
A deck that features early midrange minion pressure which can win the game if opponent does not neutralize the minions.
This deck is built on ramping to 6 sites consistently which allows for bigger minions to be played early on. After 6 sites continue playing sites but no real need for more than 8 sites.
This deck has straight forward strategy where you play your biggest minion and then as many minions as you can each turn.
A few synergies exist:
+ + for imcreased range attacks.
to help take down bigger minions or deal extra damage.
+ to draw a site while is tapping to replace rubble with site.
for a big minion or removal or extra damage or site draw
+ any mortal to return to hand instead of cemetery.
and both provide capabilty to adjust placement of or to move site with minions closer to the enemy for an attack or defense.