
is an interesting Avatar that is difficult to build around - being limited to a mostly "random" site each turn, and having to move your Avatar to play it can be punished with good positional play from your opponent. However, I wanted to take that idea and expand upon ways to make it strong - enter Voidwalk. Minions with Voidwalk can be summoned anywhere in the Void, allowing you to safely run your Avatar across the back row while still being able to apply pressure to your opponent.
Key Cards
is going to be the most impactful card in this deck. Being able to summon a minion right next to an opponent's site and immediately give it Charge allows you to make large swings in tempo with no response. Running 3 effectively doubles the number of each ordinary spell you are looking for in your deck/Collection, and allows you to be flexible with what you are casting. is a great draw engine, as you don't actually have a minion in play to draw a card - and if you do, giving something Airborne is a great way to increase its threat level.
The sites are mostly focused on getting you the threshold you need, but there are some utility sites to help improve your position. Ideally the sites chosen are intended to be impactful whenever in the game you might flip them off the top.