
in the list for threshold I CANT DECIDE IF I LIKE IT OR NOT I know it cooks sorcerer but it hurts interrogator too
Especially with the new spells in Gothic
Finwife will find true love.. if its the last thing she does
11/3 - 12th place at Sorcery Con bubbled out of top 8! Went (5-2).. should have been 6-1 but King of the Realm top deck came in way to clutch for my opponent. Great game! Sorcery Con was such a good time.
10/30 - Finwife won my locals 19 people.. felt controlling
MAIN IDEA
Basically pull in their avatar with , , , , or and beat em up on our side of the realm! An early pull with or sets up s ability allowing x2 draw early. Dont forget to play a land whenever possible tho if dies feels like a major blow without atleast 4 sites.
At this point in the deck the most important thing is threshold. Deck runs on 2 water + 2 earth threshold mainly. 2 water threshold is easy to get. Earth a little tougher, so mulligan whatever isn’t a troll bridge, Free City, or triple / dual land keeping atleast 1 earth site. Should feel pretty decent.
To be really effective finding a or opening hand really can put a lot of pressure pulling their avatar in early
(note: finwife only provides mana on play or start of turn as long as she is nearby an avatar doesnt work moving toward an avatar mid turn)
*primer might need some cleaning up but solid for now*
So much value the x2 draw brings its easy to forget site placement dont forget the get around 5 sites on board to help stick around late game and keep x2 drawing. IF s ability is active does help set up x2 draws a little sooner
Can be very helpful for defense forcing minions to reconsider attacking from certain angles. Can stack to hit even harder. Using any of the forced movement spells , , , , or to force minions or especially avatars through the wall.
Can be a game winner! Setting an opponents threshold to water only can hurt bad, especially if they don't run water spells. Just be careful ordinary sites not being affected can be tricky to play around at times.
Always nice to see early. Helps get the deck running a little faster. Simple and effective. Important for threshold help aswell.
Helps just like . Maybe a little more important because earth threshold is a little harder to find
Best card in the game. Helps cast more spells.
Need to test more just got one but from seeing it played against me it can win you the game helping with dealing extra damage to minions and healing you just enough to have a few more turns to win.
Mainly for when an opponent is at deaths door, can be a sneaky way to avoid blockers with a snipe. Seeing this late game is preferred but if you see it early play it on your avatar and wait it out. Avatars gain some range and can target stealth minions with spells. My favorite tech has been strategically placing either or my minions on board, in a way so that I can run a from my avatar to whatever minion can tap in range for game.
A staple in any water deck for me. Just feels like so much value, constant chump blocks or damage. He is also a spellcaster so he can bring out his buddy ol’ pal and cast for game from further.
Always love to see baby girl. Using or to pull avatar in range of her abilities activates the option for x2 draws from sorcerer earlier. can help pull as well. Once enemy avatar is in range of ally site is essentially free and if not taken care of gives so much casting power.
If Avatar is pulled to ally side of the realm he can attack the avatar without dying and if something does take him out you draw a site for some advantage.
Cycles cards back to hand. Trades feel even better. Gives a really solid hand advantage. Try not to play alone very often wait until the field is filled with a few ally minions to return to hand
Can put pressure on an avatar with any important artifact causing them to move to get away from this card and setting them back slightly. All the forced movement help set up the thievery! Can be used to sneak a final blow at Deaths Door with stealth. Once I used this ability to take an off a stronger minion setting them free to attack!
Forced movement that can attack works really well here. Love pulling anything into the danger zones like , , or
Helpful for blocker removal and can set an opponent back a turn if they play some huge minion. Just send it back to the hand and continue on about your business. Sending certain genesis cards back to hand can be tricky so watch out for those.
It’s extremely hard not to put 3 of these in every water deck. Just value. 3 cost 4 power can cast to any water site. Cast to an enemy back row water site if possible or even better back row on a and just attack
Can be useful removal especially huge enemy minions. Sneak her around with s and pull enemy minions or avatars through all the dangerous traps. , , or
Here for much needed card draw. Ability still works even if he dies attacking and is usually worth the sacrifice to help with hand advantage. Pull stronger minions onto , , or through to weaken then attack for draw.
Here for extra draw similar to . Pure water list just need more draw and this gives some hand advantage, use enemy spells whenever possible.
Big 4 drop 5x5 beater. Really here to give better search options to . Can be used almost like a if water sites aren not connected. can help with attacking.
Love to see the big guy. Does a ton of damage in this list pulling enemy minions or especially an avatar onto , , , or through . helps with sneaky hook angles.
Top tier card giving +1 power to allies on the TOP and BOTTOM of the realm. Very good for sneak attacks for door especially with .
Tech card! Love to copy pretty much any unique card in this list but pretty much if something is good on board copy it! Would run (x2) but really depends on something being on board and I hate having two in hand with no options to copy
Can win you the game! Forcing the enemy movement and crushing smaller minions is so good I forget about the strike he does at deathrite! Feels best when played on a or . This card turn 3 + a can really set the tone for a game.
Great defensively mainly, can buy some time. Crazy draw when paired with . can turn these boys up +1 power for a sneak attacks. Can be used to run artifacts around to different units!
Hoping to use it to search for whatever I need in the moment. Early it feels good to grab a for defense + a chance to attack if enemy runs water sites. Late game can grab , , or even to set up a final blow at deaths door.
Useful tech gets rid of their pesky aura / cores / philosophers stone. Really whatever this can hit it always feels nice to get rid of it
Can be very crucial early pulling in an enemy avatar forcing them closer to the ally side of the board. Can be forced onto a or even through a + it helps s ability.
Banish the original minion so it never sees the cemetery leaving only a little baby enemy frog. Pairs really well with and . Solid removal for this deck with a lot of low power minions.
Helpful movement spell for your own minions but it can also target enemies. Moving them out the way or closer for whatever you need. Can help facilitate a final blow at Deaths Door. can help with range when needed especially forward as the second site flooding and pulling in an enemy avatar early. will be forever grateful.
Can help and start fights through their restrictions of waterbound and immobility. Can also be used for a deaths door final blow as a way to get past blockers and extend attack range.
Not my favorite Deaths Door spell but water and earth dont have a ton of options. Usually best to hold until late game for deaths door purposes. If found early in game can use in emergencies to get rid of some flying or huge minion threat. Being able to pierce and choose any target per space is very good but damage starts at casters location 3, adjacent site 2, next adjacent site 1. Range is a little weaker than I thought but still usually does the job. work well being a spellcaster the 1st copy can bring out the 2nd and should be in range for a final blow.
Mandatory duel lands. Need both thresholds bad always a great keep opening hand.
Helps with defense a small but helpful ping. Dragging through with or hurts and adds up over time. Move enemies in or out with a or . Also keeps pesky 1 drop minions at bay like or buff frogs / foot soldier tokens
Tri-cite gives much needed threshold control. Only downside is it has to be back line which can sometimes get in the way of more aggressive site placement but worth it I think.
Can help with double or triple threshold water spells because flooding an ally or enemy site gives it a water threshold.
Combo with to pull in an avatar to ally side of the realm.
Combo with and for added pressure
Helps make the deck more defensive but if and are used correctly can pull an enemy avatar in and apply pressure. Place next to s when possible to use to pull and attack. Combo with or to hit an avatar extra heavy and force them to waste movement to get off or stay and get beat up!
I think of this as a better , searching the bottom of the deck instead. Gives you more card selection and the much appreciated water threshold.
Really want to copy a tri/dual site. Can copy enemy site if they have the missing threshold needed. Wanting to sit around 2 water + 2 earth. Water being the more important threshold.
God tier heal, has an earth threshold, and can counter fire / spark mage avatars using their grave as a charge or death speaker using everyone’s graveyard genesis
Helps with early movement for your avatar to pull apart the original site and push the avatar out
Can be used aggressively to push an enemy unit closer or an ally minion further forward. Can help place sites closer to enemy avatar to set up s ability.
Best multi-threshold site. Can sometimes get shut off but once you find a good place for it in your play style it has more pros then cons
The other Tri-cite with earth and water. Need em for consistent threshold.
Staple for any water deck. Helps with defense and provides threshold. or -ing someone into here feels great. Even better with a .
Can be used simply to move your avatar out of the middle lane early or to strategically move ally or enemy unit in a body of water. Can provide sneaky attack setups or even pull units onto a flooded or through a well placed
Choosing whatever gets you closer to 2 water + 2 earth threshold faster. Water being the more important choice some spells requiring 3 threshold.
Draw + hand advantage is top tier. Even if you have to discard later in the game the draw was a card you didn't have before anyways and sometimes people arent even able to attack the site and its just a free draw. Very underrated be a must for me in pretty much any deck that isn't to threshold stressed
NOTES
STRONG AND SNEAKY.. love playing this list so far
Finwife is, no doubt, my new favorite card out of the new set