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Some creatures aren’t suited for combat and instead are best utilized harvesting extra Faeria each turn at one of the four Faeria wells. You can tell if a creature would be a good Faeria Farmer by their mana cost and stat distribution.
Farm boy only costs one Faeria, meaning that if you manage to place one next to a Faeria Well, it has already paid it for self. Any resource an opponent spends on killing it usually isn’t worth it, as they will likely get behind on Faeria efficiency by removing a card that was virtually free. However, this meager kid doesn’t stop gathering Faeria until they are killed (or move out of range of the Faeria Well) so their power level is deceptively high. Because of it’s neutral casting cost, you can create two neutral lands and get your Farm Boy farming as early as turn 1.
Some creatures are even mobile enough to move back and forth between Faeria nodes, giving you 2 extra faeria every turn.
For example, the card Triton Diver has Aquatic and Jump, meaning it can move two spaces at once through spaces that don’t have lands placed on them. Perfect for doubling down on Faeria farming without the need to invest land placement to do so. His casting cost is cheap enough that he can be played on turn one, ready to jump to a Faeria well the next turn.
Farming strategies are a unique way to win a game of Faeria. Victory is achieved through an eventually overwhelming resource lead that allows the farming player to play bigger creatures at a rate too fast for his or her opponent to keep up, all while drawing cards using the Power Wheel freely (as there is no need for gaining faeria off it).
All creatures can farm Faeria, and a skilled player will use this to their advantage at every possible chance. It’s important not to go too far out of your way just to acquire some extra Faeria. Board control and strategic placement of your creatures is still of utmost importance.
General thought is nice, but lacks many more detailed but still basic analysis IMO.
Farmers in general are cheap and fragile, so you need to protect them with either stronger creatures or board setup that makes going for them disadvantageous for opponent.
Flying and Aquatic make great farmers, not only because you don’t have to invest in land and can pressure with aggressive land movement. They also force your opponent to be less aggressive and develop lands toward your farmers or go for your base and have less threat on your farmers. Both options are good for you,
Creatures with more stats and enters play ability are nice for mid-late game get effect + extra farmer.
You can let your bigger creatures farm, but it ties them to sides of the board. Having a dedicated farmer frees your better creatures to move to better strategic places.
There are red cards that make farming deal damage to opponent, and fights deal damage to opponent, so it can go for defensive strategy that still deals damage by farming and protecting farmers.
And it is fundamental that farmers can be dead draw mid-late game. You need to remember to provide draw. Its a bit less of a problem when you draw as bonus thing for turn. But especialy mid game when you need a good card to swing battle and you draw a blank farmer youre nig going to be happy about it.
General thought is nice, but lacks many more detailed but still basic analysis IMO.
Farmers in general are cheap and fragile, so you need to protect them with either stronger creatures or board setup that makes going for them disadvantageous for opponent.
Flying and Aquatic make great farmers, not only because you don’t have to invest in land and can pressure with aggressive land movement. They also force your opponent to be less aggressive and develop lands toward your farmers or go for your base and have less threat on your farmers. Both options are good for you,
Creatures with more stats and enters play ability are nice for mid-late game get effect + extra farmer.
You can let your bigger creatures farm, but it ties them to sides of the board. Having a dedicated farmer frees your better creatures to move to better strategic places.
There are red cards that make farming deal damage to opponent, and fights deal damage to opponent, so it can go for defensive strategy that still deals damage by farming and protecting farmers.
And it is fundamental that farmers can be dead draw mid-late game. You need to remember to provide draw. Its a bit less of a problem when you draw as bonus thing for turn. But especially mid game when you need a good card to swing battle and you draw a blank farmer your’e not going to be happy about it.