
Ya like Jund, Kid?
Meet Hex Gonna Give It to You, a quintessential midrange deck that seeks to grind the opponent to dust under overwhelming value. With an early game fueled by card draw and cheap removal, and a late game dominated by powerful units that demand immediate answer, this deck is all about extracting maximum value for minimum effort.
The core of the deck is a card draw engine, fueled by , , , , and . These units all either draw cards when they enter, or, in Merlin's case, draw you a spell off the top of your deck whenever you find one waiting there to be cast. They also happen to all be spellcasters, which makes disgusting. If any of them are still alive with Vivien comes down, you get to repeat all of their Genesis abilities, potentially doubling your hand size, or more. And of course, when it comes back to your turn, any of these units can make a to get us even more cards.
While she's not a spellcaster, nor does she directly draw cards, needs no introduction. Coming down as early as turn one with a Tower in hand, she'll find one of several key pieces of equipment to accelerate our gameplan.
Once you've generated a steady march of cards, it's time to turn those cards into victory. On the low end, we use a few efficient units to generate pressure in the early game. shores up our defenses by asking the opponent if they're willing to trade their own life to hit us, while protects our sites by asking the opponent if they want to trade their hand to hit us. comes down right at the end of the early game to lock away avenues of movement and threaten kills on multiple units left in the path of its hook.
All the while, these units are backed up by our early game spells. , , and make quick work of early unit pressure, or rapidly drain our opponent's life total. Thanks to the abundance of spellcasters in the list, its easy to get these spells to hit exactly where we need them to go. serves as a last ditch resort, turning any of our spellcasters into a nuke of our enemy's forces.
Once we reach the top of our curve, the game plan shifts to becoming the problem our opponent has to solve. gains us plenty of life if left unanswered, while and present difficult-to-answer life loss. resets the board if things get too out of control, and requires an immediate answer before we begin locking our opponent out of the late game. Two copies of and one copy of serve as finishers, should the opponent be a little too efficient at running away.
Finally, with all this magic, offers the chance to double dip on our mana, representing huge swings of damage if left unanswered. It can be difficult to find the right chance to deploy it, but doubling up on spells can be a lethal combination.
A large number of avatars could work for this game plan, but the was chosen in particular for her ability to close out games even if the opponent is running away. Draining two life can break board stalls, threatening a quick close to the game if the opponent doesn't find some way to pressure us. Once we reach the top of our curve, the Witch represents consistent pressure to end the game. If our opponent is behind on mana, or we think they're planning a big turn, her ability to tax the opponent's resources can serve to push them back a few turns, buying us the time we need to end the game.