
The idea behind this deck is that it has many low mana cast minions to continuously send threats your opponent must deal with using Aggro engine of + Stone and all 4 Cores.
Ideally you play 2-3 sites and the rest of the game you draw 2 spells per turn.
The dream is to only play 1 site and draw 2 spells per turn for the rest of the game (chucking to and using to reach enemy sites).
Goal is to have up to 6 mana sources (sites, cores) and 5 mana sources if you have . When is drawn, need 6 mana sources (5 with stone) but no need to play any more mana sources, just continue to draw spells with .
To provide a continuous flow of minions, card draw is important which is where the Avatar, come in. helps in setting up your next card draw to fit the current game state.
Providing mobility to minions to reach the enemy avatar and sites around the realm is .
The atlas deck contains , , to support continuously casting minions.
, , , and are included to nullify any minions that are difficult to deal with or to remove a final defensive blocker.
a finisher in the late game.
to summon for their airborne mobility and deathrite damage or summon for their airborne mobility, burrowing to chase spiders or recover burried Cores and Stone.
to facilitate digging for Stone, Cores, removal , direct damage / , and setting up the + combo.
Because this deck aims to play up to 3 sites, you can fairly ensure keeping next to a void.
Mulligan for Cores, and in your opening hand, and for sites 1 fire threshold. Keep if it is in your opening hand.
, , , and are included because being able to get a Core or Stone early means instead of spending a turn drawing and playing a site you can draw 2 spells. Drawing a Core or Stone late game does not have a big drawback because they can be used with . Also, late game Stone and Cores are useful to rebuild your mana base after a or .