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A deck based around having alot of medium guys flying around and whiping stuffs.
The Towers are not part of the main deck even though they can be fine as one ofs (so does overgrown tower). They can instead be buffs, manta rider maybe, more mobility (flash wind/triton banquet, should be fun with towship) King’s guard or any tech tech of your choice. I think I currently run 1 tiki piper, 1 seedling, 1 mystral guide and 1 shimmering statue at these spots.
The deck is consistent enough you can hard mulligan for towship and try to get your mystic beat spot and possibly an aggressive forest later.
If you face whales, save your humbling vision for them. If you face red, play out of their combat range, never let them initiate a fight and try to get all their guys out of the board.
You almost always want to go to one side, then race, defend or control depending on the situation.
You can’t race red rush, you really need to defend against them. Against greedy deck, try to rush them if your hand allows it, play it control otherwise, denying as much collection as possible.
Land type(s): Neutral, Forest, Lake, Desert
Faeria cost: 3.7
Difficulty: Intermediate
1x SHIMMERING STATUE (2f)
3x MYSTIC BEAST (3f 3L)
3x HUMBLING VISION (3f 2L)
3x ANCIENT HERALD (6f 1L)
1x OVERGROWN TOWER (2f 2F)
3x ANCIENT BOAR (6f 1F)
3x ORADRIM FANATIC (3f 2D)
3x KHALIM’S TRAINING (1f 2D)
3x SHIFTING OCTOPUS (4f 1L 1F 1W)
2x SKYWARD SWORDFISH (5f 1D 1F 3W)
2x FLIGHT OF THE MANTAS (2f 2L 2D)
3x OVERSKY TOWSHIP (5f 1L 1D)