
Grid Lord
Deck Introduction
Easy to play - You win by cheesing site replacements with Earthquake, Atlas, Blink, Grapple for the access to Death's Blow as well as Card Advantage.
Cloud City can fly Butcher/Phalanx around if needed
Hits Hard - a single Grapple with 5 power minion is -10 life points. Extra 6 with Gigantism
Mid-range so expect to take some damage during early game, Divine Blessings/Vampires are there to stabilize situations
Vampires and Hippogriffs for air support
Early Game Turn 0-2
Mulligan into Cores/Stone/Ring/Mixes
Slow early game, so draw Sites for the first 0-2 turns. If you have any Cores/Stone out, you can stop at 5 sites. (6-8 resources per turn)
Common Sense into Grapple/Dispel(Battlemage/Enchantress) for future use
Summon Kettletops and Surveyors for Site draws and blocks
Mid Game Turn 3-5
Summon Beaters at strategic grids; Phalanx, Butcher, Sir Galahad
These have movement restrictions but can use Blink to catch opponent off guard for damage
Earthquake to clear 2x2 or Atlas 1x1 grids to re-place in a way that your beaters can get closer for strikes in Sites/Avatar
Late Game Turn 6+
You may stop drawing Sites when you have 5 sites, and keep drawing 2 spells per turn with your Sorcerer Avatar
Cheese site replacements, Blinks, Grapple, Gigantism to wear opponent's life points down
Vampires, Holy Ground and Divine Healing to heal mainly to widen the life points gap. Don't be afraid to heal just 2-3 points with Divine Healing.
Common Sense into Lightning Bolt for Death's Blow if needed
Basically, card advantage is the real king here in the late game and will overwhelm your opponent eventually