The most underrated card in Faeria
Posted by aqword on 27/10/2018
- 4 3 Sagami Grovecaller 3
- 2 2 Shamanic Dance 2
- 2 2 Ruunin's Guidance 2
- 5 1 2 Rotting Boar 3
- 10 4 Radiance, Scourge of.. 1
- 3 1 Zephyr Vulpine 3
- 3 2 Tiki Caretaker 3
- 3 2 Elderwood Embrace 3
- 2 The Emperor's Command 3
- 4 4 Nekomata 3
- 3 2 Priest of Everlife 3
- 6 4 Dwordia, Chief of the.. 1
This is a green teleportation midrange deck. The most recent version has won 11 games and lost only 1.
With this deck, you play Rotting Boar and get it to corrupt. There's a 3 in 5 chance it'll draw a 5/7 Nekomata (or an even larger Nekomata if you play a Priest of Everlife right before triggering the corrupt). You can play that Nekomata defensively back by your own orb, and the next turn use Sagami Grovecaller to teleport it next to your opponent's orb and set up a two-turn kill. With a variety of buffs available, I've even managed to OTK with it by bringing the Nekomata to 10 attack before corrupting.
Dwordia and the new Radiance also both set up two-turn kills and also can be drawn by the Rotting Boar. Zephyr Vulpine is a great early collector, and in a pinch can also be used with a buff to create a large, sudden threat anywhere on board, helping other creatures corrupt.
The deck is very strong against red and green, which struggle to remove big creatures, but a bit vulnerable to Humbling Vision and Last Nightmare. It has a good mix of taunt, buffs, and mobility to counter rush decks.
I think Nekomata is currently the most underrated card in Faeria. Because it has taunt, if you place it near your own orb, people will often ignore it for a turn. Having taunt also means that it can be used to defend your orb in a pinch or to help protect an aggressive creature that's threatening lethal. Even if your opponent recognizes the threat, spending a 6-faeria Nightmare on 4-faeria creature doesn't feel great, when green has bigger threats. Humbling it preemptively only prevents 4-6 damage, and if they don't humble it, it may get big enough on the next turn to push an OTK. One buff puts it out of range of Choking Sands. There's no great way to play around it.
It's a highly challenging deck to play, and it definitely takes some practice to figure out how to play it right. For the most part, you want to start with a forest in front of your orb and go to the same side as people playing their lands back and the opposite side to those playing their lands up. Get two forests near your orb, neutral up, and get two forests near your opponent's orb. Mulligan for Rotting Boar, Zephyr Vulpines, and possibly one Priest of Everlife. Keep Sagami Grovecaller if you have Rotting Boar or Nekomata unless you know you're against rush.
Have fun! And if you have any thoughts about how the deck can be improved, let me know in the comments.
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