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The cards of the deck.
Queen’s Guard: Powerful 3/6 that can be turned into a mobile 7/7 Literally the next turn it’s played
Enchant: A powerful buff, or debuff
Sunken Tower: Mobility
Triton Banquet: More Mobility
Humbling Vision: An incredibly excellent card that’s perfect for value trades.
Enchantress: A powerful buff/debuff with a collector/aggressor left behind
Aurora: Literally the best legendary in the game
Frogify: Hard Removal
Tyranax: Powerful Body that synergies with the explore that can defend as well as it aggresses
Lancer: Excellent Aggressor that can turn the tide of the game if you can pull off the 11 damage proc.
Herald: A sturdy body that provides Incredibly cheap bodies
Ideas for changes:
Wavecrafter: The deck often finds itself starved for faeria, with this you could play collectors, push aggression, and even make value trades with vision, whist killing off greedier bargain and 7s lists. (You’d switch out the heralds for this) Drawbacks: It keeps rush players going when they would run out of fuel and it will kill your Faeria supply after you run out of cards to play.
Sturdy Shell: Excellent early collector, and an excellent defender. (I don’t really know what you’d swap out for this) Drawbacks: Horrible aggressor
Wavecrash: It’s excellent late game. (You’d swap out the herald for this) Drawbacks: Dead draw against rush.
Any suggestions? Leave them below!
Land type(s): Neutral, Lake
Faeria cost: 4.1
3x QUEEN’S GUARD (6f)
3x TYRANAX (5f 1L)
3x GABRIAN ENCHANTRESS (4f 2L)
3x FROGIFY (4f 3L)
3x GABRIAN ENCHANTMENT (2f 2L)
2x SUNKEN TOWER (2f 2L)
3x SNOWSTORM LANCER (5f 2L)
3x HUMBLING VISION (3f 2L)
3x ANCIENT HERALD (6f 1L)
3x TRITON BANQUET (3f 1L)
1x AURORA, MYTH MAKER (4f 3L)