I don't entirely understand why and will be looking into it more, but from what I see so far I don't think it's necessary and I'm not sold. : I've seen a lot of people mention him when brewing Alela. It's really good and super strong, but I'd rather play multiple 2 and 3 drop lords than one 4-drop doubler. : While the deck tries to overwhelm with tokens, I feel like procession is kind of win-more. It hurts to tap for a 4-drop when it doesn't severely impact the board right then and there. Additionally, because of our counter package, I try to keep mana open when possible. Is represents explosive card draw, which is terrific but represents a huge removal target. I've cut the black-white rocks both for spacial reasons and for a reduced need for the colors they provide. : I've found most of my color issues stem from lack of blue. Is in the deck namely to make up for our sometimes lackluster card draw by keeping everyone on our pace as it is, it's just another potential lock. I wouldn't necessarily advocate for going windfall+spirit, as you draw nothing, but sometimes you need to answer a threatening hand. Any of these with the wheel empty our opponents' hands and gain us some significant card advantage, save for I'm still considering other combos, namely the Whirza combo. I like how the combo just ends the game and I can use it when the shields are down. As such, I've included the classic consultation package with I think it's very strong that our lords also create more attackers, and my test runs have shown that the board can get out of hand with even one of them on board.Īdditionally, I believe in the notion that every deck needs an "emergency combo" that can take the game from an otherwise unfortunate state. That being said, I've tried to tune the deck to focus primarily combat and have included many notable anthem effects to put serious pressure on our opponents with all of our incidental fliers. It's incredibly important that she stays on board to give you the added value on top of all of your normal hate pieces. Cards likeĮffect can ruin our day, no matter how easy it may to be rebuild.Īlela synergizes with our entire ramp, stax, and most of our draw packages, making her the ultimate player with the deck. Finally, while we can get quite a few token beaters out, their power/toughness ratio will almost always be unbalanced, leaving us with Faeries that could potentially be easily wiped. It poses an interesting challenge that certain stax pieces attempt to navigate around. While the deck runs 11 card draw items, our hand can sometimes feel bare or out of gas. The second issue this deck often runs into is an apparent difficulty with keeping our hand full. While we play so many mana rocks in an attempt to make up for that, cards likeĬan hurt us and our ability to stay caught up if we start missing our land drops. Because we're not playing green, we lose access to all of the strong mana dorks that represent a fast early game. First, the mana base is a little light on land. While this deck does very well on paper, there are a few weaknesses to be aware of. Over time, the your board will grow exponentially and let you swing in for tons of damage with little or no repercussion. As the deck gets most of its ability to break parity with the lock effects from Alela, I feel that it's best to play with a "protect the queen" mentality, judging threats and reacting accordingly with a firm counterspell and removal package. With a low curve, a healthy amount of mana rocks can let you establish a strong board state very early on, making you a veritable threat for good reason. The main perk to this deck is how low to the ground it can be. The combat category lies hard on anthem effects to make the little guys big and get in for a lot of damage quickly. The Stax pieces slow the game down to my pace, and also make up for my shortcomings, while fueling the token engine stapled onto my general.ĭraw: Cards that allow me to keep my hand full of gas.Ĭounters: Similar to removal, the counterspell suite in this deck prevents my opponents from tempering my board state or playing game-winning threats.Ĭombat: With my build, Faeries can quickly flood the board. Tutor: What cards let me search for what? Ramp: The cards that allow me to stay caught up on mana and continue filling the board with threats. Removal: The things that interact with the threats on the board. Protection: Cards that are intended to keep the board set up in my favor.Ĭombo: The pieces that enable and facilitate combos that get me to the end of the game. I've broken them down into the following categories: I've decided to break this deck into custom categories in order to clearly convey each card's specific primary purpose.
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