
The goal of this deck is to combo eating your at the start of your opponent's turn. If your opponent knows about this combo, it will likely be important to get to 7 mana, so you can play both cards at the same time.
In terms of sites, is extremely powerful for turning your from Draw 1 to Draw 2, and your from Draw 3 to Draw 6. If your opponent isn't killing them for you, then your can go eat them to draw you more cards. The value of is so high that I think it's worth including 2x Crossroads to help find it.
Of course, is also an extremely useful site, which lets you get a minion back for free. Your opponent can also get their minions back too, but that's why you have , which banishes minions vs. putting them in the cemetery. That's also why the deck includes , which is useful to wipe out the cemeteries before playing .
is useful to cycle through the atlas and the spellbook to find the desired combo pieces. If you've found the sites you need, look through your spellbook, and visa versa.
For the combo to be most useful, you need to have at least one minion on the board when you start. The is obviously ideal, but the is OK too. You have to beware of the , since it will come after your minions too. is also an effective way to get your opponent down to 0 life, since it can hit their avatar for 9 over 3 turns. Maybe the deck should have a few more minions and a few less , but I generally want my opponent's avatar directly, keeping graveyards empty of minions so that is more likely to hit a .
Finally, note that is a super crazy card. It does a lot of things. This is how works, as far as I understand:
- Doesn't tap for taking a step via it's ability.
- If there are no minions in the realm, it doesn't step at all.
- Doesn't tap for attacking.
- When it attacks your opponent's unit, normal combat rules apply, and they can intercept/defend.
- When it attacks your own unit, no defense is allowed at all. Step 1 of combat is labeled "Opponent may Defend," but the actual text says, "Whenever one of your units attacks an enemy unit..." Since I'm attacking myself, no defense is possible.
- When it attacks, the attacked unit strikes back.
- When it attacks, it still can't attack an Airborne or Stealth minion.
So, on the turn you cast , it will show up where you summon it. Then, at the start of your opponent's turn (before they even untap), the will attack something (ideally your Candlemas). Then, at the start of your turn, the Crave Golem will use its ability again, possibly moving and attacking. Then, you'll untap all your units (including ), and you can move/attack with the in the normal way (likely moving it back into position so it will eat the Candlemas you summon again.) Make sure no other minions are nearby and the Candlemas, or you might not end up eating the Candlemas!
This is a tricky deck to play, and it's not really that fun for your opponent to lose many turns in a row, but fortunately it doesn't seem to be too powerful or consistent. Make sure you use it wisely and that your opponent is having fun. Winning is good, but playing nicely is more important!