
This deck is all about creating synergies with every card that hits the table. It is a beast/faerie combo deck that is incredibly fun to play and makes efficient use of typal interactions.
GAME STRATEGY:
This deck performs best in the mid/late stages of game play. Your objective is to ramp up on sites early while using low cost beasts to survive initial threats. Once you have an adequate site base built up, you will have multiple options for card draw and big mid/late game splash plays.
SITE PLACEMENT:
I find it best to play your first two sites forward and then fan out in a T shape to block off your enemies advance. This is one of those decks that you are going to want a lot of mana available. By blocking off the enemies path to plant sites in your territory you can swing the mana game in your favor.
AVATAR:
DRUID: This avatar slots in perfectly with a beast deck and allows you to ping enemy sites quickly and early with Tawny, while providing a huge late game boon while summoning Bruin as an avatar defender.
SYNERGIES (BEASTS):
BEASTS: Each minion assigned to this deck has very specific advantages to deter enemy game play and strengthen over time as synergies develop.
SYLVAN SPLENDOR: This aura works with beasts and faeries to help accelerate much needed card draw. It's best to set it up either in a corner of the realm or a defended box. Sites such as; Gnome Hollows, Impenetrable Copse, Pebbled Paths, Varmint Warrens all have good effects to slow down an enemy. If you can summon a White Hart near the Sylvan Splendor you will be very well protected. This card performs well early as many early minions are low cost and can gain you card advantage; but it really starts popping off when you can cast multiple minions per turn.
SALMON OF KNOWLEDGE: This is another awesome early game card draw vessel that can be easily attained by tapping low cost minions or Tawny to achieve its effect.
BOWER OF BLISS/BROCELIANDE: Obviously if you can get either of these sites on to the board you are going to leverage an immediate advantage over your opponents. With AL being very Mortal friendly, Bower is a huge deterrent against sirs/knights/dames that can really see your opponent unraveled. Broceliande is also a very punishing card, especially mid/late game. It allows you to double attack with your faeries, tap nearby minions and give stealth to all of your beasts. It's wildly powerful.
SYNGERGIES (FAERIES):
Beasts and Faeries seem to go hand in hand as many of the benefits of one type affect the other. Faeries are also great little nuisances that can pop your opponent for quick damage and drastically slow down their advances.
THE FAERIE QUEENE: The Faerie Queene is great because she is airborne and a spellcaster AND she can really hamper an opponent playing a strong knight deck laden with powerful artifacts and other large beasts by giving all of your faeries protection from minions with power of 4 or greater.
SEELIE COURT: Things can really start to go crazy when you drop Seelie Court's into the realm. One Seelie court with a bunch of Faeries on the table is wild, but what about two, or THREE OF FOUR?! If you cast Selfsame Simulacrum's and manage to get 4 Seelie Court's into play; well I tip my hat to you; because the game state is going to get WILD!
OTHER SYNERGIES:
AMULET OF NINIANE: Finishing off a Druid at Death's Door is often a difficult task, because of big ole Bruin defending him. What's an even crazier task is trying to take out a Druid that has the amulet on and can't be targeted or damaged by any magic. The Amulet is searchable by the Princess; which is what I always use her to tutor for.
MAGIC/MINION DISABLING: There are a lot of big baddies out there with the introduction to AL, so having a bunch of ways to deal with this is a must. Cards like; Root Spider, Tufted Turtles, Tooth Faeries, Sir Tom Thumb, White Hart, The Faerie Queene, Feast for Crows, Earthquake and Bury will all put a damper on anyone trying to overwhelm you with strength.
ARTIFACT HATE: AL introduced a ton of new artifacts/aura's that can really escalate your opponents board state quick. It's important to have a few ways to deal with these issues so they don't overwhelm you. Just a Rock, Dispel and Bury can all eliminate or render useless a bunch of artifacts/aura's your opponent may throw at you; and are all tutorable with common sense. Earthquake will not only get rid of opponent minions, but can also bury a ton of artifacts while doing so.
GO IN FOR THE KILL: While you have plenty of minions/Tawny to help you ultimately defeat an opponent on DD; having a few other options is always smart. Cards like Ball Lightning, Whirling Blades, Lightning Bolt and Grapple shot can be just the finisher you need to get to your opponents avatar and finish them off for good.
I have very much enjoyed creating this deck and finding ways to maximize synergies with every card inclusion. It's also been an absolute force against opponents thus far and is a truly challenging deck to defeat!