PT Guides: Faeria 101 - Pandora & Drafting

By Brendan Weiskotten 13 Apr 2017 0

Welcome back to Faeria 101! We’ve talked about basic board strategy and deck building. For the final article in this initial series we’re going to cover drafting and the game's Draft mode, which in Faeria is called Pandora.

The Basics

Drafting in Faeria is similar to that in Hearthstone. You are presented with multiple cards to choose from—in Faeria, it’s 5 cards—and pick one. Rinse and repeat 29 more times until you have 30 cards and voila! You have a deck!

There are two unique aspects to Faeria drafting, however. Let’s start with the more obvious one: color. Thanks to Faeria’s color system, you could end up with a pretty weird deck if all five cards presented to you each pick were completely random. To avoid that, the system maintains some guidelines for each draft. When you start, one color is chosen at random and all cards of that color are removed from the possible options you will see. In addition, one card is almost always neutral, while the rest will be randomly distributed amongst the remaining three colors.

No Yellow

Guess I can’t draft an aggressive deck.

So, what’s the best way to draft a deck? There are always options! In my experience, it seems that sticking to each color’s strengths is a solid recipe for success. If yellow is locked, don’t try to draft a green and yellow sacrifice deck. Instead, shoot for a red and green ramp deck, where you gain a bunch of mana for big creatures. Or draft a green and blue deck that messes with creatures’ attack and life.

Paint the Rainbow

Sticking to two colors is going to make your deck more consistent and avoid situations when you can’t play cards in your hand, but splashing—when you play only a few cards of an additional color—a third color isn’t out of the question. I’ve played a third color for some game-changing cards, such as Apex Predator and Mirror Phantasm, to great success. You will generally lose to a streamlined aggressive deck, but those require a bit of luck to build in the first place, lowering your chance of encountering them.


This is not the way to build a three-color deck.

Some of the best cards you can draft when building a three-color deck or a two-color deck that contains a lot of 2+ special land cards are the creatures that make a special land. All of them require only one land of its color to play, but will instantly get you a second. Most of them even have decent stats, making them worth playing in their own right. (I’m not a big fan of the red 5/2, though 5 strength is certainly useful at times.) If I draft a 3-blue card in my green and red deck, I’ll start looking for Water Elementals to help play that card quicker while still laying out forests and mountains.

Treasure for Everyone

The other unique aspect of Pandora is Treasures. After every 10 picks you make, you will be presented with a choice between three important looking cards with powerful effects. The card you choose is not added to your deck, but it is included in your card list for review at any time. When you play your Pandora games, both you and your opponent will randomly draw cards during the course of play that “unlock” Pandora. After five of these are drawn, Pandora opens and one of the three Treasures you drafted—chosen at random—is put in your hand immediately. If the game doesn’t end quickly, each player will receive a second, and then a third, Treasure at random while drawing cards.


Earthfire Shaker is the clear winner.

There is a wide variety of Treasures, so it can be hard to evaluate which ones are best for you and your deck. While a few certainly improve in specific decks, overall you want to take Treasures that do something immediately or add something to your deck. I will take Djinn’s Lamp over Urn of Gabria every time because the Lamp adds new cards to my hand. The same can be said of Doom Scythe over Eredon’s Drum because the Scythe both removes an opposing creature and gives me one while the Drum does nothing unless I already have creatures on the board and in my hand. In addition, Eredon’s Drum costs 8 mana, which leads me to my last point…

Six Is the Magic Number

Once Pandora is open, mana wells are drained and each player automatically gains 6 mana at the start of their turn. Many newer players take this to mean they can play expensive spells, like Eredon’s Drum, because they’re gaining so much mana each turn. While you can certainly get away with a slightly higher average mana cost compared to your normal decks, it’s best to keep the number 6 in mind.

If all of the cards in your hand cost 6 or higher when Pandora opens but your opponent is winning the board battle, it’s going to be near impossible for you to fight back. You’ll be playing at most one card per turn, while your opponent is most likely playing closer to two. I’ve found that cards costing between three and five mana are extremely valuable when drafting because you can play them fairly easily before Pandora opens. After Pandora opens, you can play one or more a turn while potentially saving a little mana, allowing you to build up to one of your bigger cards.

Perfect Fit

Good thing I saved mana for this.

The ability to continue to play threats on the board while building toward larger things is invaluable and a strong path to success. If I am in control of the board, it lets me to continue pressuring my opponent and still play large threats. If I am behind on the board, it lets me to attempt to scrap and claw my way back through a stream of creatures and the occasional game-changing card.

So what about cards that cost two or less? There are some that are always useful, and you still want creatures you can play early to harvest mana. But in general, I avoid anything that won’t be helpful once Pandora has opened. In a normal game, those cheap creatures can harvest mana for you at any point in the game, but in a draft, they’re just going to be outclassed by your opponent’s bigger creatures when there is no harvesting left to be done.


Don’t end up like this.

If you just read through this article and are trying to absorb it all (or cheated and scrolled to the bottom), here’s a quick summary:

  • Stick to each color’s strengths when drafting a deck.
  • Two or three color decks are going to be strongest if you’re not being whenng closer to two. ks, heir turn. ready have c
  • Draft Treasures that affect the game immediately once played or add something to your deck.
  • Make sure a large percentage of your deck is filled with strong three, four, and five mana cards.

Good luck! 

We hope you enjoyed this short series of articles on basic strategy for Faeria. Want to see more stuff like this? Do you have any of your own tips or tricks to share? Let us know in the comments below!



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