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All this deck is made to play creatures who all have a use when u summon them, and later play Orosei and transform them in bigger creatures.
The key of the deck is the combo “Oroseï, dream of the deep” and “Mirror phantasm” played on one of your small creature (for instance “Lore thief”, “Court jester” or “Royal judge”).
This way you’ll have two creatures with a cost of 7, and both will be transformed in a bigger creature with a cost of 9.
Of course you also can play your “Mirror phantasm” on an enemy creature very boring or too big (take care if you use it on an “Azure skywhale” you’ll lose your swallowed creature).
-There are 2 creatures in the game costing 9, “Red devil” and “Walking fortress”, so u know exactly in what your “Mirror phantasm” will be transformed.
-For your creatures costing 3 who will be transformed in a 5 faeria creature, the possibilities are interresting, all the creatures in each colors are very good, except “Frog tosser”, “Bomb slinger” , “Blazing salamander”, “Royal judge” , “Tiki healer” and “Voice of hunger”, 6 on 38 creatures.
-It is better to keep your “Snowstorm lancer” and play them after “Oroseï”, first because the deck has got many events to boost them, and above all because the creatures costing 7 are more dangerous (you could get a “Bold bargainer”, “Hate seed”, a 6/6 “Oak father”, or a “Canon carrier”…
-Finally, for your “Ancient herald”, all the creatures of the game costing 8 are excellent and they are not many (“Baeru, the first wave”, “Ogre battler”, “Ignus, the first flame”, “Icerock behemoth” and “Gemshell tortoise”, the less good.
Last game i had 2 “Ancient herald” on the board when i summoned “Oroseï”, and i won “Baeru” and “Icerock behemoth”…!
-Don’'t hesitate to play “Oroseï” once your creatures are hurt, or after having attacked, you’ll get some brand new ones after that.
-“Court jester” is good when you’ve played “Hold the line” before, you’ll get a, uncolor 4/5 creature with taunt for only 3 faerias, but also when you’ve got in hand “Snowstorm lancer”, a 5/7 with jump who can become a 7/9, 9/11 or11/13 is never bad.
-I decided to put one “Aurora’s trick” in the deck, that was a difficult choice because it cost 5 blue lands, but this is only 2 more than “Frogify” and the deck is slow.
Also, this is the kind of card that is “stronger” if kept in hand a long time and played when very necessary.
I’ve played many games where a creature with 2 in strength and the taunt ability disturbed me (i.e. “Living willow”, “Wood elemental”, “Flowersilk faerie”, “Grim guard”, or even a bigger creature with “the emperor’s command” on it to be able to steal it), and with “Aurora’s trick” the game can suddenly be completly changed (u prevent me to attack your orb with a taunt creature just at side, i steal it and then win).
But of course this is the kind of card that u guys can remove and replace.
Test this deck and tell me what u think, i find it interresting, fun, and not bad at all. The games will be strategic, you’ll play defensivly in the beginning, moving your creatures step by step a bit like in chess, and all of a sudden a storm is coming and all the game will turn upside down…!
Have fun, and respect your opponent!
Land type(s): Neutral, Lake
Faeria cost: 3.9
Difficulty: Beginners
2x HOLD THE LINE! (1f)
3x COURT JESTER (3f)
1x ROYAL JUDGE (5f)
2x LORE THIEF (3f 2L)
3x SPRING MOCHI (3f 2L)
3x MIRROR PHANTASM (7f 2L)
3x FROGIFY (4f 3L)
2x SPELLWHIRL (2L)
1x OROSEI, DREAM OF THE DEEP (10f 2L)
3x SNOWSTORM LANCER (5f 2L)
3x ANCIENT HERALD (6f 1L)
1x AURORA’S TRICK (4f 5L)
1x TIME OF LEGENDS (1f)
2x THE EMPEROR’S COMMAND (2f)