Fire Storms of Camlann
This deck is designed to focus on powerful Magics for direct damage and Minion Removal to dominate the realm. It leverages artifacts for additional power, protection and life gain. this will be an ever evolving Primer as i tweak and refine the deck.
Gameplay:
- Early Game: Focus on developing controlling the tempo of the game. Play Sites like Perilous Bridge on your front row to hold Units at bay and use Magic Spells to help with card draw like Blink or Mad Dash.
- If you draw into it early, throw down your Angel's Egg to keep life up as Minion presence is low.
- Ring of Morrigan to deal one damage to minions nearby and heal for 1 for each spell you cast that turn(note you can ping your own minions for 1 and gain 1 if need be).
- Draw sites for the first 3 turns and then focus on drawing spells.
- Mid-Game: Start playing more more spells casters to have more range for powerful Removal Spells like Poison Nova and Disintegrate to clear the board and establish dominance.
- Thundering Giant is great for that mid to late game control by taping strong minions and as well as continue to do damage to enemy avatar/Sites, alternatively they could be used defensively.
- if you aren't needing to move use the tap ability to draw you additional site during the mid game as 7 to 8 sites would enable you to play more damage spells for turn.
- Start Slinging your 2 Mana cost spell like Magic Missiles, Firebolts and all other 3 damage spells for explosive high damage turns if you can hold on to them that long, alternatively you can play does spells one at a time as early as turn two.
- Late-Game: Leverage your powerful Avatars ability to banish 3 spells and cast one of them again.try to banish either 2 removal spells and the 3rd being a damage spell which will be the one you opt to play for additional damage. Use Orb of Ba'al Berith to copy the first spell you cast for additional damage(ex: cast Arcane Barrage for 7-8 Mana dealing that much damage and having that spell copied, dealing a total of 15-16 damage in one turn.
Weaknesses
- if going against a aggro deck if you dont draw removal right away it can outpace you and overwhelm you
- if they are running Amulet of Niniane you are in a world of hurt as that will turn off our main objective with the deck which is dealing heavy damage with magic spells(sideboard includes two Just a Rock cards which would replace Disenchant as Just a rock doesn't require you to be one step closer to the enemy Avatar).