
This is more of a theme deck focused around Ranged and defensive sites. trying to make it hard for your opponent to attack you. and setting up a funnel or a choke point that they have to encounter your ranged units in order to try to get to you.
The other side of the minion package is Airborne minions as they are harder to attack to kill, but more importantly allow your defensive sites to not feel like you trapped your self behind your own wall. airborne units can fly over and exist on your sites that other wise may not be the case. but more importantly we are playing airborne to help attack other airborne minions if and when need be.
Key Sites:
Mountain Pass: only one minion can be on the site via ground movement, hence where our airborne helps. ideally you will have a ranged minion set up atop the mountain pass playing defense.
bottomless pit, great site vs non airborne minions. will slow them down or make the route to your non defensive sites very difficult to reach. if they do get an airborne minion onto our pit, our adjacent ranged guys are still able to shoot at them, and our airborne minions can exist on the pit to defend.
Great wall: same thing they will have to go around or over.
Perilous Bridge: you catching the theme yet?
Dome of osiris: sure any unit can move on to it. but the sites and minions there cant be attacked. but you know what can still happen, a ranged strike!
Pilgrims shrine: pretty interesting, starting to see some earth threshold now. this comes in with ward to the site. so even if it is a one time damage prevention to your life total, hey ill take it. but being able to transfer that ward to one of our minions can be very beneficial.
Gnome hallows: most minions these days are 3 power and up, this site will not only prevent them from moving on to it or pass through, but it gives you a nice option to put your avatar on to make their death blow even harder to hit.
the rest of the sites are for mana fixing for the most part.
bottomless pit and Wuthering Heights near each other is a nasty combo. also heights allowing to play your minions defensively but be able to blink them into an attacking position is amazing.
We are nicely set up to be and play a defensive game, patience is key.
using blinks, flanking maneuvers and magellan globe, grapple shot and whirling blades to help more our unit around to be able to line up the perfect shot is key.
Trinkets, Gift of the wolf and blade of thorns for plus power are all ways that we can power and trade up with enemy minions using ranged to keep our minions alive.
Sorcerer and the suite of cantrips will have you drawing plenty of cards with a low enough mana curve to find clever and impactful ways to double spell.
The deck will rely on a movement spell either blink, Flanking manuaver to really take your opponent by surprise.
But by doing so you can set up some really strong turns and push some damage.
Ideally you are using your airborne minions to go out and attack while keeping your ranged units back to protect them and your sites.
But going on the offensive with the ranged units can and likely will need to be done from time to time.
Grapple shot and whirling blades will help out a ton with that.
Sorcerer will reward you by playing the long game. you will draw ALOT of cards with this deck and a great way to use them to end the game in a powerful turn is hoping nimbus jinn can survive a turn to make it above their avatar.