this is a Elemental Throne deck that keeps it at 40 spells and 20 sites. Bit of an aggressive deck to help you stay in longer in the game while your draw engine kicks in.
The Combo Core:
This deck revolves around pulling off clever combos to gain card advantage. Here are the main ones you'll want to keep an eye out for:
- Miriad Card Draw: Meet Elementalist and your colorful Cores/Pstone (Amethyst Core, Aquamarine Core, Ruby Core Onyx Core). With enough Cores/Pstone, Elementalist and The Immortal Throne in play it gives you Mana/Threshold ramp making spells like Browse and Dream-Quest early game cards which lets you find the perfect combo pieces.
Scenario for card draw:
- You play Clamor of Harpies onto the Site, The Geistwood.
- Clamor of Harpies' effect triggers (Genesis): Since Clamor of Harpies is entering the game its Genesis ability activates. This ability lets you teleport a weaker minion to its location and strike it.
- Choose a target for Clamor of Harpies' teleport and strike effect: In this case, you can target Grandmaster Wizard(already out on the Realm) as he has a lower power than Clamor of Harpies.
The Geistwood comes into play here, for Grandmaster Wizard's ability:
- Grandmaster Wizard's effect triggers ( on Deathrite): Grandmaster Wizard's ability is a Genesis ability, which triggers when it enters the game. The Geistwood specifically affects Genesis (turning them to Deathrite abilities). Since you're striking Grandmaster Wizard onto The Geistwood with Clamor of Harpies, this counts as a trigger for Grandmaster Wizards Genisis now Deathrite ability to go off, drawing you 3 cards.
- Life Gain Advantage: Dropping an angels egg on one of your sites. with 2 Angel's Egg's in play you can gain 2 life at the end of every turn(including your opponents turn).
Key Cards to Master:
- The Immortal Throne: This card offers a potential win condition. Whenever anyone plays a card with a cost equal to the number of level counters on The Immortal Throne, they draw a card and add another counter. If it ever reaches level 8 or more with your Avatar on the field, you win the game! make sure you use your card advantage wisely and play the right mana cost cards to keep the draw engine going(like combing off of Wizards), getting you closer to winning the game.
- Elementalist + Cores: Remember, these guys work together. With enough Cores on the field, Elementalist allows you to cast spells really early on because of the extra elemental threshold giving flexibility in your resource usage.
- Highland Princess + Philosopher's Stone: Highland Princess lets you search for a 1 cost artifact in your Spellbook and put it in your hand, you will use said ability to fetch a PStone or Core and place it in your hand(if enough mana, play it immediately after).
- Lightning Bolt/Grapple Shot: This spell is a versatile tool. It can remove enemy threats or push your opponent closer to death door (0 health). this can also be used to deal the Death Blow(any damage taken the turn after they hit 0 health).
- Undertaker Engine: Undertaker Engine could be used for the last level counter needed to win the game or could be used to either
- Burrow your Angel's Egg.
- Burrow/Unburrow your The Immortal Throne(if it was burrowed by your opponent or if you did to avoid apposing avatar sitting on it).
the deck has even more interactions that continue the theme of card draw and The Immortal Throne WinCon than what I have selected to highlight, have fun discovering the rest!