Black Sands

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A Yellow Green deck filled with great taunts, positional cards (dash) and cards that can turn the tides of battle but also not lose momentum or Tempo. The deck required one to build 3 deserts to begin with, this can be done defensively if need be, but performs better when simply laying 3 deserts right down the center. after establishing your deserts look at getting a forest into a zone that is within jump reach of your opponents orb, this is for your Kodama’s but also can be used to establish dominance over your opponents orbs by using the Dash mechanic that this deck is filled with.

Mulligan: looking for Shaytan Demon, Alter of Souls and Manta Rider. If you are on the explore you will want to go desert T1, T2 explore then desert, establishing a desert in the center of the board and dropping you Shaytan Demon, the dmg intake is beneficial and it also allows your demon to instantly create a situation that is tough for your opponent to deal with. If not on a the explore you just go triple desert (still dropping shaytan if your opponent is moving fast along the sides) and on the third desert drop Manta Rider or a Shadow created by your Alter (which should be dropped beside your orb).

End Game: this deck wins through attrition however you do got a couple big trump cards such as Radiance (which is always relevant in this deck), an aggressive stall through Wild Avenger. but otherwise turning on the aggressive is a simple task with this deck due to its mobility, although not top tier mobility it is still very efficient.

Defensive; this deck can easily play defensive, alot of the cards have taunt and also tons of healing.

Cards: card advantage is gained through your Alter of Souls, essentially gaining and additional card each turn while buffing Wild Avengers and lowering the cost of Radiance.

Removal: there exists no removal in this deck aside from Soul Drain and that is why i absolutely suggest going down middle to meet your opponent with your creatures before they can establish soul eaters and the such.

Side Board: Feel free to swap out 1 Alter of Souls with another Boar or even a Last Nightmare/Choking Sands. The extra Alter ensures a 9 out of 30 chance for a good mulligan. Also switching in Ruunin’s Guidance for Gaea’s Grace is an option but i find with Boar the Grace finds more value.

Tips: Gaea’s Grace + Boar is a nice touch. using the 2/2 manta that is dropped from Manta Rider as a Collector is always smart! using Dash to dominate enemy orbs is important to playing this deck. Never be afraid to drop to low health unless against Red, and if so just be sure to not be lower than 7 health. lastly don’t be greedy with Radiance, play at a 5 cost for sure but don’t be afraid to drop it as a 8 cost if the situation shows it can end the game in 2 turns. lastly radiance’s heal is based on the amount of cards in hand, thus Alter of Souls and it have great synergy, so be sure to use alters before dropping your Radiance as you will regain some of that lost health.

Land type(s): Neutral, Forest, Desert
Faeria cost: 4.1
Difficulty: Advanced

3x GAEA’S GRACE (2f 2F)
3x WILD AVENGER (6f 2F)
2x ANCIENT BOAR (6f 1F)
3x SOUL PACT (2D)
3x ALTAR OF SOULS (2f 3D)
3x SHAYTAN DEMON (3f 2D)
3x SOUL DRAIN (2f 2D)
1x RADIANCE, IMPERIAL AIRSHIP (20f)
3x FERAL KODAMA (5f 4F)
3x MANTA RIDER (5f 3D)
3x SKYWARD SWORDFISH (5f 1D 1F 3W)

Interesting deck, and its played like a rush deck then? I will see how it goes on the ladder for me :slight_smile: