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Important cards to keep:
Bender against Fault, Vaath, Obelysks, Arcanysts, etc
Skorn against Ragnora, Lilith Swarm, etc
Sunset against Wanderer, Cassyva and most memes like Pantheran and so on
EMP against Artifacts, Arcanysts, Walls and most memes like Grow, etc
Kron against Vaath
Sister and Hailstone Prison against Lyonar
RX against Aggro or Non-Arcanyst Songhai
Malicious Wisp against anything that relies on an expensive late game card which includes Fault, Wanderer, Titan, etc
How to play:
As first player:
Turn one you want to play a 2 drop and then follow it either with Wisp, on turn two or a 3 drop.
Your two drops determine which 3-4 drops you keep and which u replace.
Best opener is as always Crypto so if you have that turn one, keep it. Try to look for Wisp and if you can, turn two take the tile and play Wisp somewhere behind. If you didn’t find Wisp, you can also take the tile and play Mentor + BBS. If you couldn’t find neither Mentor nor Wisp, you can play Sworn Avenger + BBS.
in short if you are opening with Crypto, these are your best turn two options in order: Wisp > Mentor > Avenger however there are some exceptions. In some cases, for example when playing against Non-Arcanyst Shidai, Magmar, Vetruvian, Avenger is better.
Your turn 3 depends on your turn one and two. If you did Crypto -> Mentor + BBS then your options are open and you have to evaluate the situation and pick the best option: for example playing against Starhorn? Play lots of cheap cards and so on. If you did Crypto -> Wisp it’s the same thing. If you did Crypto -> Avenger + BBS then you usually want to play Skorn to further damage your general unless it’s a match up where Skorn is important to keep like against Ragnora or Swarm Lilith.
From there on play your best options and don’t screw up and you will win.
If you opened with RX, you can only play a 3 drop next turn. Sworn Avenger is usually better than Mentor in this situation especially in the afformentioned match ups. If you don’t have it you can play Mentor instead. Make sure to take as much damage as you can before RX is done building because it will most likely heal all the damage taken.
The game should continue as normal; again don’t screw up and you’ll win.
As second player:
You want to open with a 3 drop on the first column preferably. Depending on the match up either Avenger or Mentor. If you have neither you can move diagonally and play a defensive 2 drop (the exception being Vaath if they have opened with Metallurgist.) In some rare cases you can play RX and another 2 drop (Either Sister or Crypto). For example if they open with Kujata and you have RX and Sister, play RX on mana tile and Sister the Kujata to kill it.
On turn two you want to play Wisp. If you don’t have Wisp you should play another 3 drop either on the tile or defensively on the first coluumn next to your other 3 drop and then move your first 3 drop 2 squares away vertically. In some rare cases you can play Skorn, like if there are lots of Wraithlings or Eggs on the board already and you have an Avenger.
After that play goes on and if you play well you should be able to beat anything.
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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.
Honestly your iq has to be at least higher than 100 to play this deck. I played this in team wars 6 one time and won a couple games.
Play Creatures with drawbacks that are easily dispelled away and reap the benefits while avoid the costs.
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.
Overdrive your way to S-Rank!
Part of a series on neutral meme archetypes that can be played (with variable amounts of success) in any faction.
Part 7: Masochism.
Deal maximum damage to your opponent by taking a beating yourself. A deck that excels more the better you are at quick maths.
An overview of the Burn Faie archetype.
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.
A fairly normal Wanderer deck with the aim of ramping up as quicklu as possible then out valuing your opponents.