
You are going to want to start off fast and aggressive with minion attacks in the early game. If you can't finish your opponent off by turn 4-6 don't stress, because you do have some magics and stronger minions to help take you over the edge.
AVATAR:
The Witch is a powerful avatar for aggro decks. Being able to ping your oppo for 2 damage on your 3 or 4th turn is really going to dampen there day. The downside of Witch is card draw; so make sure you square away your site situation early, so you can use your turn draw on spells. Also, be cognizant of your witch's placement on the board. It may be advantageous to move early out of a straight line path early on.
SITE PLACEMENT:
Site placement is very straight forward with this deck. You want to push forward as quick as possible to start attacking sites and placing your minions in a direct path with their avatar. A few notable sites to consider:
Funeral Pyre: This is a must have to banish graveyard cards. Especially powerful against DS and Archi decks. If you see one of those two
avatars hit the mat, do not bur your Pyre's before you can get rid of graveyard cards.
Troll Bridge: These are excellent defensive sites. Try and use these in the second level to protect against minion attacks.
River of Flame: Keep in mind this site is a spellcaster, place it on the board in a position where you are best situated to utilize magics against the
enemy.
MINION VANGUARD:
The vanguard comprise your fast hitting minions. You want to get these minions on the board and attacking as quickly as possible. Many of them have charge, or genesis abilities that will help you take additional life away from your enemy. Remember, in an aggro deck every single life point matters.
Minions: Vile Imp, Colicky Dragonettes, Redcap Powries, Petrosian Cavalry, Saracen Raiders.
MINION MIGHT:
There are a few heavy hitting minions in this deck that allow you to perform past the early stages of the game. These minions will help push you over the edge to victory if you happen to find yourself in the midrange game.
Morgana Le Fay: Obviously Morgana is meta changing. She can single-handedly sway a game. Dropping her on to the battlefield with stealth,
giving her spellcaster abilities and also a private hand of an additional 3 cards are unreal advantages.
Ruler of Thul: I love the Ruler in the mid game because he has charge, so is immediately dealing damage to the opponent, but the ability to
connect the top/bottom edges of the realm make striking an enemy site or avatar a lot easier/faster. Your opponent may be guarded on death
door with their avatar tucked in the back row, but they are going to have a bad day when you drop a Ruler on them for the finish and they aren't
expecting it.
Brother Knight/Adept Illusionist: I love these cards because not only are you getting two for one minions, but you are also thinning your card
pool at the same time. Keep in mind, the illusionist is a spellcaster so place them advantageously for magic spells.
Boudicca: Boudicca is a nightmare for opponents. You might as well play Hammer Time from your boombox while your giving your minions
+3 while attacking undefended sites.
The Lady of the Lake: I like this card in the deck not only because she is a powerful minion, but imagine your oppo having dealt with a
Morgana once, only to find her brought back from the grave when The Lady hits the table. I've seen it happen and they aren't happy about it!
MAGICS/AURAS & FINISHING MOVES:
The goal of the aggro deck is to control the speed of the game. Focus on using your magic to take life away from your enemies as opposed to trying to control their minions. Again, this is a race to the finish. You have a lot of options to finish off an opponent with magic, and quite a few spellcasters to help you place yourself within striking distance of your enemies avatar.
WILDFIRE:
Firebolts, Blaze (great for board movement), Minor Explosion, Shatter Strike are all great for doling out damage to your opponent. Try and
keep a magic in your back pocket to help with dealing the Death Blow, as you do not want your enemy extending the game moving their avatar out
of reach of the kill. Late game is not your friend.
Jihad is a powerful aggro tool. You can get it out by turn 2 and it pairs nicely with red charge minions and if you have Boudicca out on the board or a
Torshammar Trinket, you can really start dealing some aggressive damage fast.
Plague of Frogs: Imagine 7 little frogs, a Boudicca and couple Torshammar Trinkets. Now you're getting it...
Poison Nova/Vesuvius: For when all else fails just remember, it's always darkest just before the dawn.
I hope you enjoy this fast and fun little aggro deck. It splashes in just enough "extra" to make it a unique and interesting game with a realistic chance of winning against the top decks. Gimme Fuel, Gimme Fire, Gimme that which I desire! (A Sorcery Win).