
Welcome to Tears for Seers (Tear = water, Seer = avatar of the deck. Also a play on the band "Tears for Fears".)
Overall theme
This deck is designed to scry as much as possible and to generate value from scrying. The general gameplay plan is to use the ability of the along with the basic river sites to search through the spell deck for ramp pieces, removal, and large minions.
Strengths and weaknesses.
Once this deck has the mana it needs it is very strong. The drawback is that the deck can be vulnerable in the early game if you do not have certain cards in your starting hand. May also be weak against other water based decks depending on the style of game the other deck is attempting to have. Potential to be very strong with the increased body of water that would exist in a game like this.
Strategy
The way this deck wins is through playing minions such as the , or and overwhelming the opponent through sheer might. The core strategy of this deck is to play in a controlling manner: using minions to deal damage and by using removal to "drown" enemy minions in water sites.
Ramp Package
1 x
1 x
2 x - Valuable ramp at a slight cost.
2 x - Game changer that will open the door to playing all of your high costed minions.
2 x - Good accelerant ramp to cheat out a spell a turn or two early for tempo.
Removal
4 x - Card advantage + setup for a kill with an or or .
4 x - Great removal for any water deck.
2 x - Good to slap on any enemy minion with an annoying ability.
Sweepers / Board Wipes:
3 x - Expands your body of water which combos well with . Allows use of and creates opportunity for your submerged minions to advance up the board without changing elevation.
1 x - Great value card for what this deck wants to do. Essentially a and combined to effect 4 sites.
1 x - Awesome "board wipe" of sorts. Essentially a and combined to effect all of your opponents sites.
Minions
4 x - Perfect fit for this deck's theme. Try to play as many spells from this minion as possible to trigger the genesis scry ability of your rivers.
3 x - Strong minion to take out minions of any size by dragging them down.
2 x - Solid body to take out tiny minions or to chump block. Mainly used for the utility of drawing the bottom card.
3 x - Strong minion that has the potential to rise to high powers later in the game once you're body of water expands.
1 x - Great card that makes your whole team better
1 x - Amazing card. Always keep in starting hand. Combos incredibly well with the seer ability to scry and potentially get free sea monsters off of the top.
1 x - Game winner.
2 x - Game winner.
Utility
2 x - Good for when your body of water is large to have explosive turns of troop movement.
Sideboard
4 x [Porcupine Pufferfish]] - Good small minion useful for trading with larger threats. Similar to Consider trading out 1 or 2 and/ or to substitute this card in.
2 x , and - Useful to trade in to find the right balance depending on how your games go.
2 x - If you struggle with playing things on curve or just want more ramp, consider throwing in 1-2 of these.
Sites of Significance
2 x - In general it is good to not spend turns tapping your avatar for drawing sites. If you are on the draw this site will launch you ahead in terms of tempo. If you do not like this inclusion I suggest adding more rivers instead.
Thank you for reading my primer. I hope you enjoyed reading it and hopefully have learned something. Please leave comments of suggestions for improvements. I hope this can inspire you in your own deck creation process. God Bless.