Latchkey Faerie is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Flying Prowl(You may cast this for its prowl cost if you dealt combat damage to a player this turn with a Faerie or Rogue.) When this creature enters, if its prowl cost was paid, draw a card.
Complete guide
Latchkey Faerie is a versatile blue creature that rewards aggressive tribal strategies. By utilizing its Prowl ability, players can maintain hand advantage while putting pressure on opponents in the air. This Faerie Rogue is a staple for decks that focus on evasive combat damage.
What It Does
Latchkey Faerie is a 3/1 creature with Flying and the Prowl keyword. Prowl is an alternative casting cost that becomes available if you have dealt combat damage to a player during the current turn using a creature that shares a type with Latchkey Faerie—specifically, a Faerie or a Rogue. If you cast it for this reduced cost of {2}{U}, it gains a triggered ability upon entering the battlefield that lets you draw a card.
How It Resolves Step by Step
First, you must deal combat damage to a player with a Faerie or a Rogue. Once that damage is dealt, the Prowl condition is satisfied for the rest of the turn. When you cast Latchkey Faerie, you choose whether to pay its standard mana cost or its Prowl cost. If you pay the Prowl cost, the spell goes on the stack as normal. When it resolves and enters the battlefield, the game checks if the Prowl cost was paid; if so, the 'draw a card' ability triggers and goes on the stack.
Common Mistakes
A common error is trying to pay the Prowl cost after dealing non-combat damage, such as from a spell or an ability; Prowl strictly requires combat damage. Additionally, if you put Latchkey Faerie directly onto the battlefield using an effect rather than casting it, you cannot pay the Prowl cost, and you will not draw a card. Remember that Prowl is only active until the end of the turn in which the damage was dealt.
When to Play It
This card is best played during your post-combat main phase after a successful attack. Because it provides both a body and a card replacement, it is excellent for maintaining momentum. It also serves as a high-power flyer that can trade up in combat or finish off an opponent after you have established board control.
Interaction examples
If you have Roaming Throne on the battlefield with 'Faerie' chosen as the creature type, casting Latchkey Faerie for its Prowl cost will trigger its draw ability twice. Since the Faerie's enters-the-battlefield ability is a triggered ability of a creature of the chosen type, Roaming Throne ensures you draw two cards instead of one.
In a deck utilizing Latchkey Faerie, you might use Solemn Simulacrum to ramp into your mana. While the Golem doesn't enable Prowl, it helps ensure you have the {2}{U} available to cast the Faerie and keep your hand full after an attack by your other Rogues or Faeries.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Latchkey Faerie
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
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Meta decks with Latchkey Faerie
No archived Top 8 deck with this card yet.



Roaming Throne
Solemn Simulacrum