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Disclaimer: Cannot beat Wanderer Ragnora
It is the general consensus that Vanar, at the current meta, is weak, and the best Vanar decks run as few faction cards as possible. This deck takes a diametrically opposed approach, running as much relatively-playable Vanar cards possible in one deck. The result is a hybrid deck that utilizes a variety of classic Vanar strategies that works surprisingly well together. Equally capable of maintaining tempo as it is of explosive late-game comebacks, this deck is the epitome of Vanar goodstuff.
The overall plan is to ramp up to 7 mana as fast as possible and close the game with a Seraphim and Spirit of the Wild combo. The deck is at essence a Midrange one, but it also has no issues with dragging the match out longer. In some cases, you’ll be able to win just by strong tempo plays with Cloudcaller and Conjurer, and in others, you’ll need a second Seraphim or even an Embla.
The ideal opener is, of course, Crystal Wisp. Its stats are so bad that playing it is a tempo loss, but if you’re able to kill it next turn you’ll be able to ramp right into a Cloudcaller or a Conjurer. The next best option is Gravity Well, as it can snag some extra mana tiles and tilt the opponent hard. Circulus is decent, but try to play it with Gravity Well so you’ll at least get 1 Illusion off its effect. Hearth Sister and Basilysk are strong P2 openers and just good tools to have in Faie.
Try to play Malicious Wisp as early as possible. Sabotaging the opponent’s early-game plans is often the key to your victory. Blue Conjurers and Cloudcallers should be your next plays. Generally, it’s best to play Conjurer first and then Cloudcaller as Cloudcaller can proc Conjurers effect, but either card is strong on their own as well. Cloudcaller, in particular, is a criminally underrated card. It is fantastic when maintaining tempo, and can take care of many tough cards such as Sunriser, Lancer, Decimus, BMP, Flamewreath, and so on.
Usually, Seraphim is the only late-game minion this deck will need. The Seraphim and Spirit of the Wild combo is extremely strong, and combined with whatever minion you have on the board already, it can catch the opponent off-guard. However, if you didn’t draw the combo or things did not go as planned, you’ll have to play a little longer. Luminous Charge is a great late-game option, especially if paired with Seraphim. Embla is also an amazing card, and a secondary win-con. The heavier Arcanysts created by Blue Conjurer, such as Scientists and Death Knells are good too.
Techs and Tips
Vanar doesn’t exactly have a lot of options, but here are some ways you can customize the deck to your liking. Aggro is the main-enemy of this deck, so if you hate them run some more sustain tools.
Solid sustain tool. It’s also a cheap spell so it goes well with Conjurer and Circulus. The deck is already pretty tight, so if you want to run some you can take out the Hailstone Prisons or even the Circuluses. Combined with Gravity Well, your General should be able to stay alive quite a while. Still won’t save you against eggs, though.
Vanar just has a lot of good, cheap spells. Chromatic Cold is no longer worth running after its nerf, but in Vanar standards, it’s good enough. You can take out Circuluses for them. No-brainer here, but it’s great against Obelysks, Kha, Hallowed tiles, Zir’an in general, eggs, and everything else that gives you cancer.
Embla with Winter’s Wake more or less closes games every time. It works great with leftover Gravity Wells and Luminous Charges as well. It’s just a good card overall, but running it might make the deck too heavy and janky. It’s a better fit in Ice Age decks. I wouldn’t advise running more than 2 if you do choose to take some. Again, take out Circulus for them.
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an advanced hybrid deck, revolving around pressuring and tricking your opponent into a nuke using some of the conventional and the less conventional tools vanar got to offer.
(piloted this deck to s rank this season)
The T H I C C Faie, cause she bae
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.
After months of mapping Vanar I came up with the deck I wanted. I cracked the Nemeton and created this monster. The deck revolves around stalling, creating baits, trapping and winning by wake/trail. I made it into the top 50 with this deck but it is not easy pilot.
> Ghost Seraphim > Flawless Reflection > Aspect of the Wyrm
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A hybrid between Oak in the Nemeton Trial and classic tempo Faie that seeks to win quickly with Nemeton when ahead but can also burn opponents down when behind on board.