Hijinx and shenanigans are what this deck is all about. Tricky faeries and their beast allies will use all sorts of tactics, underhanded or otherwise, to evict the enemy avatar's presence from their enchanted wood. They may be small, but they are by no means defenseless.
I should note that if you're looking for a cutting-edge competitive deck, you're in the wrong place, my friend! That's not to say that this deck is toothless by any means (indeed, there are some in this deck that aim to take yours), but rather you won't find cards in here that are included simply to counter a certain meta or to leverage a well-worn but off-theme combo. Everything in this deck is selected and crafted to tell a faerie tale with my opponent. With that in mind, some mechanically solid cards were intentionally omitted in favor of others that tell a stronger story.
The objective of this deck is to make life unbearable for your opponent using faerie swarms, mauling beasts, and cunning tactics that leverage surprise. The heart of the deck is perhaps the , , and . Use these to harass big minions, tap would-be enemy defenders so that you can hit specific targets, and ready your own defenders. One thing to remember is that you need to work in harmony with the land itself. There are a lot of combos and tricks to be had by leveraging sites with your faeries, beasts, and auras. Your endgame is all about positioning your faeries and beasts to get the kill. You can do this by direct assault (after removing/distracting/isolating defenders), or by projectile via and . You also have some traditional magic-based finishers, such as and .
Good combos in this deck to keep an eye out for:
+
+
+
+
+
+ (or )
+
+
+ minion with a (preferably , from a narrative point of view)
+ (to ready as defender)
+
Standalone Heavy Hitters
(hands-down one of the best defenders in the deck vs big units)
Removal
+ Minion/Avatar
Finishers
(remember to charge up your snowball with or even your own minions if necessary)
+ a Faerie
An overwhelming amount of airborne Faeries (+ to lure nearby defenders away or get the enemy's avatar into position if necessary)
Avatar Tips
Use your to go on the offensive with your Auras, such as . You can also use it to reposition your a little closer to the action, or pull out of harm's way if needed.
Hidden Tactics
This deck draws a lot of cards if you can get in play, often drawing cheap faeries that can re-trigger Splendor for more cards. Adding a (itself a Beast that triggers Splendor), and you can easily draw a half-dozen cards or more in that turn. Make the best of it, as your opponent will quickly try and shut it down (if they know what's best for them, anyway). In rare circumstances, you can even overlap two Splendors to make one site (possibly ), a virtual card-drawing nexus of fae magic lol.
Remember that you can play to any watersite, including your opponent's, which is a great way to put them on their back foot.
can be quasi-removal, though sometimes it is better to try and keep the thing in the realm to prevent recursion, or to add weight to a Snowball.
Remember, can copy your own stuff too, so can double or triple up on clutch cards like Nelly Longarms, Salmon of Knowledge, or .
During the late game, you can bait and switch your opponent with a to hopefully draw a bunch of cheap faeries and get them into play. Then hit them with an to empty their hand. It will probably empty yours as well, so having a Salmon in play to temporarily draw back up may be a good idea. It's a complicated maneuver and one that requires 2-3 turns, but if it can be done, it will give you a decisive card advantage. But once these two are out there, it'll lock the boardstate a little, so make sure you're happy with how the tactical situation looks before taking your opponent to court!
Vulnerabilities
Going full thematic tribal will inherently open you up to a significant amount of threats, more than I'll cover here. But there are some unique disadvantages to be mindful of:
You have a lot of small stuff, and then suddenly a spike of big stuff towards 5-6 mana. So just bear in mind that you'll be vulnerable in that middle space and aim to have your best hijinx game hit at that point. Sometimes the fates of the forest will prevent that from happening, so you'll just have to take it in stride!
You don't have a lot of removal, but there are some alternatives in the deck. However, I should note that these are usually card-disadvantageous on the balance, so be careful when and where you use them. This can be mitigated somewhat with a + engine if you have that up your sleeve, but again, it requires setup, fortitude, and cunning. Ironically, there's not a lot of room for small-brain actions in this deck!
You're vulnerable to board wipes. These will be devastating, but you can come back from them if you're able to get a lot of cards in hand early on with Salmons and Sylvan Splendors.
Possible Modifications
This deck originally leveraged to help needle the enemy avatar a bit or render them unable to respond to Faerie attacks by reducing their strength. The +2 mana cost on your opponent's spells also helped build a little room in the mid game when you are fairly vulnerable. To make this swap, I'd drop the Thunderstorm auras and replace them with some minions, such as more or es. s and s are also good thematic additions.
are great in this deck, and adding one more to the mix could maximise things by spreading the Pixies' abilities to other minions.
plays a critical part in the deck and enables a lot of combo play, so I'd consider adding the full 4 copies to the deck.