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Yellow rush, with a Yak twist. The deck also comes with a little back-up plan: Path to Paradise and/or Mistral Guide (which you’ll reliably have, thanks to the Smiles) to push through their last bit of health. Mistral Guide and haste creatures on PtP mean you can get that damage almost anywhere on the board. The high card draw of yellow rush pairs well with the need to combo into multiple yaks.
Ideal to open with a Yak near their well, but in cases of a counter rush, make sure your first Yak is played somewhere that it has to be killed. THE FIRST YAK MUST DIE. Even if you only get two yaks per yak card, that’s still some great value…and it can be worth it to play two ‘double yaks’ in the right scenario. (BUT NOT AGAINST RED / OTHER AOE threats.)
Neutral lands in the locations where you want to put a PtP = Good idea.
I like to hold Yaks, Earthcrafts and/or Smiles.
If possible, save fanatic for lethal (to clear an attacker, move into place, etc), or at least an extra PtP buff.
Land type(s): Neutral, Forest, Mountain, Desert
Faeria cost: 2.1
Difficulty: Beginners
3x EARTHCRAFT (2f 1F)
3x ORADRIM MONK (3f 2D)
3x KHALIM’S PRAYER (2D)
3x KHALIM’S FOLLOWER (1f 2D)
1x ORADRIM FANATIC (3f 2D)
2x WIND SOLDIER (3f 2D)
1x MISTRAL GUIDE (4f 2D)
3x IONA’S SMILE (2f 2D)
3x CRYSTAL FLOWER (3f)
2x FLASH SALMON (1f 2D)
3x PATH TO PARADISE (2f 1M 1F)
3x SKY YAK (3f 1D 1F)