
Originally recreation of "Hijinx Faeries" by @ScaryBiscuits, but I've spent long long time to eventually find my own way of playing with magical combo of Faeries + Enchantress.
Basic idea is to put as many faeries on board if possible, use power 2s as a defence and utility, summon few beasts to start pushing attack and keep faeries behind (preferably on or to pester enemy with constant projectiles).
Defense is also expanded by using , , or at least from collection. We need those few turns before we have some stronger units.
From 4th round (or earlier if we were lucky to get ) we look for to draw additional cards by spawning more cheap faeries on it. Hopefully uniques such as which are usually super helpful or at least make our enemy to focus on them, keeping rest alive.
Eventually if we managed to keep few faeries alive, once we manage to put , and/or on board, we can push attack, probably also drawing (and maybe replacing with Unseelie) tons of cards - for our advantage since we draw in our turn.
Final march of faeries is perfect if we manage to play , preferably disabling some enemy mortals and making all our tiny, yet now quite powerful friends make an ambush on enemy sites.
Let’s not forget about auras - every one is powerful, and each can be also valid minion. Many wins or DDs of my own were made by striking enemy with or .
Interesting plays:
cloning Aura Minion and become one of super strong ones when enemy is struggling to dispell the first one (but be careful to not drown transformed with another clone)!
with directly attacking enemy units, because when they die, they damage enemy Avatar. But useful only in late game, if we have enough cards in hand or other helpers.
used on our own power 2s to spam cards from .
on or getting behind enemy lines and attacking without fear because he will always return to us.
multi attack - first as minion, then as aura - if it doesn’t attack itself, it’s a lot of problems for enemy.
is usually very useful to join with to hook two enemies (or transport some allies back to defend city).
Some tips
Let’s not lose power 2s too quickly if it can be avoided - better to get that damage and keep building small army.
Since and are usually our game changers, I recommend to not exchange them on initial draw.
is very situational in terms of usage, but having it on to spam is very satisfying plus that 1 mana cost is often super useful to animate some aura. But let’s be careful to not give it to enemy with powerful 4+s.