
An aggressive Air Fire deck inspired by @Sorcelled's Fury Road.
As long as you have at least one pip of each element in your starting sites you can mulligan spells pretty aggressively for a strong start.
Generally prioritize dealing damage to card advantage and board control as long as you think you have a way to close the match once the opponent reaches DD (this is especially relevant against ).
The deck has basically no way to survive DD for even 1 turn, so chumpblocking the right attacks to get there just 1 turn later can make the difference between winning or losing.
Playing 2 copies of , and increases the chances of opening one in your starting hand which gives a big boost to the deck. Drawing a dead tower late doesn't seem very relevant as the extra mana would be wasted more often then not.
is there only to cast the sided and so it can be cut for an if you're not playing Bo3 to be less vulnerable to , and .
Despite being in the initial version of the deck, was only useful to get to double elemental thresholds or to push some damage by copying , so it was cut for .
There's no because it doesn't provide much to the deck's gameplan and feels awkward to use on a low mobility avatar like . If the game reaches the point where its defensive capabilities start to get relevant you're probably not gonna be able to claw your way back anyway.
It could be considered as a sideboard card against if you're playing Bo3, but this deck doesn't struggle against it enough to justify running something so specific.
The magic section is the most WIP part, the deck really wants to run cheap cards but cheap magics have big restrictions in what they can do so some compromises are needed like the 1/1 split between and .
So far is the only magic that has proven to be a clear inclusion in the deck, being useful as a cheap removal, burn spell and game closer.
Casting means letting go of the gas for one turn, so make up for it by hitting cards that would force you to play awkwardly later in the game such as , and .
Currently considering cutting as they never seem to line up well with the plays the deck aims to make, not sure what the replacement would be.
The sideboard is kinda thrown together as I have only a superficial understanding of the current metagame: