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Flyin' Devilbears

Posted by TWAdorno800 on 25/07/2017

LAND TYPE(S)
Faeria cost
3.9
Difficulty
Deck's likes

This is the deck I used to reach God rank for the first time. I wanted something fun, effective and different. It's a nice meta-response to low hp rush decks as well as global damage from Crackthorne and Earthshaker. Mostly, it's fun to play and it works.

Imperial Airship, Wood Elementals and Ruinnin's Guidance give it a chance against rush, especially if you get a good global clear from famine/plague bearers ... although that's still one of the worse match-ups.

Keep at least one beginning harvester: Posessed Ursus, Wood elemental or Plague Bearer in a pinch. Then, hold a Khalim's Training if you've got at least one harvester. Ideal opening is to get a harvester in place on a side before the other player has one there. Then if they play a harvester on that side, double harvest and fly on them with Khalim's. If they don't play a harvester, double harvest with Khalim's. Sometimes, this results in a very quick win with a bear. More usually, it sets up board control and great mid-game harvesting, since you force a turtling/defensive response to deal with your large, potentially explosive threats. (With the right cards, an ursus on your well can very quickly turn into a 10/6 or 20/4 in their face). That turns into a faeria advantage and an eventual win.

Hold Fash Wind, Sagami and Last Nightmare cards for the ideal opportunity, or until absolutely necessary to use. You don't have a ton of them. Ideally, these are combo catalysts. Sometimes, they're a survival technique.

LAND TYPES (by number of cards)

6
0
12
0
12

FAERIA COST (by number of cards)

3.9
2
0
3
1
8
2
5
3
4
4
3
5
2
6
3
7+

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