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First: you want to keep a playable minion in hand (farm boy, roaming yak, outland ranger) combined with a follow up play (monk, freedom fighter, kings guard). Double neutral upwards and try to go for both sides, send the weaker minions away from the advancing opponent.
Second: you are searching for farm boy + roaming yak opening that then allows you to play a 9 drop on the second turn while also quad collecting. From my experience only highroll blue jumpers could beat that. In general any combination of 2 playable creatures on turn 1 is fine to keep in hand.
How to play: You want to prioritize collecting on the board and keeping your opponent off the wells. You want to search for plays that allow to clear the board while leaving you with a token or two left so that you can keep collecting and outcollecting. On even Faeria count this deck cannot win against anything of colour, but the insanely fast start with double lands and roaming yak/farm boi allows us to start the game with a leg up.
Synergies you want to look for: yak attack +outback station, kings guard + wandering monk.
Warning: Once you fall behind on board and your opponent isnt playing the hardest memes, even a good yak attack wont be enough to get you back into the game.
Land type(s): Neutral
Faeria cost: 4.5
3x FARM BOY (1f)
3x WALKING FORTRESS (9f)
3x FREEDOM FIGHTER (5f)
3x YAK ATTACK (9f)
3x KING’S GUARD (6f)
3x WANDERING MONK (4f)
3x DARING ADVENTURER (4f)
3x OUTLAND RANGER (3f)
3x IMPERIAL OUTPOST (2f)
3x ROAMING YAK (2f)