing their enchanted fortress around Feywild Caretaker.

Devising the right approach, inclusive of board management and control elements, can pivot the match in your favor, even against the enigmatic might of Feywild Caretaker.


BurnMana Recommendations

Mastering the ins and outs of each MTG card can significantly influence the outcome of your duels. The Feywild Caretaker is a prime example of a card that can enhance your gameplay when optimized. With its strengths like card advantage, resource acceleration, and instant speed, it’s crucial to understand the full extent of its abilities to extract every ounce of value. However, be cautious of its drawbacks, as the discard prerequisite and precise mana requirements necessitate strategic deck construction. Submerge yourself in the depths of MTG and discover ways to maximize your deck’s potential with the Feywild Caretaker. Dive into our resources where we delve into advanced strategies and synergies tailored to refine your collection and your command of the battlefield.


Cards like Feywild Caretaker

Feywild Caretaker stands as a unique entity within the realm of mana acceleration and creature enhancement in Magic: The Gathering. It bears resemblance to cards such as “Gyre Sage,” which similarly gains counters and produces mana, but in a notably different fashion. Gyre Sage requires the presence of creatures with greater power to evolve, while Feywild Caretaker taps to put a +1/+1 counter on another target creature. The caretaker’s approach embodies a symbiotic strategy, as it supports fellow creatures and proliferates mana growth over time.

Contrasting with “Marwyn, the Nurturer,” another card that thrives as you cast creature spells, Marwyn gains counters directly and taps for mana equal to her power. Feywild Caretaker, however, focuses on widespread growth, distributing counters each turn. This allows for a more versatile development of your board state. “Rishkar, Peema Renegade” also enters the conversation, converting other creatures into potential mana sources by placing counters on them. Still, Feywild Caretaker offers that service repeatedly, a testament to its long-term value.

Ultimately, Feywild Caretaker occupies a valuable niche in Magic: The Gathering, serving players who favor ongoing creature buffs coupled with ramping potential, adding a layer of strategic depth to the game with its continuous growth capability.

Gyre Sage - MTG Card versions
Marwyn, the Nurturer - MTG Card versions
Rishkar, Peema Renegade - MTG Card versions
Gyre Sage - MTG Card versions
Marwyn, the Nurturer - MTG Card versions
Rishkar, Peema Renegade - MTG Card versions

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Air Elemental - MTG Card versions
Pirate Ship - MTG Card versions
Sandbar Crocodile - MTG Card versions
Segovian Leviathan - MTG Card versions
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Taniwha - MTG Card versions
Sun Ce, Young Conquerer - MTG Card versions
Wu Admiral - MTG Card versions
Mawcor - MTG Card versions
Timin, Youthful Geist - MTG Card versions
Geology Enthusiast - MTG Card versions
Dreamtail Heron - MTG Card versions
Coastal Hornclaw - MTG Card versions
Meloku the Clouded Mirror - MTG Card versions
Azami, Lady of Scrolls - MTG Card versions
Richard Garfield, Ph.D. - MTG Card versions
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Legalities

Magic the Gathering formats where Feywild Caretaker has restrictions

FormatLegality
CommanderLegal
LegacyLegal
PaupercommanderRestricted
OathbreakerLegal
VintageLegal
DuelLegal

Rules and information

The reference guide for Magic: The Gathering Feywild Caretaker card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

Date Text
2022-06-10 A player who currently has the initiative may take the initiative again. This causes that player to venture into Undercity again, but does not cause them to have multiple initiative designations.
2022-06-10 If the player with the initiative leaves the game, the active player takes the initiative at the same time that player leaves the game. If the active player is leaving the game or if there is no active player, the next player in turn order takes the initiative.
2022-06-10 If you aren’t in a dungeon when instructed to venture into Undercity, you will put Undercity into the command zone and move your venture marker to Secret Entrance (the first room).
2022-06-10 If you’re already in a dungeon when instructed to venture into Undercity, you move to the next room of that dungeon. If you are already in the last room, you will complete that dungeon and start Undercity. This is true whether you’re already in Undercity or any other dungeon.
2022-06-10 In a Two-Headed Giant game, if both players on a team deal combat damage to the player that has the initiative at the same time, the player with the initiative will choose the order of the triggered abilities. Then, as those abilities resolve, one team member takes the initiative (and ventures into Undercity) and then the other team member does the same. The last player to take the initiative keeps it until the initiative changes again.
2022-06-10 Only one player can have the initiative at a time. As one player takes the initiative, any other player that had the initiative ceases to have it.
2022-06-10 Similarly, when instructed to venture into Undercity, you can’t start a dungeon that isn’t Undercity.
2022-06-10 The initiative is a designation a player can have. A player with the initiative designation is said to “have the initiative.” The initiative carries two inherent rules. First, whenever a player takes the initiative, and at the beginning of the upkeep of the player with the initiative, that player ventures into Undercity. Second, whenever one or more creatures a player controls deal combat damage to the player who has the initiative, the first player takes the initiative. Also, some abilities will refer to having the initiative and provide other benefits.
2022-06-10 There is no initiative in a game until an effect instructs a player to take the initiative. Once a player is instructed to do this, they have the initiative until another player takes the initiative.
2022-06-10 You cannot venture into Undercity unless instructed to do so, either because you have the initiative at the beginning of your upkeep or because you take the initiative. Notably, if you aren’t in a dungeon and an effect instructs you to venture into the dungeon (not venture into Undercity), you can’t start Undercity.