
This is an initial take on a “land destruction” type strategy. I’m honestly not sure how viable it really is but the idea is to ramp to a or the and then start attacking your opponents sites.
The list currently relies on quite a few Uniques so I suspect that aside from hard removal the biggest issue is consistency.
RAMP:
* - general ramp but also helps with threshold for soft temoval)
* - general ramp and there is a heavy air pip commitment for Browse and Lord of the Void
* - and come down much faster with a mix
* - allow for playing an extra site (even though it is blind)
* - there are a multitude of spell casters and also to help further. With it should be possible to get a good chunk of mana in a turn
CARD “SELECTION”:
There are quite a few Uniques and Elites that are pretty important to the overall strategy. With this in mind there is a heavy emphasis on card draw.
* - looking at seven is never bad
* - draw three
* - draw the top card (likely at the expense of the creature)
* - draw three
* - draw one
SITES:
I also like the idea of leveraging sites for more than just mana. That is a big reason for the being at the helm of the deck. Running all four elements and trying to utilize a large number of unique utility sites is a rough balance.
it is quite possible that all the sites are not worth it and the deck would really benefit from rivers for card selection or towers for ramp. The problem with the rivers is the current lack of water spells there are only a handful now.
I also find the prospect of using sites like , , and to better control minion movement in the realm. However I’m not sure which are the stronger options in general.