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The Crypto/Mentor package lets you machinegun people down with faie and or it provides card advantage. Unfortunately cloudcaller has been moved to the sideboard in favor of Paragon as anti wanderer tech, but should the meta shift, or you have a sideboard, Cloudcaller is very strong and makes the bloodsurge package even stronger. Cloudcallers waterball does four damage to an enemy minion so its a great tempo tool, and it can also get duplicated by mentor or refreshed by crypto if you have the mana for it.
Having a sideboard lets you shift gears into more anti aggro, more tempo, or just having the right tech for the match up as skorn or caller can really shine in certain matchups. Enfeeble is just a one of because thanks to our dispel is not much needed and I wanted everything else at three.
But moving onto its latest additions, Malcious Wisp and Meltwater moose. Wisp is vanars best card of the expansion and is borderline oppressive, which is rather important as vanar has suffered greatly from nerfs. But wisp came to the rescue and really pushes all vanar decks up a notch. Wisp not only ramps for you, but it also lowers your opponents mana! And if you dispel, bounce, or transform it, the effect is permanent. Wisp is best played defensively but not so far back it cant get into trade. Meltwater moose is another powerful card, but similar to Wisp, its best used when you can remove the drawback effect on it via dispel. To facilitate that the deck packs bender and emp to dispel Wisp/moose while also dispelling your opponents field. Moose also happens to be a vespyr letting us fit Cryo to great effect, which is all the more important lately due to things like wisp.
Mix those fancy tricks with good removal, aoe, excess dispel, and healing and you have a very well rounded deck theoretically prepared for any matchup. Although it is not an easy deck to learn and even played perfectly the match-ups against some of the crazy powerful meta decks wandering around at the moment are hard fought.
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Ramp for the big boys.
Every wizard’s nightmare: unfeeling, unrelenting golems. Plus they’re budget friendly! Uses no cards above rare.
Play Creatures with drawbacks that are easily dispelled away and reap the benefits while avoid the costs.
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.
Well-rounded Midrage Faie, S-Rank approved. Featuring 200 IQ combos.
Explore the world of different mana cost minions.
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.
Chain huge minions and dispel effects to control the board. Uses no cards above rare.
The T H I C C Faie, cause she bae