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25 to God YGB Token

Posted by Blasphemoose on 14/07/2018

LAND TYPE(S)
Faeria cost
4.1
Difficulty
Deck's likes

Updated version of the Deck I used to get from 25 all the way to God and am still climbing with. It focuses on building tempo by attempting to fill the board with token creatures. This deck features decent removal options with multiple win conditions. Originally it had way more token summons, but I had to adapt.

Aurora, Sky Yaks, Mobie, Ruunin, Yakkapults, Gift of the Rakoa, and Ulani's Medallion all act as win conditions.

This deck is rather vulnerable to rush and burn. In order to try and counteract this I slotted in Soul Drains, Wild Avengers, and Hold the Line. Hold the Line acts card slot efficient life regen, taunt, and gatherers in one. However, red decks with a lot of AOE will absolutely demolish this deck. This deck is also weak to Bargain Decks due to a lack of much heavy creature removal. Ruunin and Istanu act as soft answers to Bargain, just by acting as strong bodies to slam into.

Elementals are used for land generation to reach the high land costs required to function. Two Wood Eles are taken over one of each of the other two because of the heavy focus on Green and their ability to survive Flame Burst.

Frog Tossers act as removal and token generation all in one.

Doomsday acts as a last ditch tech, particularly against Red Bargain but really against anything that can gain more momentum faster than you can.

I include Ruunin because she's Ruunin. Her ability to become a win condition on her own is too good to ignore.

Aurora's Creation can be used in so many ways in this deck it is a strong contender to replace hold the line. It can quickly turn any of the key players in this deck into a win condition; you try dealing with 3 Mobies.

Sanctuary is my faeria generator of choice. The extra burst of faeria in a deck that is very capable of double, triple, or quad collecting is invaluable in allowing you to make big plays. Faeria Tree and Cistern are also valid options, but don't have the same infinite potential. Forbidden Library is far too risky, in my opinion, to play in a deck that is already incredibly vulnerable to burn and rush. However, it could give you the lead you need to get rolling, so it's worth considering.

Hold the Line, Ruunan, Last Nightmare, Doomsday, and Soul Drain can be swapped out and around to taste, but this has worked the best for me thus far.

Deepwood Stalker, more land generation, Faeria Tree, Cistern Emperor's Command, Faeries. Taunts, Lifegen, Mantas, Manta Riders, Crystal Flower, Choking Sands, Istanu and more duplicates of core cards are all options to consider swapping in and out. However, Istanu can be a liability, destroying your other strong win conditions with its effects and as such can easily be removed.

Froggify can be a very strong form of soft removal, but with its new land cost of 4 it can be hard to justify running in a deck that has such a high land requirement to function as is. Aurora, Frog-Tosser, and Water Ele are the only blue creatures that can take advantage of their existence. Forests are almost always more valuable than Lakes. In a similar vein of thought Last Nightmare creates a steeper land cost with deserts, but has won me quite a few games when coupled with some of my win conditions. I have found it effective but it is by no means necessary.

Soul Eater is another option but I find that the game is usually over by the time it stacks up high enough to be a threat, but it could also act as a win condition.

Can't wait for rain of fish <3

LAND TYPES (by number of cards)

1
10
8
0
14

FAERIA COST (by number of cards)

4.1
0
0
1
1
4
2
8
3
5
4
7
5
4
6
1
7+

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