
The Vision: Control the board by utilizing or positioning cantrips like to slow your opponent down if they're ahead and/ or pressure your opponent with big threats like or as soon as possible.
The Reality: Turns into a grind session and durdle until you can draw into your threats and smash face. XD
This deck will continuously be updated and optimized as I plan on using it in locals. I find that Avatar's like can be really potent in order to lockdown your opponents Minion threats and when new cards are released, help shape the board in your liking. Even though it was from the Beta Water Structure deck and designed for mono-water, I want to test the limits of the Avatar and splash a dash of other elements. For this build I'll be utilizing Water in conjunction with Air and a splash of Earth. Water will be used to control the board as requires at least two Water sites to form a body of water. We want to include as many water sites as we can, while also having the ability to use the others. A playset of both and are required to be able to get affinity for Air and Earth with heavily relying on Water to utilize 's ability.
Why Water?
I believe Water can be potent and is underexplored. Having access to submerging Artifacts and Minions in a same area of effect as AND restricting the affinity the sites it affects produces is super good. In Magic the Gathering terms, think of Blood Moon but instead the Blood Moon is also a boardwipe. Insane. Water also gives you access to a 2 mana cantrip, . is unique - as unlike - can target an opponent's minion to pull away from for lethal, pull one of your minions to an enemy minion or Avatar if they're encroaching on turf, OR pull away from a threat either by projectile or lethal damage. Utility. is a more restricted but has the perks of being submergable. Could be considered a sideboard option against fodder, playtesting to see whether or not I have the affinity to handle . It is quirky, allowing to draw the bottom of your Spellbook than the standard top. Up to you if you want to have it.
Why Air?
Now we dive into why Air. I find that Air, next to Fire, allows one to have early or difficult to handle threats. Air, unlike Water, isn't limited to Waterbound which this deck can't really utilize well. is an efficient 3 for 4 Power and feels really good getting in free damage with it and forcing an opponent to remove it. allows for immediate damage and airborne. can divert attention to it or pose as an immediate threat on your opponent by being played directly on top of them. Air gives you mobility with and and for consistency.
Earth.
To be honest, the next version of the deck might cut Earth out of the equation. However, for this version I'll state my reasoning for playing it. I really wanted to play and . a tutor for your threats?? You need mobility? I gotchu, let me grab . Removal? Lets get that . And let's be real, EQ re-positioning the board and burrowing opponents threats?? So Good.
It would be greatly appreciated for feedback if you have any. Heads up, I might be stubborn as I am a Taurus. ;)
In the end, I want this to be multi-element and able to contend as a Rogue Deck against the big dogs. and watch out. , respect.