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the idea behind this deck is combining rush and burn.
The reason this deck works is the rebel glider: you absolutely want him in your starting hand.
that’s how i play this deck anyway: instantly rush the enemy with rebel glider, if you get a land next to them it usually means GG from my experience.
This punishes a land in front of the enemy orb super hard. This deck does stop working if the enemy doesn’t do that, you can get punished super hard by green, but that’s the usual for red really.
So this deck is super good vs yellow rush (haven’t lost a game vs them yet) and is very strong vs blue decks that start with lake in front. i’m not sure about other decks, but hte land in front of the orb is the crucial part.
i got to rank 5 with this deck, stopped playing with it afterwards. not sure if it is actually good because you can probably also play this deck in a midrange/control style since it is burn after all.
Maybe the best way to play this deck is by switching between rush and midrange depending on what your opponent does, i’m not sure, i don’t have enough experience to judge that.
Land type(s): Neutral, Mountain
Faeria cost: 3.8
2x FREEDOM FIGHTER (5f)
3x GIFT OF STEEL (3f 2M)
1x SEIFER, BLOOD TYRANT (5f 2M)
3x AXE GRINDER (3f 1M)
3x SHEDIM BRUTE (5f 2M)
3x GRIM GUARD (4f 2M)
3x FLAME BURST (3f 2M)
3x FIRE ELEMENTAL (4f 1M)
3x GROUNDSHAKER (6f 2M)
3x SEIFER’S WRATH (2f 2M)
3x REBEL GLIDER (3f)