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One of Faeria’s unique qualities is the power wheel. This gives the player access to building land which is an essential part of the game. Land is not the only option available in the power wheel. Players can also gain one point of Faeria or draw a card. Drawing a card is a very powerful option during your turn but it does come with consequences if not planned correctly.
When and why should you draw a card
Identifying the correct moment to use the power wheels non-land functions is sometimes difficult. There are many aspects into knowing when to draw a card.
Analyse the board state
Before drawing card you could analyse the board and see if you will need lands in order to defend or continue your offence. I’ve witnessed players in tournaments draw out of desperation when in fact they needed to produce land to slow down their opponent.
Identify what your opponent wants to do next turn. Does your opponent want to build land? Could you stop them from gaining an aggressive land next to your well? How does this affect the long game? If you’re confident land or additional faeria won’t help you this turn then you can go for a draw.
Draw first, not last
It is always best to figure out what you’re going to do with your power wheel at the start of your turn. If you discover that you don’t need land and can draw then you want to have that card at the beginning of your turn. That card you drew could completely change how you want to play out your turn. You don’t want to make a play then draw a card and find out the card you drew was a better line of play.
Drawing into an answer
Drawing is a good way to extend the game and buy you time. When you know every card in your deck you will understand what options you could draw.
For example, your opponent has a Groundshaker in a double collection spot. It has two health remaining and you have Seifer’s Wrath in your deck. If there are no defensive lands or additional faeria needed you could draw a card hoping you get the Seifer’s Wrath to remove the enemy Groundshaker.
You can use the draw button to find a creature to play. Sometimes your hand might have creatures but they cost too many lands. Drawing a creature to play is a risk because it stops your land development to play other cards in your hand. However if you’re up against a rush player you might not have the time to wait for high land cost creatures.
Gaining hand advantage
The draw button is a way to capitalise on being ahead in a match. If you’re in control of the board then drawing a card is a strong way to give you more options to further shut down your opponent. A deck that is very effective with this strategy is Yellow Rush. Once you get your aggressive lands you can keep drawing cards to find more ways to finish the game. Yellow Rush doesn’t need to create a lot of land and benefits tremendously from the draw button.
Conclusion
Using the draw button is a skill in its own right. Analysing the use of your draw button can be a rewarding practice. It will help you identify when the draw button is a necessity, a luxury or a mistake.