This deck and Primer is still a work in progress. I'm new to the game and not very good, so take anything below with a handful of salt. Huge thanks to my friend J and to willjackson19, chaote and iracoS from the Sorcery Discord for their help in figuring this thing out.
EDIT: Cut out Fire as it wasn't doing enough, might be good for sideboard though. Trying out a more Water-focused build atm.
CAN'T STOP THE ROCK AKA. THE MIGHTY MEATBALL
The interaction between and allows the boulder to make a trip around the world and return to sender, meaning that those nasty enemy minions and avatars won't be touching our family jewels without stepping to our lane.
HIGH ROLLERS - Notable cards and interactions;
: These absolute units can push the Meatball twice in a row, as long as you have a water site to ditch. Attacking a site twice can do wonders as well.
: TUTEL! These guys can take a hit from the rock and live to tell the tale. Two of them sharing a site can safely take turns rolling the Meatball. They're also great bearers for as their relaxed outlook on life allows them to brush off any mental anquish caused by witnessing terrible vistas of emptiness.
: The Hydra is a fantastic fatty as they are, but being able to take any number of hits from a meatball really makes them shine. They too enjoy reading the Manuscript, as long as they don't read about their sibling in the Spellbook (they don't get along).
, and help you keep the Balls in your court in case your opponent starts fondling them. You can also grab their balls as needed, if they have any.
SPICE IT UP - Funky synergies
and : NOW THAT'S A SPICY MEATBALL! These guys make the Meatball even deadlier. Just be sure to keep your Hydras away from them and you're good.
Is just overall fantastic. Three Prophets? Four Hydras? Sign me up.
can be used to pass the boulder along in a pinch. Also great for those Barbarous s.