Basic/Advanced (take your pick) :
I suggest you pick from those mentioned by @J0k3se at the end of his great guide (boards.faeria.com/t/how-to-improve-at-faeria-a-guide)
Here they are (Changed a few things that were not updated recently).
Game mechanics you should know about.
At the end of the controllers turn, aquatic minions die if they end up on land, and non-aquatic/flying minions die if they end up in the ocean.
Creatures with charge/flying cannot move through your minions or structures.
Ranged creatures cannot shoot through your own minions.
Ranged creatures will take strikeback damage only if they attack an adjacent enemy, not if the creature is more than one tile away, except if it also is Ranged.
Creating a forest at random can also alter your prairie tiles (wild growth, vine wall).
An enemy well is the two wells closest to your opponent.
“Move a creature” (Flash Wind/Oradrim Fanatic) means move it as if that creature was moving. So jump, charge and flying applies. “Move a creature” can also be used to move away from Taunt.
Deathtouch only kills an enemy creature if damage is dealt (If a creature with protection is attacked by a creature with deathtouch, it will not die.
If a creature has deathtouch and four or more attack and attacks Sharra, Sharra will not die).
You can only have 9 cards in your hand. If you were to draw a card when you already have 9, the card will be lost.
When your deck is empty and you draw a card, you take fatigue damage. Fatigue deals 1 damage +1 damage for each time fatigue has already dealt damage to that player.
AoE effect creatures in the order they’re put down on the board, meaning that if you’ve put a Farm Boy (for instance), then a Bone collector next to it, and your opponent plays Firestorm, the bone collector will be buffed before and so not die from it. The same goes with Ruunin shrine : it will protect only the first creatures to have been played, and the excess of damage will be taken from the last creatures to enter the board.
If you transform (Frogify, Mirror Phantasm, Unbound Evolution, Orosei) a creature that is able to attack, it will still be able to attack after transforming it. Except if you play a creature with haste and transform it the same turn (it will lose haste and therefore the new creature will no longer be able to attack).
If you replace a creature (Demon Wrangler, Oath to Oblivion), the new creature will not be able to attack the same turn it is played, even if the creature it replaces was able to attack.
Card mechanics you should know about.
Ruunin’s Shrine can be overkilled. As long as it has 1 hp it will absorb the entire next hit.
Prophet of Tides has to move the same land twice.
You and your opponent can see what card has been drawn by Royal Judge (while it is on the board) by hovering over it.
Aurora, Myth Maker cannot target herself or enemy creatures. If you have 2x Aurora, Myth Maker’s, the second one can target the first.
Tiki Caretaker and Tiki Piper can target themselves.
Ruunin’s Avenger can have its health go up while it is on the field.
Azure Wisp does not have to be the creature collecting faeria to gain the +1+1 bonus.
Bloodwell Sprite does not have to be the creature collecting faeria to deal one damage to your opponent.
Frogs from Battle Toads can only be placed on lakes.
Aurora’s Creation can target enemy minions.Seifer, Blood Tyrant absorbs the creature’s original stats plus buffs, not the stats when it’s damaged and loses a battle to Seifer.
Oradim Saggitarius’s text, “whenever you attack a god, gain 1 Faeria” applies to attacks from any of creatures you control, not just Oradim Saggitarius.
If Battle Rager is destroyed (Last Nightmare, Choking Sand or Meteor), no damage will be dealt to the other player.
These may or may not all be suited to a loading screen (some are too long for instance), I’m just mentioning them, it’s up to you to choose or reword them if necessary. And I hope @J0k3se doesn’t mind of course
Herds of Angry Yaks once ruled over the land of Faeria. Dark times.