
This is Sorcery's version of MTG's Ponza archetype aka this is a deck that is focused on site destruction with aggro to punish your opponent! This is basically a mono-Fire deck with an ever so slight Air splash for .
Try this deck out if you enjoy aggro playstyles with lots of interactive and valuable minions, resource denial, and plus drawing spells and playing sites every turn!
is pretty straightforward - a 2 drop minion that deals 2 when it comes into play. Use the Genesis ability to clear out any of your opponent's minions if possible in order to make way for your units to attack! Generally speaking, I tend to not play Imp on turn two unless I have a valid target for its genesis ability.
- Extra damage or mobility for your avatar is invaluable in this deck!
- Get them into play ASAP and start chipping away at your opponent's life with them, unless you see that they have a decent minion that you could kill instead. My logic is that killing a minion that could potentially defend my attack on a future turn is more valuable than pinging my opponent for 1. Keep in mind that you can always shoot the projectile at nothing as well, don't feel like it needs to hit something if there isn't a good target!
- She is basically an unblockable 3 power minion that kind of allows you to draw three cards. Morgana is a huge removal target, so don't fixate on keeping her alive for too long. Play her when you can, draw some cards with her, prioritize playing those cards, and swing away with her in most cases. The upside of keeping her alive is that having a Stealth Spellcaster is huge in the late game, so keep that in mind!
- The best Goblins in the game! Kobolds are able to clear out smaller minions with their end of turn ability, or double the damage that they output if you can get them adjacent to the enemy avatar!
- No need to read too much into these guys. Simply a 3 drop minion with Charge is reason enough to add 3 copies of them into this list. Pathfinder is all over the board naturally, so it shouldn't be too difficult to find an advantageous angle to use them at.
- Get her into play and all of your other units (INCLUDING YOU AVATAR) automatically become a HUGE threat. She is a powerhouse in this deck!
- This guy gives you an option to destroy multiple sites over the course of the game which is something that this deck loves. Against another Pathfinder he can be a game winner all by himself.
- Just a sneaky little 4 drop that you can surprise your opponent with!
- Although they don't hit sites you'll find that these lions come down and either kill an enemy minion or position themselves in for an attack against your opponent's avatar pretty easily!
- These are some of the most important minions in this deck! Being able to throw your avatar into new spots in order to develop sites is a huge bonus, and they can even gain charge if you have Rebecks in play.
Speaking of which.....
- Rebecca makes the cut simply for being a surprise 4 damage that could also potentially give your Charge as well, if the odds are in your favor.
- The best minion in this deck. Red aggro/burn decks tend to run out of steam in the late game and Thais is able to equalize that by ruining your opponent's game plan from the inside out. Knowing what decisions to make with Thais simply takes time, so the more you play with her the better you will become. My advice - try to save Thais for the turn you get you opponent to Death's Door so that you can make their avatar attack one of your minions and lose the game, if possible (sounds like a very specific plan, but the situation comes up quite often). Also, there are a lot of decks running around at the time of writing this primer (June 2024). Thais can be INSANELY good against them as well. If your opponent plays a and passes the turn over to you, I will almost always play Thais so that I can activate on their turn and blow up the wrong site. I've even used 2 's on an opponent while controlling their turn and they flat out conceded.
- With how this card was unofficial reworked in the Sorcery League it has become SUPER strong against any fire decks that you might play against. Phoenix also dodges which is very nice.
is a huge problem that needs to be dealt with immediately. As such, you can expect to see a removal spell played the turn after the Legion comes into play. If possible, try to play them with a or in play so that you can either drop them on your opponent's side of the board, or at the very least hit their avatar/minions with its end of turn ability with Globe.
- This is a HUGE addition to this deck as it now gives Fire a way to destroy problematic artifacts like [Ring of Morrigan]] and . If you don't have any artifacts to destroy, this spell can double as burn or removal!
Ablaze! Auras - These are the bread and butter of the deck! Use your turns to drop these auras whenever possible, especially on sites that try to slow you down like and .
- This spell has a high upside but it can also hurt you quite a bit as well. Remember that Revolt can also destroy your Roots as well if you have both of them.
- Pathfinder has the BEST post-roots recovery in the game since we are able to draw spells and play sites each turn. If things start to go south, you can use Sinkhole (if you're lucky), Revolt, and Castle's Ablaze! to destroy your Roots.
Here are the cards that I think you should situationally keep in your opening hand:
Good Luck!