God Rank Decks: Extensively tested, featuring excellent win rates and few weaknesses. These are my most successful lists that I use to climb the ladder. They also feature the most detailed write ups, often bordering on long winded.

Summary

Ice and Fire: RB Control

Summary http://www.faeriadecks.com/N1fwjHRG8 The Emperor’s Command x3 Destructive Volley x3 Water Elemental x3 Firebomb x3 Ignusi Ritualist x3 Frogify x3 Underground Boss x3 Bomb Slinger x3 Fugoro, Merchant of Wonders x1 Mobie, Azure Skywhale x1 Icerock Behemoth x3 Garudan, Heart of the Mountain x1 A very control focused list packing an excess of answers, closing the game out with its top end of Mobie, Icerock, and Garudan all of which double as control as well. The gameplan is simple but executing it takes a lot of practice as patience and positioning is key. Due to the land demand of Whale, Icerock, and Fugoro we are featuring two land producers with Water Elemental and Ritualist, who is also just a good utility card if you have enough land. Between those two and Underground Boss you excel at contesting globes slowly gathering mana advantage while keeping your opponents field clear. Between Command and Icerock you are quite good at fending off aggressive lists. You usually want your starting hand to be land producers or Underground boss, and you do not want Icrocks or Mobie early on. Land/Wheel Use: Typically you start with a colored land as appropriate to your hand in front of your shrine and then you build off of it in a V towards your globes. If possible you want to remain unpredictable about which direction your committing to and alternate the sides your building on. You generaly want to park an Elemental or Ritualist by a globe not likely to be contested for long term harvesting and then develop your other lane to connect up with your opponents land so you can start sending your Underground Bosses and Bomb slingers up towards their shrine to apply pressure and help you get aggressively placed land. You generally want your lakes defensive less important positions and your mountains placed aggressively to apply pressure with your red units. Once you get three of each of your land you usually hold off on making more unless you get the opportunity to get a land that can threaten your opponents shrine, because you only need eight total land to use whale but ideally you want to be generating the extra lands off of Elemental or Ritualist rather then spending your wheel on it in the midgame. Ideally you stop at eight land going for mana or draw as needed, but occasionally you may need an extra to finally threaten the shrine or for bomb slinger.

Beach Titans: YB Colossus Control

Summary http://www.faeriadecks.com/Ekb-99TZU The Emperor’s Command x3 Soul Drain x3 Destructive Volley x3 Gabrian Commander x3 Laya, Lady of Sorrows x1 Battle Toads x3 Aurora, Myth Maker x1 Oversky Towship x3 Fugoro, Merchant of Wonders x1 Last Nightmare x3 Wavecrash Colossus x3 Windstorm Colossus x3 Waves, Wind, and Sand make for a good beach. This deck is all about its two beach dwelling titans: Wavecrash and WIndstorm Colossus. To facilitate Windstorm the majority of our deck is spells making getting him to five a mana a Breeze. For wavecrash we feature Towship, Gabrian Commander, and Jump on Battle Toads/Fugoro. The main things to know are first of all you are a control deck. You want to be patient, conserve your resources, and strike when the time is right. Do not blow your removal on low priority or distant threats, although it is often useful to ping off early Well harvesters. You want to replace for opening plays early on and you do not want your Colossus in your starting hand, and you generally want to hold off on using your Colossus until they have reached their maximum cost reduction, they are also your win conditions so you tend to want to apply pressure with them rather then try and defend. Sometimes it is worth it to play them early but not often learning those exceptions will take practice, but the main thing is its really only worth it to stay alive or if your confident the unit wont get removed. Fugoro will usually go for his urn option, but in the right circumstance the other picks can be good as well. Land/Wheel Use: You will almost always want to start with a lake in front of your shrine and then build in a V off of it. You usually want to send Towship towards the side your opponent is building from to contest wells and drag a desert to connect up to their land, and send Toads/Commander to the opposite side your opponent is building so they can harvest safely longterm. From there you focus on getting two of each land as needed so that you can place the third when it is needed. You generally want two defensive lakes, one Dessert within dash range of one spot from your opponents shrine, and an aggressive Lake. Once you have five lands you can usually go for draw/mana as needed until you need that final land. Six is all you need for your thresholds so its just at your judgement what you need after that. The deck is packed with control tools letting you have an answer for everything while passively reducing your titans costs and applying pressure. Between Command, Soul Drain, and Laya you are prepared for aggressive/burn decks. Positioning is very key, its tricky to get the hang of it, but once you do its a pretty deadly deck with very few weaknesses other then bad hands.

For the Swarm Blue with YG splash for Swarming Carassius.

Summary http://www.faeriadecks.com/4JlVuzLZL The Emperor’s Command x3 Soul Drain x3 Destructive Volley x3 Curious Biomancer x3 Lore Thief x3 Laya, Lady of Sorrows x1 Water Elemental x3 Swarming Carassius x3 Aurora, Myth Maker x1 Emperor Kaios x1 Aurora’s Creation x3 Last Nightmare x3 This deck is all about Swarming Carassius. Because you only have a total of five non Blue creatures the combination of Biomancer and Lore Thief make the deck hyper consistent. Mix Swarm with Aurora’s Creation and you can finally get that “summon 20 Swarming Carassius in one turn” achievement. There is just not much your opponent can do to counter the monster that is Swarm once it gets rolling, and with this version being so consistent its an exceptionally brutal deck. The biggest things to know is to usually avoid playing another Swarm until all of your previous Swarms have died, try to make sure your swarm is somewhere you can kill it off, in a pinch you can ping your own swarms off with soul/volley but only if you really need to, and if possible try to play your Swarm and creation at the same time. Aside from not getting your Swarm online early enough the main concern would be answer or die threats or aggression, but between Command, Soul Drain, lady, Volley, and Last Nightmare you can deal with these things pretty effectively. The fact that the deck can sometimes be slow and reactive is really its only downside. Depending on the match up Creation can also be pretty nifty combined with Emperor Kaios or Laya who you can also pull very reliably thanks to Biomancer, although generally your Swarm is a higher priority. But your legends are a good backup. The rest of the deck is just some strong stand alone cards that fill useful niches. Land/Wheel Use: You tend to just build defensive land focusing on safe well harvesting. Focus on getting two lakes and deserts adding the third of each as needed based on your hand. You only want to add your Forrest on the Swarm turn. You also want to have your desert and forest in different areas for more Swarm summon options. Once you have 3 lakes, 3 desserts, and 1 forest for all your thresholds you do not need any more land thanks to your Swarms ability to be summoned next to other creatures including its self, so go for mana and draw as needed.

Offering: YG, Sacrifice Soul Eater.

Summary http://www.faeriadecks.com/VJ52cHXbU Doomgate, Door to Oblivion x1 Village Elder x3 Bone Collector x3 Demon Wrangler x3 Bloomsprite x3 Rakoan Shield Mates x3 Imperial Guard x3 Deepwood Stalker x3 Shaytan Assassin x3 Laya, Lady of Sorrows x1 Eredon, Voice of All x1 Soul Eater x3 Soul Eater is probably my favorite card in the game, I just love everything about it. While I would love to take credit for the decks concept its not all that creative and I have seen lots of similar things running around. I tried a lot of versions of the deck but it took me awhile to find a few that I was happy with. This version of the deck focuses on playing a lot of small creatures to serve as sacrifice fodder. The combination of Elder, Bloom, Shieldmates, and doomgate keep you from running out of steam while sacrificing your hand and field. The way the deck usually wins is getting nine or more units to die and then playing Soul Eater to two hit your opponent, but between bonecollector, doom gate, and Demon Wranglers you have plenty of fall backs. You want to replace Soul Eaters early on and dig hard for a good opening play and or for Doomgate. While the deck lacks true hard removal the combination of Assasins and Laya means you can usually kill anything big that threatens you, while Stalkers pick off small nuisances. You tend to play very defensively just biding your time racking up Soul Eater and or Doom Gate value using your spawned Demon Wings and small swarm to trade efficiently, although you usually want to make your opponent do the trading unless your trying to buff up a Bone Collector. Between Imperial Guards, Laya, and playing very defensively with lots of body blocking you tend to do pretty well versus aggressive decks. Land/Wheel Use: If you have a good opening play develop towards your Well, on the opposite side your opponent is developing if possible, to set up long long term Well harvesting, and proceed to build defensive lands from there. If you don’t have an opening play drop a colored land as appropriate to your hand in front of your globe and then develop off it towards your globes usually in a forward V shape to give you the most options, but keep in mind your main goal is just to stall so focus on playing lands that give you the best defensive options. You should rush towards at least five colored lands making sure to develop and spread out forests and deserts so you always have the right color for summoning where you need it. Your sixth colored land is not a big rush as you wont need it until your ready to drop soul eater so you can go for draw/mana for a bit at this point unless developing the land is more beneficial, but keep in mind you do want to develop your Sixth land in Soul Eaters charge range of the enemy shrine. Its a very powerful deck that can roll over a lot decks nearly uncontested, although strong ranged units, excess removal, or backline value generators like Magda can be problem. Luckily though those don’t tend to be very common making the deck pretty well suited for the meta. But if the meta shifts towards its weaknesses it can struggle.

Aquamancy: Mono Blue, Disciple.

Summary http://www.faeriadecks.com/V1T0TSnMU Spellwhirl x3 Hold the Line! x3 The Emperor’s Command x3 Triton Chef x3 Destructive Volley x3 Aurora’s Disciple x3 Lore Thief x3 Water Elemental x3 Frogify x3 Fugoro, Merchant of Wonders x1 Dream Reaver x2 This one is going to be extra long winded as its a fairly complex deck and I have a soft spot for it. My first Deck that I took to God rank in nine days, I had it almost fully put together by my second day in the game with only the premium base game purchased. At the time Destructive Volley, Fugoro, Water Elemental, and Reaver were substituted with Gabrian Warden, Sturdy Shell, and Gabarian enchantment which is a package I miss but the meta demanded the other options. The deck has a very simple premise, abuse the heck out of Aurora’s Disciple by including as many cheap spells as is feasible, although executing the game plan is not so simple. The biggest thing to know about the deck is to hold off on using your spells as much as possible, including explore if your player two, until you can stick a Disciple. The other big key is to not play disciple until you can play at least one spell along side it or two if your up against red or yellow due to Choke/Flame Burst, and then hold off on casting more spells until the time is right. When is the right time? Well Ideally once you have more then one Disciple out, but usually just enough to keep your Disciple above the health threshold needed for good trades and to survive various ping damage. Land/Wheel Use: Typically you start by building on the opposite side of wherever your opponent is developing so that you can park your Chef or Lore Thief by globes that are not likely to be contested. If you do not have a good opening play or you have elemental dropping a lake in front of your shrine and then building in a V off of it tends to be the way to go. From there work on connecting your lane to your opponent, if you connect quickly its often worth to set up backline globe harvesters, and keep making lakes until you get to six, then generally you stop with lands going for mana or draws as needed using your opponents lane to slowly advance your Disciple for the win. You generally want to build your seventh lake as close to your opponents shrine as possible and you generally wait to place it until you need it for Reaver or its as close your going to get it. A few other tips and tricks: Hold the line should be reserved for post Disciple but if you lack any globe harvesters sometimes its worth it to pop it early or if you need to fend off an aggressive deck. Urn is the most common choice for Fugoro and again is generally saved for Disciple if you can, but Reavers can be a scary Amulet target, you only tend to go for Crystal Dragon if your out of Disciples/Reaver. Always replace hard looking for disciples and or a good early globe harvester. Versus decks that lack proper hard removal this deck will tend to roll over them uncontested and that was how I was able to climb so quickly with it, and even if your Disciples get picked off Reaver is great at closing out games. Between Hold the Line, Reaver in a pinch, and Command you don’t tend to struggle versus aggressive and or burn decks. Usually I prefer proper Imperial Guard but with this decks spell focus, low curve, and that it already has plenty of opening plays Hold the Line Serves it better. The deck has a lot of control tools to deal with any answer or die decks and an excess of card advantage to dig for what you need.

Aeromancy: YB, Disciple Control.

Summary http://www.faeriadecks.com/V1tLy3WzI The Emperor’s Command x3 Triton Chef x3 Soul Drain x3 Destructive Volley x3 Aurora’s Disciple x3 Laya, Lady of Sorrows x1 Water Elemental x3 Frogify x3 Fugoro, Merchant of Wonders x1 Mobie, Azure Skywhale x1 Last Nightmare x3 Windstorm Colossus x3 After the success of my Mono Blue Disciple list I tried branching out a bit, I like yellows flavor and I love control, so this deck was a natural successor to my first Mono Blue Disciple list. The principal is pretty straightforward lots of spells plus Disciple is pretty deadly. This one favors lots of answers rather then tons of cheap spells. Should your Disciples get answered Windstorm Colossus is a great fall back plan and will likely cost five by the time you want to use it due to our excess of spells. While it takes a bit to get Mobie, Azure Skywhale online he is really good at finishing out a game, plus your disciples/windstorms have likely eaten up most hard removal by the time you can use him. The biggest thing to know about the deck is to hold off on using your spells as much as possible, including explore if your player two, until you can stick a Disciple, and be patient with your windstorms to try and get the most reduction that is feasible. The other big key is to not play disciple until you can play at least one spell along side it or two if your up against red or yellow due to Choke/Flame Burst, and then hold off on casting more spells until the time is right. When is the right time? Well Ideally once you have more then one Disciple out, but usually just enough to keep your Disciple above the health threshold needed for good trades and to survive various ping damage. Land/Wheel Use: Typically you start by building on the opposite side of wherever your opponent is developing so that you can park your Chef or Elemental by globes that are not likely to be contested. From there develop defensive lands trying to block off and connect your lands to your opponents lane so that you can slowly march a disciple up there. I tend to alternate between making blue or yellow as needed, you tend to want your lakes defensive and at least one dessert as close to charge range of your opponents shrine for windstorm as you can. Because Frogify has the highest threshold I tend to focus on blue while having one or two yellows out that way you can decide between more deserts or a fourth lake as needed. If possible you want your final lake placed aggressively and after you hit four lakes and three deserts you can usually start to go for mana and draw as needed, only placing your last land as needed for Whale. Its a solid and fun control list. Between Command and Drain you can fend off aggressive decks. The decks greatest strength is having an answer for everything but unfortunately that is also its weakness as it is really reactive so when you cant find the right answer for the right situation and or your Disciples get answered early you can have a tough time. The deck can struggle with awkward hands and against midrange decks.

Beat Master: Mono Green

Summary http://www.faeriadecks.com/NJo255tfL Ruunin’s Guidance x3 Destructive Volley x3 Deepwood Stalker x3 Elderwood Embrace x3 Living Willow x3 Laya, Lady of Sorrows x1 Ancient Beastmaster x3 Ancient Boar x3 Eredon, Voice of All x1 Thyrian Golem x3 Verduran Force x3 Dwordia, Chief of the Bright Fox Tribe x1 A very simple deck that makes Timmy happy. Its all about slamming down big giant green fatties. You already start with the largest Beat sticks around, and then we add Beastmaster and greens favorite buffs and they can overwhelm your opponent real quick. The only things you really need to know are to replace hard for Beastmaster/Eredon as the earlier you play them the better, and to usually avoid using your buffs until your ready to trade that way you can avoid over extending into removal. The deck can stave off aggro/burn with Ruunin’s Guidance and Willow. It can pick off pesky backline threats with Stalker and Volley, Volley is also just great anti meta tech in general, it has a touch of mobility between Boar and Dwordia, and while it lacks hard removal its stuff is big enough to trade positively with most things. Land/Wheel Usage: Generally you open with a Forrest in front of your base, and the develop off of it towards whichever side your opponent builds towards that way you can connect up with their land asap to start moving your fatties towards their base. Often you throw a double prairie in at some point to secure important locations but it does depend on your hand. You do want to work towards four forests pretty quick so that you can drop a fifth for Golem if need be. Once your at four its pretty dependent on the match whether you go for mana/draw and or secure your other globe with a harvestor, but generally you only start placing more forests if you need it for Golem or if you get the opportunity to drop one aggressively. I think I have picked the best in slot options and a nice well rounded complementary set up. There are some other cool options like Oakling/Feed the Forrest but they tend to be super clunky and can lead to awkward hands. And while sure you could run tricky teleport options the deck really does not need anything fancy just keep playing big unit after big unit and advance slowly, packing less big fellows leaves us more vulnerable to removal. As it stands little bothers the deck other then Soul Eater lists due to our lack of true hard removal and their turtleing ability.

Volcanic Doom: Mono Red, Burn/Volcanic Colossus.