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A deck that stalls the match for as long as possible by using removal to kill all creatures the opponent plays. When it has board control, fatigue, cards from Three Wishes or the Windstorm creatures are used to finish the opponent off.
Divine Guardians are the main faeria collector. If you kill all your opponent’s creatures, it’s hard for your opponent to prevent you from collecting faeria, since Guardians can’t be targeted by events.
Windstorm Chargers can be used to kill big creatures when used with events. They’re also good faeria collectors and can do burst damage to the opponent’s orb.
In the mulligan, look for Divine Guardians and Windstorm Chargers.
Waiting for fatigue isn’t usually the best way to finish matches. If you get an opportunity to safely finish off your opponent, it’s better to finish the match earlier, so your opponent doesn’t have time to save up resources for a comeback.
The deck has very polarizing matchups. It’s very strong against some decks (like red control and RY burn) and very weak against others (yellow rush and green midrange). It’s not well suited for climbing the ladder because of that, but it’s fun to play if you like grindy control decks.
Land type(s): Neutral, Forest, Mountain, Lake, Desert
Faeria cost: 4.3
3x EARTHCRAFT (2f 1F)
1x GARUDAN, HEART OF THE MOUNTAIN (10f 2M)
3x SEIFER’S WRATH (2f 2M)
3x FIREBOMB (4f 2M)
2x FIRESTORM (6f 3M)
3x LAST NIGHTMARE (6f 3D)
1x WINDSTORM COLOSSUS (10f 2D)
2x CHOKING SAND (4f 2D)
3x WINDSTORM CHARGER (3f 2D)
3x THREE WISHES (3f 2L 2M 2D 2F)
3x HELLFIRE (7f 2M)
3x DIVINE GUARDIAN (2f)