
Faerie Re:Life ×4
Role: Early play (mana acceleration + defense)
Defends with G-Strike while accelerating 2 → 4 mana. Since the deck advances at 4 cost, being able to fire an early play is important. 2-cost boosts total 10 copies.

[Darkness Nature Abyss] ("Black Green Abyss"). A highly polished, control-leaning deck that barely needs adjusting. It builds a board favorable to itself to dominate while also performing hand destruction, widens the gap with the opponent, and finally mass-deploys Abyss to win by repeating attacks and hand destruction. It can also crush by sheer numbers.
The core is Abyssbell = Death = Road. Once it lands, it suppresses opponent creatures while letting only you deploy, widening the board gap one-sidedly. It makes full use of the two gimmicks "Revolution Change" and "Abyss Mechraid." In its prime it had a GP win and a 2nd place at nationals.
Mana-accelerate 2 → 4 → attack the board and hand with 4–5 cost Abyss (Madan = Low, Abyssal Furnace → Telesco = Teles, Forethought, or A:Enu:Makua → Revolution Change into Abyssbell = Death = Road) → keep calling Abyss from graveyard/mana with Abyssbell = Death = Road to dominate the board → drop the opponent's hand completely and close 1 point at a time with multiple Telesco = Teles, Forethought + Madan = Low, Abyssal Furnace.

| Creatures | 15 |
| Twinpact Cards | 25 |
| Total | 40 |

Role: Early play (mana acceleration + defense)
Defends with G-Strike while accelerating 2 → 4 mana. Since the deck advances at 4 cost, being able to fire an early play is important. 2-cost boosts total 10 copies.

Role: Early play (boost / hand destruction choice)
Destroy itself to choose mana acceleration or random hand destruction. Boost early, hand destruction mid-to-late. Firing random hand destruction after the opponent has used cards and reduced their hand makes it easier to pull strong cards. It can be put out reliably with Timpani = Simbarry, and from the graveyard with Perfect Darkness.

Role: Peeping hand destruction + graveyard use
Slayer. When it enters, look at the opponent's hand and choose one creature to discard (pull the most troublesome card). With Civil Count 3 (3 or more Darkness), on attack steal the "when it enters" effect of a creature in the opponent's graveyard. Since the deck doesn't defend with Shield Triggers, pulling the opponent's key cards with such disruption is important.

Role: Mechraid spell + Blocker
The spell "Do you want power?" is Abyss Mechraid 5 (cheat a cost 5 or less Abyss from the top 3). Boost → use this to put out A:Enu:Makua and Revolution Change into Abyssbell = Death = Road is the strongest combo. The creature side is a Blocker that, at end of turn, fills the graveyard + recovers a Darkness card from the graveyard (handy for reusing Order's Will). Note it mills your deck every turn.

Role: The deck's lynchpin (continuous hand destruction + draw)
Blocker, Powered Breaker. Random hand destruction at the start of the opponent's turn (before their draw), and draw 1 when the opponent discards. Build a hand gap to gain the advantage. Repeating "break 1 point → hand-destroy that card at the start of the opponent's turn" becomes a pseudo shield burn. +5000 power per player with 0 hand.

Role: Lynchpin (Mach Fighter + all-purpose)
Mach Fighter, Double Breaker (a precious mono-Nature Abyss). Revolution Change into Abyssbell = Death = Road when attacking an opponent creature is the standard (effective against attacking opponents). When it enters, choose one from "2 boost + 1 recovery (pick up Abyssbell = Death = Road)" / "graveyard reset (counter opponent graveyard combos)" / "send a cost 5 or less non-creature element to mana."

Role: Ace card (lockdown)
Revolution Change from a cost 5 or more Abyss. Grants Mach Fighter to all your Abyss (remove while summoning). At end of turn, put a cost 6 or less Abyss from graveyard/mana into play (resistant to removal, lining up Telesco = Teles, Forethought). Redirects the opponent's first attack to itself. Suppresses essentially everything under power 11000.

Role: Defense (seal removal)
With S-Back (Darkness), when added from shields to hand, discard it to cast for free. Put a seal on one opponent creature to ignore it (strong against destruction-resistant creatures; effectively permanent exile if the opponent runs no Commands). Recover and reuse it with Footrest = Trace. Use this for removing power 11000+ creatures that Abyssbell = Death = Road can't suppress.

Role: Wide deployment + removal
Blocker, Yobinion (reveal the deck until a creature with lower cost than itself is revealed and put it out = Belladonna, Demon Faerie is guaranteed in this list). When a second creature enters, destroy itself to force the opponent to destroy a creature (can make the opponent choose even can't-be-chosen creatures, removing them).

Role: All-purpose spell (hand destruction / revival / removal)
Choose twice from "hand destruction" / "revive a cost 4 or less Darkness creature/aura" / "power -4000." It can also be cast from the graveyard. Basically prioritize deployment, but also destroy a creature you should handle first like Bon Kigomime, or revive + hand-destroy to drain the opponent's hand before deploying. Keeping it in the graveyard as insurance is the safe play.

Role: Early play + Abyss Rush damage
Early boost with the spell "Do you want to defeat me?". With Abyss Rush, summon it from the graveyard to attack the player (closing damage). The creature side, when it enters, puts the top 5 of your deck into the graveyard, filling the graveyard at once. Both sides synergize.

Role: Grants Abyss Rush from the graveyard
Blocker, Double Breaker. Grants Abyss Rush to Abyss in the graveyard and reduces the cost of graveyard creatures by 2. Discard 2 from hand as a substitute when it leaves. Since Abyssbell = Death = Road can handle the role of putting things out from the graveyard, the synergy isn't strong in this deck, but you can run it leveraging its removal resistance to leave it in the back while attacking.

Role: Trump card (deployment)
Blocker, Double Breaker. When it enters, discard 2 from hand for Abyss Mechraid 5. When a creature comes out of the deck, put an Abyss of that cost or less from the graveyard into play (can attack, goes to bottom of deck at end of turn). Discard 2 to add 2, pressuring the opponent with 3-card deployment in one turn. Connecting from a turn-3 "Do you want power?" gives a big advantage at once.

Role: Trump up the sleeve (comeback)
An Abyss Rush that can be summoned from the graveyard, Double Breaker. When it enters, give one opponent creature power -∞ (removal); on attack, Abyss Double Mechraid 5 (cheat up to 2 from the top 6). Using it via Abyss Rush deploys 2 while removing, and Revolution Change connects into Abyssbell = Death = Road too. Unneeded when ahead, but useful for comebacks when behind or for handling power 11000+ creatures.
Being able to move on turn 2 is important. Play one of the 10 total 2-cost boosts (Faerie Re:Life, Belladonna, Demon Faerie, Dommy = Zaw). Since you need Nature, it's OK to place Abyssbell = Death = Road in mana (recover it later with A:Enu:Makua). Move to the mid game at 4 mana.
There are two lines. ① Madan = Low, Abyssal Furnace → Telesco = Teles, Forethought to attack the hand (strong vs control); ② A:Enu:Makua → Revolution Change into Abyssbell = Death = Road to attack the board (strong vs beatdown). You want to land Telesco = Teles, Forethought somewhere (it creates a hand gap and stabilizes; revives via Abyssbell = Death = Road even if destroyed). If possible, ramp to 7–8 mana to hard-summon Abyssbell = Death = Road from hand. Watch Footrest = Trace's milling.
Once you've dropped the hand and dominated the board, close it out. Prepare multiple Telesco = Teles, Forethought and chip 1 point at a time with Madan = Low, Abyssal Furnace. If the opponent's graveyard has powerful creatures or graveyard-revival spells, reset their graveyard with A:Enu:Makua and return cards to the deck with Madan = Low, Abyssal Furnace. If you dominate the board, a single trigger won't stop you. Keeping an Abyssbell = Death = Road in hand just in case makes it easier to respond.
A highly polished control deck that widens the gap with hand destruction and board control, then crushes by lining up Abyss with Revolution Change and Abyss Mechraid around Abyssbell = Death = Road. Its weaknesses are thin defensive triggers and graveyard meta spells. So polished that adding about a Faerie Gift is enough, yet it has the depth that even slotting in one favorite Abyss connects from the axis cards to perform.