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Swift Death

Posted by LoganCharles on 23/05/2018

LAND TYPE(S)
Faeria cost
3.1
Difficulty
Deck's likes

This is a mono yellow deck with great mobility and tricks that can easily outmaneuver your opponent.

Mulligan: There is 3 cards you are looking for on the mulligan, they are the Alter of Souls, Mistral Guide and Manta Rider, they unfortunately are all turn 3 drops but it can lead to an explosive turn 3 play that sets up a triple harvest.

Land Placement: the best set-up thus far is a desert in front of your own orb than choosing a direction to left or right, that way on turn 3 you will have created a slide of 3 deserts. the next 2 deserts will be wherever you please however setting up an offensive land is a great move, this is often achieved through a turn 4, mistral guide, into dash (over opponents land) and dropping a desert in the offensive zone. This can also be achieved simply through the many flying charge 2 creatures, Oradrim Fanatic "self jump" (see "tactics" section), or using your Flash Salmon (If you can both draw a card and get an offensive land this can be stronger than a wind soldier).

Tactics: This deck has a few special tactics that make it quite enjoyable to play.
Guide Burst- On turn 3 if you have a Mistral Guide in hand you can play it in the center of your 3 desert slide than summon a slaughtering shadow (from alter), oradrim fanatic, manta rider (preferred) or Shaytan Monstrosity on the desert above your orb to dash them over to the other side of map, since all can move 2 tiles they are already in double collection, if you did use the Oradrim Fanatic you can use his gift effect immediately after the dash to put him on the enemy collection well and leaving him in range of an orb hit (just in case you draw Khalim's Prayer, or you already have it in hand). If using a Slaughtering Shadow often sending him towards you opponent is more effective than collection.
Swift Death - as the name of this deck implies the use of this tactic is subtle and very efficient. Simply place a slaughtering shadow in a non-threatening collection well, the next turn if your shadow survives the round, it will collect, than you can use a Desert Twister to pull any of your enemies creatures adjacent to the shadow and getting the kill (usually), this is very efficient removal. This technique combos even better by dropping a Shaytan Monstrosity before doing this, since his cost of 5 so long as you use the +1 faeria on the ability wheel you can pull off this combo.
Patience - You out maneuver your enemy, often wheeling around the board is a great tactic since you can go for enemy orb at a moments notice with all the mobility, in addition all the collection goes a long way especially when it comes to using triple Last Nightmare.
Going to the End Zone: this deck can be very offensive with its high attack creatures, it put the enemy on a forced defensive. This is easily established by making an offensive desert tile, this should be looked at as a turn 4 manuever before developing your land, you can use a multitude of cards to accomplish this, first is using the Dash mechanic of Mistral Guide, there is also the Oradrim Fanatic which can target itself with its Gift to jump itself onto enemy land, than there is Flash Salmon which already has charge 2 and flying to get into the right spot for land placement.

Pros: The Pros of this deck is it can have explosive turns, I've gotten Shaytan Monstrosities that went from 0 attack to 17 in a single round, smashing an enemy orb. Great collection potential, with all the flying a mobility, collection comes easy. Removal, triple Last Nightmare seems overkill but when up against GY sac it makes quick work of there win condition, not to mention the "Swift Death" combo that is basically a 1 faeria deal 6 dmg to any enemy creature and 3 Flash Salmons which are used to get offensive zones but can also be used a pseudo falcon dives (against those dang Bomb Slingers). Lastly you are always a threat, no matter where your creatures are on the board, this is especially true when at 5 deserts, having desert an offensive desert will always be an enemy concern and have your Windborne Champions mean you threaten every square on the board.

Cons: No turn 1 or 2 play, the first 3 rounds is always setting up a triple desert, even if thinking about Oradrim Fanatic dont do it, he is much more valuable to trigger a Khalims Prayer through movement, getting a land in offensive zone or even getting collection through movement of another friendly creature (which would make up for the one turn of collection anyways). No Healing, this deck has no Soul Drains, Emperor's Command or even Radiance, although you do have sac health effects so experimentation can be done. Hitting 5 deserts manually, this deck is a 5 land requirement deck, although i don't see this as a HUGE downside these days, the majority of the deck is turn 3 so its not that bad. In my opinion the worst problem with this deck is facing off against red, since they deal direct damage and there is no healing AND you got slaughtering shadows getting mass murdered by Ground Shakers it is a HUGE downside, but eh thats just gonna depend on the meta.

Sideboard: Shaytan Monstrosity is a win condition of types and when given flight by mistral guide is a super threat since it can stay safety away until it was to explode, yet this is not always a desirable move as it breeds predictability, a replacement can be alot of things, Zealous Crusader (win condition), Shaytan Demon (Tempo), Oradrim Monk (control/value), Wind Soldier (control), Windborne Emissary (Tempo), Khalim, or even Radiance, BUT in the end i prefer Shaytan Monstrosity since it truly is a "WIN' condition, and works well with the Alters.
Swapping Khalim's Prayer with something like soul drain can work, it will help cover some of the healing weakness this deck had, and in addition getting 7 dmg is easier to obtain since most of your creatures hit only 5 attack, those colossus cards can mean disaster if you don't hit the 7 dmg mark, although my thought is a triple Last Nightmare is sufficient for me.

LAND TYPES (by number of cards)

0
0
30
0
0

FAERIA COST (by number of cards)

3.1
6
0
3
1
3
2
3
3
3
4
9
5
3
6
0
7+

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