Disrupt and outvalue your opponent with curses! This deck aims to use the 's tap ability as much as possible and as quickly as possible. Draining our opponent for 2 life per turn wonderfully supplements a fairly aggressive strategy. Generally, this deck works in three ways:
Hand Attack: One of the core packages of this list is looking at and interfering with your opponents' hand. In addition to removing cards from their hand directly, the knowledge of what they hold also gives you a distinct advantage and informs your plays.
[[Pith Imp]]: A random but cheap hand attack, which can throw off your opponents' early game and open a window for your pressure to snowball into the midgame.
[[Feast for Crows]]: Target cards specific to your opponent's strategy in their deck and hand.
[[Swiven Scout]], [[Lookout]]: Play around your opponents' next moves and further enable Feast.
Disruption: A low mana curve that tops off at 4 allows for the inclusion of notable threats, all while lowering the number of sites needed for the deck to function. This means you can start using your 's ability earlier to further interfere with your opponent's game plan by taxing their hand, shrinking their avatar, or, in most cases, steadily draining their life total while advancing your board strategy.
[[The Great Famine]]: Pick off larger, harder-to-tackle threats while your typically-smaller minions push through.
[[Sturmgeist]]: An incredible tempo minion, capable of taking steps and striking units on your opponent's turn in addition to your own. All but disables nearby spellcasters with less than 4 power.
[[Sir Lamorak]]: Functions as an effective dissuasion from being too aggressive towards us, as he likely wipes out all nearby enemies on death. Notably, his ability can also kill an opponent on death's door with proper positioning.
[[Gift of the Serpent]]: An all-star of a cantrip, this card gives another burst of value to any of our 1-power genesis minions, (, , ) turning them into deadly removal pieces.
[[Infiltrate]]: Outright steal our opponents' largest threat, simultaneously protecting ourselves while giving us an unblockable threat of our own. Only lasts for one hit, but that can be all that's needed.
Push: The aggro side of the deck, prioritizing fast damage that can slip through defences and occupy our opponent. As long as they are pressured to focus on our minion threats, our witch can continue to drain their life down.
[[Summoning Sphere]], [[Spore Spouts]]: Playing directly to your opponents' back row is a strategy that this deck loves, as pushing our early threats as far from our side of the board as possible pressures our opponent to focus their attention there, buying us valuable time to set up our witch.
[[Sphere of animosity]]: The main use for this sphere is ensuring that our attacks cannot be defended, pushing damage through no matter what. Additionally, a single sphere of animosity can completely break a deck, and it and our s ensure lifegain will not work against us.
[[Corruptor Freak]]: Likely the best option to follow a summoning sphere with, our corruptor freaks allow us to compound our witch's ability to drain our opponent for 2 life per turn consistently.
[[Morgana le Fay]]: It's Morgana le Fay
[[Redcap Powries]]: Fast burst damage that encourages us to play aggressively.
[[Boudicca]]: Playing Boudicca at the right time can allow for a handful of smaller minions to burst your opponent down to death's door in a single turn.
[[Shackled Demon]]: Often, skipping a turn of cursing our opponent to free a shackled demon is worth it, as a 5 power threat overpowers most other units. It's also likely that another spellcaster will be in play to free it, with the inclusions of s and Morgana.
[[Blaze]], [[Wuthering Heights]]: Movement abilities like this allow us to push our threats to the far side of the board, which is especially useful for our Corruptor Freaks. In a pinch, most of these also work to get our witch out of tricky situations.
[[Searing Truth]]: The typical finisher of the deck, Searing Truth either allows us to draw two cards at the cost of- typically, 3 life, or it works as direct damage to finish off our opponent from anywhere on the board, with no way to counter it.