RY Mistral Mobility

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Uses mistral guides to give extra mobility to strong attack based creatures. Basic idea is to constantly clear enemy creatures. Mistral guide is best positioned at one of your wells to constantly dash your creatures to enemy wells, the flying buff works well with golden aviaries in that your ‘weaker’ creatures can easily take out giants.
Some things to note:
-Wind soldier has a lot of reach if summoned adjacent to mistral. Combined with aviary it’s a very strong removal.
-Radiance and firebringers are lategame and should be used as efficiently as possible to secure a win.
-Altar of souls can easily overwhelm most decks in the midgame, stocking multiple 6/1s in hand then pelting the enemy with them is great (until the enemy puts down a groundshaker)
-The 1st movement using celestial tower is the strongest because it can’t be defended against, once the tower is on the board your opponent is likely to play around it, use it wisely.

Matchups (Theoretical):

-Mono Green: Establishing board control is essential, if you can deny faeria you are in a strong position. You can already deal with giants efficiently and if they can’t be summoned every turn it’s even better.

-RG Crackthorn: Most crackthorn decks run AoE now so this skews the match in their favour, as always taking out harvesters is essential but against this deck kind of deck go for a quick game and hit face whenever possible.

-Blue Reaver: This is a slow deck and relies a lot on libraries. With superior mobility and board control you can keep these off the board. Flame burst is handy for taking out libraries if creatures can’t get them. Libraries must be taken out early or they can make a comeback.

-Rush: This deck will collapse easily against any and all forms of rush.

-Mono Red: Same basic idea as crackthorn, however it’s more efficient so harder to control. If they have AoE you can’t do much.

-Yellow Events: This deck can match you in mobility easily. Be wary when placing lands as they love using your lands to their advantage. Constantly making trades is important, you have an edge against their colossi so it should be slightly in your favour.

Land type(s): Neutral, Mountain, Desert
Faeria cost: 3.8
Difficulty: Intermediate

3x AXE GRINDER (3f 1M)
2x FLAME BURST (3f 2M)
3x FIREBRINGER (4f 2M)
3x ORADRIM FANATIC (3f 2D)
2x ALTAR OF SOULS (2f 3D)
3x SHAYTAN DEMON (3f 2D)
3x WIND SOLDIER (3f 2D)
2x AIR ELEMENTAL (4f 1D)
1x CELESTIAL TOWER (2f 2D)
2x GOLDEN AVIARY (3f 2D)
1x RADIANCE, IMPERIAL AIRSHIP (20f)
2x BLOOD SONG (4f 2M)
3x MISTRAL GUIDE (4f 4D)

do you recommd this to climbing ? :slight_smile: