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How to improve at Faeria.

Hello, I am J0k3se and I am a big fan of Faeria! A lot of people have been asking me for advice the last few weeks so I decided to write this little guide, I hope you all enjoy.

Hold on to your cards unless they have immediate impact on the board.

Playing cards too quickly is a common mistake in Faeria. This is possibly because it goes against a players instinct if they come from a game like Magic the Gathering or Hearthstone, where you get punished for not spending all your mana (their equivalent to faeria) each turn. The reason why you should hold on to your cards, unless they have an immediate impact, is because you want to withhold as much information about your hand and deck from your opponent as possible. Saving up faeria could also threaten the other player to perhaps play more defensively and play fewer threats, or overcommit. But what do I mean when I say that a card should have "direct impact"?

Removal: Before you spend a card and faeria to remove one of your opponent's creatures, make sure it has an impact on the following turn. If her creature will not be in reach to step on your land (and build lands because of it), gather faeria, damage you or your creatures, there is no reason to remove it this turn. Hold on to your cards and faeria untill it actually matters instead. At that point you might have found a better way to spend your faeria and better targets for your removal. There are of course exceptions to this "rule", if you are worried that your opponent can play a combat-trick to reach your orb or creatures, take that into consideration before you decide not to play your cards. If a creature grows over time (like Seedling and Aurora's Disciple) it is sometimes a good idea to remove it sooner.

Other events: Before you play an event, ask yourself if it will have a direct impact on the board. Playing "Day of the Dragons" is such an awesome feeling, but doing it at 12 faeria does not affect the board. All it does is give your opponent the information that you have access to four reduced cost dragons and she can start playing around that. If you want to play "Day of the Dragons", do it when it makes sense. For example when you can play it and immediately play one of the dragons. That way you don't give your opponent the time to react, you don't spend 12 faeria in one turn and the next turn you will regret it because you draw something else that you would rather have played. The very same applies to many events, such as "Windfall" or "Auroras Creation". Don't play it unless you intend to play the copied card right away (or need a copy of it before you remove it or before they can remove it).

Structures: There are also structures you should keep in your hand until they have an immediate impact. I often times see players play "Blood Obelisk" even though I don't have any creatures on the board. Most of the times this is a mistake. Its better to keep the tower in your hand and only play it when an opponents creature is about to die. That way you keep information from your opponent and give her less time to react to your plays. Examples on other structures you should keep in hand until they have an immediate impact are "Golden Aviary", "Kobold Barracks" and "Wind Gate".

Haste creatures.

Haste creatures have a lot of great uses. You can use them to quickly get on top of your opponents land to build lands towards them. You can use them as a source of removal to remove threats (and sometimes your creature even survives it!), and you can use them to quickly deal damage to your opponent's orb. In all of these situations it's important to know that haste creatures gather faeria the same turn they are played. So if it is possible to place the creature in a way that allows it to gather faeria before it attacks or establish board control, you should do that.

Removal numbers. (version 0.6.5920.37763)

There are some numbers that are important to be aware of when it comes to different types of removal. Here is a list of the available removals:

Neutral:

  • Can spend 1 faeria to deal 1 damage (Falcon Dive).
  • Can spend 2 faeria to deal 1 damage to all creatures (Famine).
  • Can spend 3 faeria to deal 2 damage to a creature, or 5 damage if its neutral creature (Punishment).
  • Can spend 4 faeria to deal 2 damage to all creatures (Plague Bearer into Falcon Dive).
  • Can spend 5 faeria to summon a 3/3 haste creature (Freedom Fighter).
  • Can spend 7 faeria to summon a creature that takes control of an adjacent creature (Magda, Queen of Meroval).
  • Can spend 9 faeria to summon three 2/4 haste (Yak Attack).
  • Can spend 18 faeria to deal 3 damage to all enemy creatures, requires two mountains (Day of the dragons into red dragon).
  • Can spend 18 faeria to destroy a creature, requires two deserts (Day of the dragons into yellow dragon).
  • Can spend 24 faeria to destroy a creature and deal 3 damage to all enemy creatures, requires two mountains and two deserts (Day of the dragons into red and yellow dragon).

Green:

Not available.

Blue:

  • Can spend 1 faeria to transform a creature into a random creature that costs 1 more. Very powerfull against creatures with reduced cost, buffed creatures, last word creatures. Requires three lakes (Unbound Evolution).
  • Can spend 2 faeria to change a creatures attack to 1, requires three lakes (Humbling vision).
  • Can spend 3 faeria to summon a 3/2 haste creature, requires three lakes (Ninja Toad. note, best card, awesome art!).
  • Can spend 4 faeria to summon a creature that changes another creatures attack and life to 6/6, requires two lakes (Aurora, Myth Maker).
  • Can spend 4 faeria to gain control of a creature with attack 2 or less, requires five lakes (Aurora's Trick).
  • Can spend 5 faeria to transform a creature into a 2/2 with jump, requires two lakes (Frogify).
  • Can spend 5 faeria to transform a creature into a 4/4, requires three lakes (Mirror Phantasm).

Red:

  • Can spend 2 faeria to deal 2 damage to a creature, requires two mountains (Seifer's Wrath).
  • Can spend 3 faeria to summon a creature that deals 1 damage to an enemy, requires one mountain (Flame Spitter).
  • Can spend 3 faeria to deal 3 damage, requires two mountains (Flame Burst).
  • Can spend 4 faeria to deal 4 damage to a creature or structure, requires two mountains (Firebomb).
  • Can spend 5 faeria to summon a creature that deals 4 damage to an adjacent enemy creature, requires three mountains (Bomb Slinger).
  • Can spend 6 faeria to deal 3 damage to one target and to everything adjacent to that target, requires two mountains (Flame Burst).
  • Can spend 6 faeria to summon a creature that deals 3 damage to all adjacent enemy creatures, requires two mountains (Blazing Salamander).
  • Can spend 6 faeria to summon a creature that deals 1 damage to all enemies, requires two mountains (Groundshaker).
  • Can spend 6 faeria to deal 3 damage to all enemy creatures, requires three mountains (Firestorm).
  • Can spend 6 faeria to summon a 3/5 haste creature with flying and charge 2, requires three mountains and three deserts (Scourgeflame Specter).
  • Can spend 10 faeria to deal 3 damage to all enemy creatures, requires two mountains (Garudan, Heart of the Mountain).
  • Can spend 12 faeria to choose a space, destroy all creatures, structures and lands on or adjacent to that space. Requires five mountains (Meteor).

Yellow:

  • Can spend 1 faeria to summon a 0/1 haste creature (combined with buffs it could be used as removal), requires two deserts (Khalim's Follower).
  • Can spend 2 faeria to drain 2 life from a creature or god, requires two deserts (Soul Drain).
  • Can spend 3 faeria to summon a 2/1 haste creature, requires two deserts (Oradrim Monk).
  • Can spend 3 faeria to summon a 3/1 haste creature with charge 3, requires two deserts (Wind Soldier).
  • Can spend 2 faeria to destroy a creature with 3 attack or less, requires two deserts (Choking Sand).
  • Can spend 6 faeria to destroy a target creature, requires two deserts (Last Nightmare).
  • Can spend 6 faeria to summon a creature that drains 2 life from all adjacent enemy creatures, requires two deserts (Shaytan Vampire).
  • Can spend 6 faeria to summon a 3/5 haste creature with flying and charge 2, requires three mountains and three deserts (Scourgeflame Specter).
  • Can spend 10 faeria to summon a creature that destroy a target creature, requires two deserts (Azarai, Wrath of the Desert).

Land placement.

Nightingale has written a great article about land-openings, check it out at http://www.boatbrew.com/faeria-articles/2016/3/15/first-turn-faeria. This is a very big topic and I will update on this later. Make sure to create some lands close to your opponent so you can race your opponent to the win if you get the opportunity. Greed is nice, but there are many situations where pressure is better (also depends on the deck you run).

Plan your turn.

Before you play anything or move anything on your turn, think about what you want to do. Don't stress. That way you can hopefully prevent some misplays. After you have thought about your turn, if your plan is to draw an extra card, do it FIRST. Then, again, think about what you want to do this turn, your new card might allow even better plays.

Know your deck.

It is important that you know your deck, keep track on what's left for you to draw. Can you draw into lethal? Can you draw into a taunt that saves you? Do you have an event in the deck that can give you the upper hand? In longer games it can be very helpful to know what cards you will draw the next few turns. It allows you to make plays accordingly. If you know what cards are left in your deck, you can fish for cards to try and find exactly what you need. Knowing what cards you can draw should influence how aggressively you're playing. If you know that you don't have any real threats left in your deck, or very few, it might be a good idea to play aggressively and try to end the match sooner rather than later.

Play to win. Don't "play to not lose".

In Faeria it is important to realize when you have a window in which you can win. A lot of games drag out very long because the defending player is spending all her resources in doing so, even though it is often (not always) more important to try to apply pressure on your opponents orb with a counter-attack. It is also important to know when to trade creatures and when to attack the orb. If you are the aggressor, let your opponent do the trades, unless of course there is a way she can do very favourable trades, or if you suspect she has combat tricks available.

Thats it.

I hope you enjoyed this guide and that it will help you improve your game. I would very much appreciate if you took the time to follow me on twitch, I absolutely love to play this game and its even more fun if I have some people to chat with while I play :) https://www.twitch.tv/J0k3se Almost 100 followers, wooh!

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