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DECK IMAGE: https://imgur.com/dQ3Unsd
The decks plays almost the same as most standard red rush decks. The idea of the deck is to put pressure on the opponent’s orb through either swarming with faeria gain/reduction cards, removing opponent’s defenders or burning them down with orb damage.
Mulligan for Monkey, Brigand and Grim Guard. Groundshaker and Wrath are fine if you have any one of the previous 3 in hand. You may keep Salamander combined with a removal card (wrath, flame burst, maybe even groundshaker if you’re feeling lucky). You may keep Gift with brigand and grim guard in hand. Blood Song can also be kept if you have a creature to play on 2 mountains combined with something 4 cost or more. You can optionally keep Beast Trainer if you think you’ll get value from it when playing your 3rd mountain.
Build lands from middle to opponent’s orb. Since the deck runs 9 creatures that cost 3 lands, you ideally want your mountains as quickly as possible so you don’t want to double neutral more than once in the early game. Getting a mountain near crucial enemy lands should be considered for potential salamander value (maybe even one that is directly next to the enemy orb for burn damage).
Land type(s): Mountain
Faeria cost: 4.2
Difficulty: Beginners
3x UNDERGROUND BRIGAND (3f 2M)
1x GIFT OF STEEL (4f 2M)
3x GRIM GUARD (4f 2M)
3x FLAME BURST (3f 2M)
3x GROUNDSHAKER (6f 3M)
3x BLAZING SALAMANDER (5f 2M)
3x SEIFER’S WRATH (2f 2M)
2x BLOOD SONG (4f 2M)
3x DERANGED MONKEY (4f 2W)
3x BURSTING HIPPO (6f 3M)
3x BEAST TRAINER (5f 1M 2W)