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Army Of Oona.

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Army Of Oona.

Postby Arcanis222 » 28 May 2009, 10:12

60 Total Cards

22 Creatures
-------------
4x Cloud of Faeries
2x Nightshade Schemers
2x Nightshade Stinger
4x Scion of Oona
4x Sower of Temptation
3x Wasp Lancer
3x Wydwen, the Biting Gale

14 Spells
----------
3x Ancestral Recall
4x Bitterblossom
4x Remand
3x Remove Soul

24 Land
--------
8x Island
8x Swamp
4x Underground Sea
4x Watery Grave

Another deck i just made, I realise it's not exactly up to the standard of most faerie decks, but hey, I did the best i could with the fairy cards we had implemented, Maybe someday we'll get Spellstutter Sprite, And Oona queen of the Fae.
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Re: Army Of Oona.

Postby Mr.Chaos » 28 May 2009, 11:28

Why use Remand when Counterspell is available?
I can see that the double blue casting cost could be a drawback, but Remand only delay's the inevitable while Counterspell is a far more permanent way of getting rid of a spell.

And the green player in me just doesn't like the potential dissaster that is Bitterblossom. If your flyers get stalled, you kill yourself with that card.
I prefer some lifegain to offset Bitterblossom.
Having said that, the deck has potential. And I will play it to see how it holds up to the other decks posted here.
](*,) = coder at work, according to a coder.It does explain some of the bugs. :wink:
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Re: Army Of Oona.

Postby Arcanis222 » 28 May 2009, 11:57

Remand Vs Counterspell
1) It Cantrips. (Important)
2) I didn't realise we had counterspell. :P
3) Meh.
Also i think Wydwen doesn't work too well. Not one of my best decks. Ah well. Win some lose some.
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Re: Army Of Oona.

Postby GandoTheBard » 28 May 2009, 16:36

==Edit==
Ok I think this deck works much better with the changes I have made:

60 Total Cards

14 Creatures
-------------
4x Nightshade Schemers
4x Scion of Oona
4x Sower of Temptation
2x Weatherseed Faeries

24 Spells
----------
1x Ancestral Recall
3x Bitterblossom
3x Brainstorm
2x Bribery
4x Counterspell
3x Exclude
1x Mox Jet
1x Mox Sapphire
1x Overwhelming Intellect
1x Timetwister
4x Undermine

22 Land
--------
4x Crumbling Necropolis
4x Faerie Conclave
2x Island
4x Salt Marsh
4x Underground Sea
4x Watery Grave

Note the higher concentration of counters, the addition of timetwister and ancestral and brainstorm for the draw, and moxen and fairie conclaves which work nicely with the Scion. Nightshade Schemers should fire off enough to make a difference and the pro red fairies can evade/protect against rogue red fliers. I also slipped two Briberies in the deck but not sure they are at all necessary.
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