Y flier control
Pretty solid y fliers deck I made, also the first deck I've made that feels like it's pretty good (im new to Faeria) it took me from 12 to 7 and im still laddering with it and having success, winning probably 70% of the time.
The idea of the deck is to just build from the middle space to your own wells, and start quad collecting using the abundance of hard removal to establish control over the wells, then hammer your opponent to death with champion and drakerider.
almost anything can be a good starting hand, I just like to make sure I have no cards that require 3 or more lands, though sometimes manta rider can be okay. getting ele/skycaptian/emissary can be really good, but you should always keep soul drains and choking sands. they help a ton against rush, and can do great to establish early well presence. sky captain/sands/soul drain is a great opener.
Don't even think about playing this if you got a lot of burn in your meta. you will lose.
A lot of fun to play. removing threats in a never-ending sequence and then getting the Faeria advantage is just awesome.
Soul Drain: Great removal. little bit of healing. yellow rush hates it. nuff said.
Iona's Smile: Combos really well with sky captain, can draw your creatures if your in a tough pinch.
Shadowsilk Faerie: Amazing card. I find myself quite often looking for more removal, and I always seem to draw this guy right when I need him. sometimes hell come down buffed from skycap.
Windborn emissary: Such value. ive gotten one of these as a 3 drop that came down as a 7/5. great farmers too.
Air elemental: helpful for the early-mid game. 4 attack. thats it.
Drakkar skycaptain: if you can get 2-3 of these down and manage to keep them alive for a few turns and don't win then either you suck or you really suck. just one is stellar. get them as early as you can, but the deck doesn't need them to function.
Choking sand: just kill those small harvesters, grim guards, brutes, and almost anything green. oh yeah, and yellow rush. lol. so fun to watch yrush suffocate. go die in a hole, yrush. or in a sand dune. but seriously its 4 Faeria so don't use it on a 3 Faeria or less creature unless you HAVE to. this deck revolves around Faeria advantage just as much as removal.
Imperial Drakerider: Amazing card. especially when buffed. you don't always have to be trying to trigger corrupt, though. sometimes using it as a harvester is all you need.
Manta rider: maybe the best card in this deck. use it to harvest and pressure your opponent simultaneously.
Windborne champ: This guy is amazing, but only play him if you can use his free movement trick.
Last nightmare: Be careful with these. use it only if you have to. because this is the only way to really remove big threats in the deck. ive run 2 of these before.