
Get the opponent to deaths door as fast as possible.
Get to 4 sites and start double drawing.
Once opponent is at deaths door double drawing fire spells with sorcerer will likely find you the death blow very quickly.
Look to put as much pressure on as possible by constantly casting cheap minions.
Cheap minions are often weak, but with sorcerer you dont really mind if you lose a few minions along the way.
The idea is if your playing two minions a turn and they are playing one a turn or even miss a turn of playing a minion
You just attack attack attack and they wont be able to defend everything.
The movement sites are so helpful
you can really find some sneaky/ clever movement lines with the wuthering heights and river rapids paired with river of blood, add a war horse to that mix and oh boy.
Sacred scarabs are awesome, being able to threaten a 4 damage dive bomb to their avatar or to one of their minions is really nice
This deck wants to go first to grab the momentum and try to never let go.
But with sorcerer if you fail to grab the early momentum it is pretty easy to shift into playing a little bit more patient game of work to run them down on cards and double draw to make up for it in the later game
i know deserts are not really the flashiest of sites, but i really enjoy playing with as many as possible including shifting sands, being able to reliably draw a desert and deal that extra damage or break a ward is clutch
Alot of decks will run hard removal like poison nova and famine and that is still probably the right call but I do enjoy playing more damage based spells like firebolts, minor explosion and firebreathing so be able to also use as a deathblow.
Half the fun of this deck is figuring out how you can use 2 or 3 sources of damage added up to kill a minion, or ending the game with more then 1 option for the deathblow haha