
This is a 4 element control deck that seeks to win through card advantage and casting multiple efficient threats over single big haymakers.
The decks main strength is it's diversity and late game potential. The main weakness is hyper agressive decks when you don't draw/mulligan into your early game cards.
Plan A is to never have to draw a site thanks to the geomancer's innate ability, and the providing a massive spell card advantage over other decks that have to draw sites. The deck tries to do the main damage with the and the . Plan B is combo with either or .
Openers must include at least 1 earth site and a or 2 earth sites. Try to mulligan any beasts as you'd rather search them through the fantastic card advantage tool .