Welcome to Pathfinder Ramp. The goal of this deck is to play big things. The deck is primarily Earth but splashes Air for removal and for a few other things.
The inspiration for this deck was the Magic The Gathering deck architype: Tron. There are no Tron lands in Sorcery but there are effective ramp options. Pathfinder is the avatar because of the tempo and card value that they provide as the game progresses. Not ever having to spend a draw on sites is great because it allows you to spend all of your draw steps picking up from your spell book.
Gameplan:
Begin Pathfinder moving across the left or right edge of the realm to buy time to play sites. Allow the opponent to bridge out to you but do not play sites forwards in the beginning.
Play ramp spells to build up to the big things.
Play removal when necessary to protect the Pathfinders path.
Play big things and take over the game.
The big things which I mentioned are these three minions and a spell:
2x - Win condition in itself. This card paired with the allows for you to take the sites of your opponent and continue to wreak havoc by playing out your biggest threats.
2x - Large beater which when it enters will strike all enemies on site which is good for clearing out enemy minions.
2x - Larger beater which can take control of enemy sites permanently.
- Fun spell to play.
The deck runs the following cards as part of the ramp package:
1x , , and - Great cards which provide amazing value.
2x - Very powerful ramp which accelerates how soon you can play the big things.
3x - Essentially a mini Pathfinder.
4x - Amazing cheap ramp.
2x Ideally paired with . Works well with as well or on the Pathfinder themselves during the late game.
Support minions:
2x - Ideally leave them out of harms way from attacking minions to attempt to prevent attacks on unprotected land. If this isn't possible move them up to utilize them as spellcasters.
2x - Will help to restore life lost from the and other damage taken.
3x - Amazing value generator. Keep in the backline and swing to pull in enemies to kill from afar.
2x - Follow the Pathfinder to decrease the damage dealt by small minions. Use as spellcaster to cast removal to protect Pathfinder.
Removal:
4x - Standard efficient removal. Will kill most small minions.