This list will debut at the West Virginia Courtesan Cup Qualifier Tournament. Matchups will be Best of 1.
Update: 3/11/2024
Went 3-3 in the tournament.
Deathspeaker: 2-0
Sorcerer (Fury Road): 1-1
Enchantress: 0-1
Pathfinder (Warpath): 0-1
Really felt that I could have made Top 8. Had a slight misplay against Sorcerer and was hit hard from the beginning thanks to Gigantism. Enchantress annihilated me with two Major Explosions and I was not able to draw my own Major Explosions to hit back...opponent would have been at Death's Door next turn if I had just gotten further away form his Spellcaster. Did not draw very well against Warpath and it didn't help that he had Jihad out super early. I still think this deck is sound, just wasn't able to hold in matches like I wanted to.
Artifacts: We have the full line up of cores and stone since this is a four color deck. Maximizing efficiency is critical to ensure we curve out nicely into the midgame.
Minions: The meat and potatoes of any Deathspeaker deck are creatures with Genesis abilities.
allows you to deal two damage upon summon and act either as a blocker or small skirmisher. When using it's Genesis ability from the graveyard, it's a prime candidate to close out matches.
Every time you're forced to draw a site over a spell, it's one less spell at your disposal. Deathspeaker can't draw cards like or . The solution is . Part of being able to curve out efficiently is having sites to play each turn.
When it comes to cheap minion spells that allows you to draw a spell and place a spellcaster strategically, look no further than . Use it's Genesis ability when in the graveyard to draw another spell.
is arguably one of the most beautiful woman in Sorcery. Her Genesis ability allows you to pick up them sweet cores or stone, helping out with that curve. Use her as a chump blocker to get her back into the graveyard to use her Genesis ability once more to fetch cores.
is arguably one of the ugliest minions in Sorcery. When you overlook it's ugliness, you'll see how it can shine. It's Genesis ability is by far the most versatile of all. Not only can you bounce minions back to your opponents hand, but you can also bounce back your own minions, only to case them again using their Genesis ability once more.
Which leads me now to good ol' . This card is a value engine and a must have for any Deathspeaker deck. It's Genesis ability allows you to draw 3 cards for 6 (or 5!) mana. It'll help you find the answers you need. Pair this with and you can bounce it back to your hand to play again.
Dealing with big minions can be difficult when playing Deathspeaker. When being overrun, drop on the most threatening minions and wipe them out. There's very little this big boy can't kill with it's Genesis ability. You can also close out games with him if paired with .
is fantastic when your opponent is on their heels. Being able to charge to your opponents back line and dish out quick damage is great. Expect him to be targeted swiftly.
Auras: Not much to talk about as a whole, but be careful against [[Enchantress]]. If playing against one, try placing auras in areas where Auras won't survive animation.
Some of the more aggressive Deathspeaker decks will have 2 or 3 's. Here we're only going to use just one since we're not using . It's good when paired with 's and 's Genesis ability to close games out. It also shines when is in your opponents backline with other minions you control.
Probably one of the greatest water spells in all of Sorcery is . It is very effective against an or aggro deck early on that isn't able to or it on their next turn. Not only are you submerging minions and removing them from the board, but you're turning off thresholds on non-ordinary sites.
Magic: A midrange deck without powerful utility isn't a midrange deck.
without a doubt is the biggest direct threat your deck has to offer your opponent. Get within range of your opponents avatar with one of your spellcasters and bring the pain. With a direct hit paired with some minion damage in the same turn, your opponent should be knocking on death's door. Now light them up with or next turn to seal the win.
Many see it as a removal spell but it does more than that. You'd be surprised how many times I've casted only to rearrange sites without killing minions to my benefit. Be open-minded if you need to buy yourself some time or cut off a 's body of water or a 's path of direction.
The remaining spells should be self explanatory. Use to fetch what you need when you need it.
Sites: Strategic placement of your sites is just as important as anything else.
Use to gain one water threshold to help cast spells like or or use it to flood sites with minions underneath. will have to play around this site if it doesn't want to get flooded.