Well, still nobody did it so...lets try. Please send me our ideas/changes so i can implement THE SEELIE COURT - fae guide Faeries BG are made up of small-winged-cute looking-annoyingasfirk units. this primer will be just about FF Fairy BG. Not wizards with faeries, aurora with faeries or similar bgs. RACIAL ABILITY: fairy flight: This unit has Flying and 2 ranks of Sentry while it has at least 15 HP. When this unit has less than 15 HP, it gains Defenseless. The racial is on all the fairies (except corgis), and makes the fairy bg really mobile, but even more squishy when they start to get low on hp. BG STRENGTH 1. a HUGE amount of CC (stun, blind, force barrier, pacify...) 2. a lot of mobility. The race ability, FAIRY FLIGHT, makes 90% of them flying at low cost. also almost all fae are 6 base speed becoming 7 in FF. 3.A lot of racial equipment/relics/spells support. 4. when build up battle leader /adaptive on fae oracle/ encouraged on starlight sylph, you can pull out an impressive dmg output, great snowballing potential. BG WEAKNESS 1. still no hero (not a big deal). 2. very low HP, so you have to rely a lot on boost/banner/chained fae. 3. Slow build-up, prone to rush. Super-vulnerable to melee ones in particular 4. difficult to keep fonts contested in long term because lacks real tanks/melee champs that can stand in safely, compared to other themes. 5. all your high damage units rely on magical dmg. you need to rely on equips for alt dmg. UNITS CHAINED FAE: rating 4+/5 suggested build: portal and adaptive (if in a spellfocused bg, she can stack quite a lot of dmg) or nora vitality if a more balanced bg( it procs on a fairy deploy so she lasts quite a lot.) If you want to run with swap instead of portal, adaptive should be the way to go, the keep her utility high when she reaches the fight. The small masochistic fae is really a must in fairy and wiz decks, has to be played carefully. it can get from a big boost all match long to a lost font for a late deploy in the first turns. Always play it, but with care. ITS NOT COMPULSORY TO DROP HER AS FIRST DEPLOY. 1 is perfect, 2 is too much (usually) CONCLAVE WARDEN : rating 4-/5 suggested build: BOOST. then warding because you use a lot of spells so book burn might be anti-synergic. If you play an equip heavy bg, you might consider it. The warden is very important to keep faes with some normal HP value. Drop her , defend her. Entangle is a nice utility. definetly 1x has to be in. She also has alt dmg. recently she got a little nerf losing guidance and some range, but still its very important for the bg. Nice alt dmg from psy attack + entangle. CORGI KNIGHT : rating 4+ /5 suggested build: I personally like it with mobility and crazed charger, to max out charging potential, but it can be a little tankier with block. Also the other options(pounce etc) are viable. One of the only 2 not flying fae units (plus chained fae, who is almost a relic not a champ). Really tanky (def 3- more than 50hp) for the small ball of fur he is. Also the high mobility will help him to get in position to pathblock and defend your squishy flying faes. His damage output is not even that bad, considering he can double-charge. Now he got even cheaper so at 70ish nora (69 with my suggested build) he is a really good champ. Do not forget that thunderous charge slows all champs in aoe when you charge, and thats an important part of its skillset, even more than damage. PS. A lot of players are outraged by his presence in this game. They will rage against him(and his fluffy ranger friend). But he will just smile back at them. Really, he has one of the happiest illustrations i have ever seen in a game. CORGI RANGER: 4.5+/5 suggested build - anything you like+Battleleader. I have seen him run in any way and he was good. I think the most common build, after the hinder movement CD nerf, its with arrowshot to max out range dmg. The other fluffy one is a must 1-2x in the BG. He has range, can drop into melee and bite out dmg from opponents, if you are careful while playing him he will build out a strong late game for your bg with battleleader. Him supported by a starlight sylph can delete damage of any UD rusher and keep a side just by themselves. FAE ADVOCATE: rating 2.5/5 suggested build: flourish and swap. flashbomb also is good. The small rogue is very cheap and stealthy. can go contest fonts easily and be annoying with flourish/flash bomb, so the opponent will have to use a lot of resources to take him out of his font. Bubble is also a nice addtion to our squishy champs' HP. Its useful, but sometims he has to be cut to make place for other champs. 0-1x usually. FAE BLOOMWALKER: rating: 3/5 suggested build: force barrier/logistics barrier. then heal mass or grant reflexes. illuminate just if you lack it (you shouldnt, anyway). This fae has a lot of utility. force barrier grants time and an opposition to melee engages. dreamblossom is a very nice relic: it heals, damages and distracts. CD is quite high. Low dmg but high range, with grant reflex on corgi knight he will be a smiling ball of tankiness. one of the best flex spots, can go out if you dont have space, but its a good choice when you can afford her. FAE DREAMER: rating 4/5 suggested build: dreamstate and blockade. or stealth/dmg. if ap gen is not a thing in meta, shatter summoned and dreamstate should be the way to go. When it came out in visions of amareth it was so strong almost everybody used her, because she was quite undercost. After a bad 2016 she is back in Winter patch 2016, gaining blockade in the supportive dreamstate build, and falling back again to 53nora. I think there are no reasons now to prefer sprite to her, unless you really need another forcebarrier for some knockback tricks. FAE ENCHANTRESS: rating 3/5 suggested build : anything seems viable now. This Fae has always been an enigma for fae players. Now with the recent boost she got a raise in playability, but still struggles to find a place. Soften, range 5 stun, fairy dust+prism are all nice tools. FAE ORACLE rating 5/5 suggested build: force barrier 3 and serenade reveal runes, adaptive for late game, barrier and serenade to block rushers. She can even make you some coffee if you ask politely. Before last patch she was a little overcosted for that low HP. Now she got HP, less cost and even became a wizard. She is a very good choice for adaptive bgs, fairy bgs, tricky strange split bgs. FAIRY TRICKSTER: rating 4/5 suggested build: shatter and either pin down or entangle. personally prefer pindown but entangle gives her an alt dmg (psy, pindown is magic). The trickster got love back. She is now our bg's shatter option. But she also has hex. and pindown. and she stealths when she uses on them. and then she shadowshifts. She will pass more time stealthed than not. Did i say she is also a wizard? 1-2x in any fairy/(or wizard even) deck.