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So basically you want to play wisps and have more mana than your opponent and play big things
Wall positioning is very important and something I still have not mastered because I only have like 1 vanar ribbon. If you place your walls poorly you will not succeed with this deck.
Just play your mountains when you have 2 more mana than your opponent and it will clear their whole board and make them cry
enfeeble is to not only activate walls but destroy build noobs. Situationally bad because when you have 10 more mana crystals than your opponent you don’t want to enfeeble your board.
Hailstone is one of the best removals in the game
Other than that you just have to know when to go face and when to control. It is a delicate balance only Rick and Morty fans could comprehend.
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Play boosted 5 drops value generators and out value your opponents (competes with wanderer)
Walls walls walls!
Overdrive your way to S-Rank!
Vespyers and Walls mix together very nicely when supported by Kara. Add tons of ramp, and you have a very scary versatile deck that, unlike dedicated walls, wont just fold to an EMP.
Explore the world of different mana cost minions.
Ramp for the big boys.
Wanderer Kara looks to get off the luminous charge and BBS combo to do 15 damage to your opponents face if they can’t answer it or stall with walls ramp and endless hunts to weather your opponent’s removal and minions.
Tempo is the name of the game sporting cards that clear the field while developing the board and maintaining your hand at the same time, mixed with faies inevitable BBs wincon.
a crafty take on my wall deck – this one revolves more around embla as a killing power and the ability to find an opening and set your opponent into a trap using more then enough tools.
A surprisingly underrated card. I had initially dismissed the card as to risky, and you do need to design your deck around it a bit to make it worthwhile, but the buff this card provides is truly massive and often game wining.