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You win by destroying all of their ■■■■ and they run out of Faeria.
Mulligan for Archer, Charger, Air Elemental, Aryana, and Outland Ranger.
If you have two creatures in hand, and one of them is an Archer, mulligan for movement.
Outland Ranger: Campfire puts your Archers out of 2 damage range, Chargers out of FB, Champions can clear 6 hp, etc
Flashwind: Allows you to reach their creatures and make value with your event creatures
Desert Twists: It’s super flashwind, it allows you to be anywhere, at anytime, it is best to abuse with your event creatures
Barter: If your opponent is playing green, barter for buffs for your archers, if your opponent is playing blue, barter for transform/removal, if your opponent is playing red, barter for removal, is your opponent is playing yellow, you have 6 soul drains.
Windstorm Archer: A defining piece of this deck, it allows you to clear their board for free and can put you an in advantageous very quickly.
Windstorm Charger: Colossi, Shakers, Verduran, nearly anything can be cleared by Charger, could also be used as an aggressive mechanism to push 4-8 damage when paired with movement.
Air Elemental: Great Early Collector and allows you to get out your Twisters and Champions earlier.
Aryana: Allows you to cheat out treasures and is an excellent faeria dump, also pushes your event creatures into value trades.
Windborne Champion: Can reach anywhere and allows you to clear the majority of their creatures while double or triple collecting, also has the benefit of movement for your other creatures.
Windstorm Colossus: Gives excellent weight to the deck allowing to clear most enemy creatures and finish games very quickly.
Land type(s): Neutral, Desert
Faeria cost: 3.1
3x OUTLAND RANGER (3f)
3x DESERT TWISTER (5D)
3x WINDBORNE CHAMPION (5f 5D)
3x WINDSTORM COLOSSUS (10f 2D)
2x AIR ELEMENTAL (4f 1D)
3x FLASH WIND (3D)
3x SOUL DRAIN (2f 2D)
3x WINDSTORM ARCHER (2f 2D)
3x WINDSTORM CHARGER (3f 2D)
1x ARYANA, SOUL OF GAGANA (4f 2D)
3x BARTER (2f 2D)