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Green/Yellow Flying Deck

Posted by Sbrubbles on 18/04/2017

LAND TYPE(S)
Faeria cost
3.3
Difficulty
Deck's likes

This is the deck that took me into God rank after a bit of grinding. It's got some clear flaws, but I found its mechanics to be fun, and I very rarely see someone on ladder running something like it.

The idea in the deck is survive long enough to get your drakkars out, giving your new flying cards very good value. Also, you are running so many events (16 total) that getting your faeries upgraded is usually a 50/50 with every draw, and an upgraded faerie is insanely good for its cost and is worth playing even if it gets sniped by a burn card.

I usually mulligan anything that isn't a soul pact, a drakkar or a faerie. Your first lands will depend on what you've drawn, but I usually throw down on turn 1 the land for whichever faerie I have in hand, and on turn 2 complete it (unless I have a drakkar in hand, in which case it's top priority).

This deck is really really hard to play against decks with a ton of board clear (mainly red), and will sometimes fail against all out rush decks (upgrading a green faerie will often solve your problem), but it's kickass against mid range decks and can go pretty late if your drakkars don't get sniped.

All that's really missing from it is a Khalim legendary, but I don't have one. Windstorm Colossus doesn't fit the flying theme, but you're running so many events, you're almost certainly gonna get to play it for 5 or 6 mana. I should probably run for than one, but I also don't want to risk getting two early on stuck in my hand.

LAND TYPES (by number of cards)

2
0
20
0
8

FAERIA COST (by number of cards)

3.3
2
0
2
1
9
2
6
3
7
4
0
5
2
6
2
7+

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