
This deck is focused around the infinite-turn potential of finishing up the combo that and started in Beta, using
The combo works like this: Maidens must be nearby (ideally on the same site) as DB, along with Monks. Cast Crave Golem on the site. At the start of your opponent's turn, golem kills monks, ending their turn. On your turn, CG attacks DB, but neither die because of SM's effect. DB attacks an undefended site, bringing back Monks. SM attacks the same site for 2 damage, and you can do whatever else you want on your turn (play a site, drop another minion, etc). Pass turn, and at the start of your opponent's turn you have CG kill monks again, ending their turn before they can do anything. Return to your turn, and repeat.
Once you show the combo to your opponent, they can either play it out or scoop, because you've won. There's no way to recover from this combo once it's begun.
Playstyle:
You want to use the seer and the various draw cards in this deck (of which there are a lot) to actively draw into the combo pieces listed above, as you ramp to the 5 mana needed to cast DB to the or to any site if you have the threshold to get her out otherwise.
All of your minions should be chump blockers until you can get this combo out. If you have an extra shield maiden on the field to help with that in the early game, you can sac it with the to remove its effect, because the infinite combo breaks if you drop a second one nearby the combo pieces. can get into and can do the final damage if your opponent hasn't scooped before hitting death's door.
A lot of your sites either prohibit enemies from attacking them (i.e. ) or generate a chump blocker () while helping you add to your mana.
Possible changes
Swapping out the with to slow the game even further.
Adding in as a better version of , either replacing one or running alongside it.
Added in at the expense of a and the 2x , which I feel are too high-cost to use effectively in this game. A case could be made to swap those back.