
Haven't played in a long time, but here's where I've landed for the time being. I'll likely update this primer after I playtest.
I’d imagine that that heat is the “tame” equivalent of what your opponent’s Avatar feels when playing against this deck. I’m also an avid fan of them, since they are a wonderful cleanse, both body and mind.
I’m blessed to not play against Archimago locally and this deck doesn’t do bad against it, but my focus is simply explosiveness with my deck.
It’s no secret that Town is good with the current lineup of Exceptional Fire minions that build the backbone of Fire Aggro / Fury Road style decks. Incidentally, a solid percentage of those minions are Beasts, so running Ponds allows a stunning amount of consistency. The Fire Aggro core tends to be what I build my decks around these days.
The real reason I don’t grind Fury Road is simple: I like Atlantean Fate, Ruler of Thul, and Questing Beast too much. Warp Spasm, Peasant Revolt, Sir Mordred, Sir Agravaine, Jihad, Boudicca, and Morgana La Fey are all icing on the cake. The deck is a lot less soft into your own Peasant Revolt than you might think. You also just don’t play it while you’re ahead, and the site base isn’t super Elite/Unique heavy to support this.
“Well if you’re so (relatively) heavy on the Unique minions, aren’t you inconsistent?” Well, yes and no. Yes, it’s less consistent than running a slightly more tweaked towards Town deck. However, the part that is consistent is the important part 9 times out of 10. The deck applies pressure heavily with the Exceptionals and Ordinaries. The Elites and Uniques are insane haymakers that warrant an answer or you run away with the game. Warp Spasm + a cat (Lugbog or Lion) will eat mostly anything and deal a huge chunk of damage to your opponent’s Avatar.
I’ll touch on them briefly. Lugbog Cat and Tufted Turtles are crucial to out aggroing Fire minions by going marginally slower. Cat eats most Fire Aggro minions. Tufted Turtles blocks most Fire Aggro minions. Tufted Turtles were originally Ribble Boggarts, but the Boggarts get removed on sight due to their +3 power ability. The Turtles are harder to remove on sight and block better. Both the Turtles and Cats love Ponds.
One of the bigger things I’ve been touting between this deck and my “Pathfinder’s Spite” list is 30+ extremely aggressive minions. Minions are assets that stick around more than one turn.
If your opponent is playing a heavy amount of removal and stall, I assure you that they have less removal spells and Quagmire effects than you have things that deal damage. Unless they’re on their 4th Poison Nova or Divine Healing, then you’re in your own.
Your Charge minions, in combination with your cost reducers, Trinkets, anthems (Jihad, Ruler of Thul, et al), and ability to start pivoting toward double spelling after turn 6-7, will help you outburn your opponent efficiently and effectively.