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Prepare for a surprise attack!
Or at least your enemy will need to, through the various ways Yellow enables the movement of creatures, you too can sneak a troublesome 7/7 right to your enemy’s orb, possibly stealing a win early on if they can’t stop it in time.
Of course if that doesn’t work out, dealing with several 7/7’s in itself can be troublesome, and due to fairly limited options for removal, Feral Kodama will likely be ignored in favor of dealing with the perceived bigger threat, which is a big mistake. The healing Kodama can provide is essentially unlimited, allowing for a huge amount of sustainability after sneaking in for a hit, which will somewhat reward you for going for the kill when things look bad.
And don’t forget that Flash Wind can move those pesky enemy creatures too! (Taunts especially)
Land type(s): Forest, Desert
Faeria cost: 3.4
Difficulty: Advanced
2x SAGAMI WARRIOR (3f 1F)
2x SAGAMI GROVECALLER (4f 2F)
2x WILD GROWTH (2f 1F)
3x ELDERWOOD EMBRACE (3f 2F)
3x VERDURAN FORCE (6f 2F)
3x KHALIM’S PRAYER (2D)
3x ORADRIM FANATIC (3f 2D)
3x KHALIM’S TRAINING (1f 2D)
3x WINDSTORM COLOSSUS (10f 2D)
3x FLASH WIND (2D)
3x FERAL KODAMA (5f 4F)