Last Updated: October 3, 2017

Deck Summary

Deck Cost: 17,450
12 10 5 5 4 4 0 0
1 2 3 4 5 6 7 8+
Followers: 20
Spells: 19
Amulets: 1

Mulligan/Draw Simulator

Deck Overview

This is my first deck, so hello! I am open to any and all feedback, feel free to try this out for yourself and tell us your results (even if they're terrible XD, just kidding)
A control orientated Roach Forestcraft deck that relies on a bit of chip damage and then the Roach combo to kill the opponent turn 7-10.
It's very consistent, but still under play testing, so I'm messing around with changes after the new expansion.
Guide:
Okay, I'm going to put in a guide- really wanted to share this with you.
Overview:
The goal of the deck is to chip the opponents health down with cards like Fairy Driver, Fairies, and Dance of Death, then to use Tokens and cheap spells like Angelic Snipe to finish the opponent with your Roaches. This is pulling off a "roach combo"- I don't like that term much because there is no definitive "combo". Sometimes you use three roaches, sometimes you use one Roach and two Nature's guidances- it could be anything. You use cards like Feena and Goblin Mages to increase consistency. The Roach combo can do up to 20+ damage, but that's pretty rare, hence the reason chip damage is useful.
To pull of the combo: try and keep one cost spells and tokens in your hand. You can use the spells for control/fairy generation, but if you do you don't have them for the combo. If the combo is close or you don't need them, don't use them. Remember to count carefully and use your Roaches last (but bounce roaches first- if you're going to play two roaches and bounce one, play a roach, bounce it back into oyur hand, then play the other two to maximize damage. Now there are a few things to count when actually doing the combo:
Board space: You only have five slots for everything to fit- bouncing can free slots. Remember this when working with tokens. Sometimes you have to badly kill of your own minions on your opponents to free up space- remember Lilac is particularly difficult to get rid of on your own side, so be wary of playing her before a combo turn.
Play point cost: Remember, different combos have different costs. Remember two play points for every roach used, but count an extra play point for Nature's Guidances or Airborne Assaults. Remember cards like Sylvan Justice and Airborne Assault only work with enemies in play. Tokens, of course, are free.
Damage: The elephant in the room. It's not too hard, just be sure to remember your play points. Count every card played before you play the Roach, then add one to the Roaches attack (it has 1 without buffs)- every roach thereafter has 1 more attack then the one before. Finish by adding extra damage (from minions attacking or angelic snipes, maybe an evo point or elf song). For instance: you have 8 mana, an angelic snipe, a fairy circle, two roaches, a nature's guidance, and two 0 cost fairies. You can use 3 roaches (one bounced) for 7 mana (2+2+2+1 for the guidance), meaning you can also play the angelic snipe on face. You play both fairies, then the angelic snipe. You play a roach and attack for 4 damage (3 cards played+1), use nature's guidance on it, then play it again for 6 damage (remember to account the bounced roach and nature's guidance in cards played) and the last roach does 7. Your angelic snipe did 1 extra damage, so 4+6+7+1=18 damage. Not a bad Roach turn- most likely by turn 8 you've gotten at least two damage in and the opponent is dead!
Don't forget elf songs and evo points for extra damage. Also the timer can really mess you up- you can have lethal and miss it because animations take so long (if you take too long thinking). Learning to add in time takes addition speed and practice, so even if you mess up, keep at it!
This deck is really quite efficient- your goals are to 1. survive, 2. get your combo online, 3.Kill the opponent (usually turn 7-10). This deck can win as early as turn 6 if you get enough chip damage in and have good draws!
If your combo just isn't being drawn, feel free to try to win with Elf Song, Fairy Drivers, and Fairies- it's not super consistent, so it's not recommended sinking too many combo pieces in to try this- it's sort of a desperation move (or if your hand is screaming at you to do it).
Mulligan Guide:
Okay, for the mulligan, it really depends on the matchup. The following cards are just good keeps:
Goblin Mage, Sylvan Justice, Magical Fairy Lilac, Fairy Circle, Elf Song
Decent keeps:
When going first Fortunehunter Feena, when going second Elven Princess Mage, Fairy Drivers (with Fairy Generators), Wood of Brambles, Rhinoceroach
Against aggro, Cassiopeia and Angelic Snipe are good. Lilac is especially good if they have big minions.
Essentially you are deciding when you mulligan weather or not you are a(racing your opponent to the combo or b(surviving for awhile. You're going to be racing in most control matchups and in a combo deck face-off- Roach gets your combo online fast so you'll probably win, and this deck pulls the combo faster than many other Roach variants. If you're worried the opponent has their combo, try to play a ward or don't let them clear their own board- this can win you games. Against aggro, you usually want cards that will help you stay alive- feel free to use combo pieces to survive, but remember if you use too many inefficiently, you won't be able to win and pull the combo off. It's possible in these matchups to win via Elf Song and fairies because they don't have that much control. Mulligan according to these goals (e.g. against aggro, keep angelic snipe, against control, keep Roach).
Reading your hand:
Usually in this deck it's pretty easy to know how to read your hand. Your goal is to get the combo online, so most of the time you're holding cards for the Roach. Sometimes, however, your hand is screaming "fairy rush" with elf songs, fairy circles, and fairy drivers. This approach is often inconsistent, but it can win you games. Be sure to think hard before using combo pieces for control or when spending a lot of resources. Remember that staying alive is your number one priority. My biggest tip to avoid missing lethal is count to see how much damage you have every turn starting around turn 6. Earlier if you have tokens and a lot of chip damage. Remember if making tokens will mill a card, check your hand and ask yourself: "do I need more cards for the combo". If the answer is no, or yes, I need tokens, or I just need play points, burn cards. Otherwise, either think of a different play or play a token.
General strategies:
Remember, unless you need it for survival or control, don't play the 0 cost Goblin Mage- it pulls you a roach one hundred percent of the time, so it is possible to win without a roach in your hand. Regular Goblin Mages are encouraged to play early- remember playing it sooner means you are less likely to draw a roach you essentially already had in your hand.
Ward minions are awful for roach. Healing is annoying, but not impossible to deal with. Paired with wards it can be a nightmare. Guardian Golems from Runecraft decks like D-Shift are especially bad, because there are multiple ones of them (lilac or one minion trades do not do the trick).
For the turn before the combo:
This is very important if you want to win. Try to think ahead and see what cards you will use for the combo. Think about how you're going to get the board space you need (will the opponent play minions I can trade into, or use removal spells?). Also think about getting the damage in to "setup" a combo: if you have a roach combo that can do 16 damage next turn, and you also have a fairy driver and two fairies, you should probably use them to set it up. Just remember if you do something like angelic snipe their face, they will probably heal themselves as a priority unless your hand is full and they assume you're trying not to get milled. Be sure to use the necassary tools to get rid of wards and ensure your survival. If you play enough cards to seem like you're just playing as usual, it can keep them from expecting a death.
Card-by-card analysis:
Spells:
Angelic Snipe: This card is nearly exclusively used for the combo, but against aggro especially (or that "cannot be attacked" Dragon craft follower), it works as control- save it for the combo unless you need it to stay alive. Against aggro, you probably need it to stay alive on turn one.
Fairy Circle: Great for the combo, one card played for no board space. But works pretty well to get chip damage, Circle turn 1 into 2 Fairies turn 2 or something like that
Airborne Barrage: Bounce for your roaches or control, this card is great. You can use it to remove threats by bouncing fairies, or of course to bounce Roaches. Other notable targets include Goblin Mage for more Roaches and actually Cassiopeia- I do this a lot, and it works really really well against aggro. I've played 4-5 Cassiopeia in one game, needless to say the opponent did not fair so well
Nature's Guidance: Same as above, not good for control. It works as cycle though. Mostly you use it for Roaches, Goblin Mage, or Cassiopeia. Remember it is possible to pull off an "early combo" by making a small Roach, going face, then returning it to your hand. Works well to setup a combo the next turn.
Sylvan Justice: Control+Fairy generation, enough said. Seriously though, this card is good-good enough in every single matchup (except a really, really quickly ranking Dragoncraft). Great if going first on your turn three, destroy opponent two drop and make a fairy on board.
Elf Song: Fairy generation, buffs, occasional combo piece- this is one of the sketchier spells in the deck, but it works. Can help a lot against aggro to make those fairies into value trading machines. Works really well with Fairy Driver for some pretty insane non-Roach burst.
Dance of Death: Currently, this spell's the sketchiest (and I'm currently experimenting with subbing it out). It kills an opponent minion though and does 2 chip damage. Good against ward.
Amulets:
Wood of Brambles: Fairy generation and anti-aggro trade- it leaves a body on board that goes away pretty quick before your combo turn. Not bad, but also under investigation. Can be pretty great against aggro- I'm going to test Fairy Cage in its place soon, not sold on it either- more on that later.
I'll do minions and card swaps soon.

Okay, that felt long and scatter brained- sorry about that. If you have any questions, feel free to ask, I try to keep this updated.

Stay tuned for my next update, where I'll add 1. Card-by-card breakdown, 2. Matchup Guide
Thanks for reading!

Deck List

Follower
Card Cost Quantity
Goblin MageFollower - Rise of Bahamut
Unevolved
Fanfare: Put a random follower that costs 2 play points or less from your deck into your hand.
3 x 3
Magical Fairy, LilacFollower - Wonderland Dreams
Unevolved
Clash: Destroy the enemy follower. Then remove this follower's Clash ability.
Evolved
Clash: Destroy the enemy follower. Then remove this follower's Clash ability.
3 x 2
CassiopeiaFollower - Starforged Legends
Unevolved
Fanfare: Deal 1 damage to a random enemy follower X times. X equals the number of cards in your hand.
6 x 2
Fortunehunter FeenaFollower - Rise of Bahamut
Evolved
Evolve: Put a Goblin Mage into your hand and change its cost to 0.
5 x 3
Elven Princess MageFollower - Standard
Evolved
Evolve: Put two Fairies into your hand and change their cost to 0.
4 x 3
RhinoceroachFollower - Standard
Unevolved
Storm.
Fanfare: For each other card played this turn, gain +1/+0 until the end of the turn.
Evolved
Storm.
2 x 3
Fairy DriverFollower - Wonderland Dreams
Unevolved
Whenever an allied Fairy comes into play, give it +1/+0 and Storm until the end of the turn.
Evolved
Whenever an allied Fairy comes into play, give it +1/+0 and Storm until the end of the turn.
4 x 2
Crystalia AerinFollower - Tempest of the Gods
Unevolved
Ward.
Fanfare: Restore 3 defense to your leader.
Enhance (8): Recover 1 evolution point.
Evolved
Ward.
6 x 2
Spell
Card Cost Quantity
Fairy CircleSpell - Standard
Unevolved
Put two Fairies into your hand.
1 x 3
Angelic SnipeSpell - Standard
Unevolved
Deal 1 damage to an enemy.

1 x 3
Airbound BarrageSpell - Starforged Legends
Unevolved
Return an allied follower or an amulet to your hand. Then deal 3 damage to an enemy follower.
(This card can be played when both a targetable allied card and enemy card are in play.)
1 x 3
Nature's GuidanceSpell - Standard
Unevolved
Return an allied follower or amulet to your hand.
Draw a card.
1 x 3
Dance of DeathSpell - Darkness Evolved
Unevolved
Destroy an enemy follower.
Deal 2 damage to the enemy leader.
5 x 1
Sylvan JusticeSpell - Standard
Unevolved
Deal 2 damage to an enemy follower.
Put a Fairy into your hand.
2 x 3
Elf SongSpell - Starforged Legends
Unevolved
Put 2 Fairies into your hand.
Give all allied followers +1/+1 if at least 2 other cards were played this turn.
2 x 3
Amulet
Card Cost Quantity
Wood of BramblesAmulet - Wonderland Dreams
Unevolved
Countdown (2)
Fanfare: Put 2 Fairies into your hand.
Give all allied followers in play and all allied followers that come into play Clash: Deal 1 damage to the enemy follower.
2 x 1