
Hello everyone, and welcome to my primer.
Today we’ll be taking a look at my deck: A Feast for Crows.
The primary goal of this deck is to strategically fill your graveyard with magic spells, which enables the recasting of a wide range of cards as situations demand. By adopting an aggressive-control approach, the deck balances board control with targeted removal, allowing you to respond effectively to threats while applying pressure on your opponent.
From a strategic standpoint, maintaining a steady flow of cards is critical. The inclusion of draw spells and spellcasting minions ensures you consistently have answers available, reducing the likelihood of dead turns. Key cards such as Common Sense, Apprentice and Grandmaster Wizard provide reliable hand replenishment, improving deck consistency and enhancing the ability to execute complex plays across multiple turns. This combination of graveyard management, card draw, and tactical flexibility is central to maximizing the deck’s effectiveness.
Updates will be at the bottom of the primer.
Salt the Earth is a new addition to the deck. Although it isn’t a magic spell, it still provides strong utility. Sites such as Kor Crematory, Mismanaged Mortuary, Garden of Eden, and Bureau of Occult Control can be particularly problematic, and this card helps answer them while restoring consistent access to your cemetery or card draw. It should generally be played only when absolutely necessary, but it can also be effective against decks running all four elements, as it can knock your opponent off their threshold and disrupt their strategy.
The two auras that are essential for this deck are Famine and Plague, which I consider some of the best options for creature removal. Being able to deal with minions anywhere in the realm is extremely important, especially since the deck runs very few prison-type sites. These auras help maintain control of the board and prevent opposing creatures from building too much momentum.
Artifacts
Now moving on to the artifacts. First, we’ll group the three cores: Onyx, Amethyst, and Ruby. Since this deck has plenty of card draw, the cores help smooth out the curve, allowing you to cast cards much faster while also filling up the graveyard with magic spells for maximum value.
Ring of Morrigan is an obvious inclusion, as it’s one of the most powerful cards in the game. However, you should proceed with caution—your opponent may be running Swap, which can turn the situation against you. Because of this, it’s sometimes best to hold the ring in your hand until you absolutely need it, either for a Death’s Door finisher or to gain life in a critical moment. Necromancer decks have been very common in the meta, so having tools to deal with token spam is important.
I’ve chosen Toolbox, though Silver Bullet is also an excellent option. Many ordinary cards can provide amazing removal, and cards like Zap! can even finish your opponent when they’re already on Death’s Door. I’ll also touch on the collection later in the primer and explain some of the choices I made there. The collection plays an important role in supporting the deck’s overall strategy, and certain inclusions help provide flexibility depending on the situation. Originally, the deck ran three copies, but it has since been trimmed down to two. While situational, the card can be invaluable when drawn at the right time, giving you access to a spell that can help keep you afloat.
Lastly, we have Chains of Prometheus. This artifact is one of several ways the deck can deal with stronger minions. Many magic spells only deal three damage to units, which isn’t always enough. Since my minions are primarily spell casters and aren’t meant to attack, Chains becomes an obvious and reliable answer to larger threats.
The first minion on the list is Highland Princess, who serves two key purposes. The primary function is utility: she can fetch a core when you need to fix your threshold or retrieve the Ring of Morrigan, allowing you to ping your opponent or nearby minions. This flexibility ensures you can access important resources exactly when needed. The secondary function is deck thinning. By removing a card from your deck each time she is played, Highland Princess helps make your draws more consistent, improving the overall reliability of the deck over the course of the game.
Next is Apprentice Wizard. This minion is often fetched with Common Sense, which helps smooth out the early-game curve. A typical sequence might be casting Common Sense on turn 2 and then playing Apprentice Wizard on turn 3. Apprentice Wizard provides both card draw and a potential body to block early aggression, which is essential for maintaining board presence in the first few turns. Additionally, its spellcaster ability enhances the effectiveness of burn spells such as Firebolts or Poison Nova, allowing you to leverage both minion and spell synergy efficiently. For these reasons, the deck includes four copies, ensuring you consistently have access to this versatile minion throughout the game.
Merlin, a wizard with a powerful effect, has been an auto-include since his introduction in the AL meta. With 38 magic spells in the deck, he can provide a significant advantage.
Merlin often allows you to cast 2–3 magic spells easily in a single turn, making him a true MVP of the deck. Beyond spellcasting, his ability to reveal the next card—regardless of whether it’s a magic spell—offers valuable information for planning your next turn. This foresight helps you make more informed decisions, giving you a strategic edge over your opponent.
Morgana Le Fay is another MVP of this deck. Some might even consider her part of the “Power 9” of sorcery, and I tend to agree. She combines Stealth, the Spellcaster ability, and draws three cards—making her incredibly versatile and difficult to deal with. Beyond her spellcasting and card draw, Morgana Le Fay has 3 power, allowing her to block opposing minions or attack when necessary. Every point of damage matters in this deck, so her ability to contribute both offensively and defensively makes her an essential component of the strategy.
Originally I had Vivien in this spot, but one of the deck’s weaknesses is dealing with charge minions. To help with that, I’ve been testing Saint of Redemption. So far it feels pretty solid—it can buy you some time to deal with charge threats, and with Ward it’s a lot harder to remove. It also does a good job messing with the Corruptor avatar. I also thought about trying Mordric Druids, but Saint has two big things going for it: it taps all minions when they etb, and it has Ward. I’ll post more updates after I’ve tested it a bit more.
Next, we have Grandmaster Wizard, a highly impactful spellcaster that draws three cards. His card draw ability makes him a core component in nearly any deck that includes the Air element, as it helps maintain hand advantage and smooth out turns. From a strategic perspective, it is often optimal to mulligan him from your opening hand. Early-game consistency is better achieved with lower-cost cards to establish board presence and tempo. Because this deck has a reliable draw engine, Grandmaster Wizard typically appears later in the game, precisely when his card draw is most valuable. This timing ensures that you maximize his impact without compromising your early-game setup, demonstrating the importance of sequencing and hand management in spell-heavy decks.
Finally, we come to our last minion: Death Dealer. This card has the potential to dramatically swing the game in your favour. I generally keep Death Dealer in hand and only play it when absolutely necessary, using it as a strategic finisher or answer to critical threats. Interestingly, I’ve only recently added this card to the deck, so testing is still ongoing. However, it has already produced strong results and even secured a few wins, which is why it remains included in this version of the deck. Its situational power makes it a valuable addition, especially in high-stakes moments where timing is crucial.
Now moving on to what I like to call the meat and potatoes of the deck: the magic spells.
First on the list is Arcane Barrage. Being able to deal X damage to a unit is incredibly strong, and with the help of cores and towers, it becomes much easier to scale the damage when you need it. Running two copies is an obvious choice. While it can sometimes only comes online around turn three, the flexibility makes it worth it. Arcane Barrage serves as excellent removal for troublesome units, but it can also be used as direct damage to pressure your opponent. The ability to recast spells from the graveyard adds even more value, which is something that will come up repeatedly in this next section.
Browse is an incredibly powerful card. Being able to look at seven cards and choose the one you need often feels almost busted. When combined with the deck’s ability to recast spells, you can potentially see up to fourteen cards, which gives you a huge amount of consistency when searching for the right answer. If you end up with two cards you want or need to reset your options, that’s not a problem. The deck includes shuffle effects such as Common Sense and Highland Princess, allowing you to cycle cards back and keep digging for exactly what you need.
Divine Healing is essential for surviving against aggressive decks. The life gain can buy you several extra turns, giving you time to build your board while forcing your opponent to deal well over 20 damage to put you within lethal range. Originally, the deck ran two copies, but with the deck size increasing from 50 to 60 cards, it became less consistent to draw. To compensate, the count has been increased to three copies for improved consistency.
Next, we have Pendragon Legacy. This card allows you to shuffle uniques back into your deck if you choose to do so. The primary purpose, however, is that it effectively “replaces itself” in your hand. This means you can play the card without reducing your total hand size, which helps with deck thinning and improves overall consistency as the game goes on.
Additionally, it helps fill up your graveyard, allowing you to recast spells much more quickly. This synergy with the deck’s recast mechanics makes it a key tool for maintaining tempo and maximizing the value of your magic spells throughout the game.
Tithe is an often-overlooked card that provides both card advantage and tempo control. Its utility has increased with the introduction of double-threshold sites, which make it easier to cast consistently. From a strategic perspective, Tithe allows you to draw from your spellbook for three turns rather than relying on your Atlas. This accomplishes two important goals: it accelerates your card draw and helps fill the graveyard for recasting spells, all for a cost of only one mana. Incorporating Tithe effectively can improve the deck’s consistency and maintain board presence over multiple turns.
Blink has been a staple in this deck, even prior to the release of Gothic. It provides several strategic advantages. First, it offers flexibility in card draw, allowing you to choose whether to draw from your spellbook or Atlas. Additionally, Blink can reposition your avatar or spellcasters to meet the requirements of certain spells, such as Firebolts or other abilities that target nearby minions or avatars. It can also serve a defensive purpose, enabling you to move away from dangerous threats when on Death’s Door. In this version of the deck, I run three copies of Blink. This strikes a balance between ensuring consistent access to these tactical benefits while leaving room for other situational cards that may be necessary in specific match ups.
Common Sense is a foundational card for establishing an effective early-game curve. Strategically, it is often played on turn 2 to fetch Apprentice Wizard and play him on turn 3, allowing you to develop board presence while maintaining hand resources. From a broader perspective, Common Sense serves multiple purposes. It can search for any ordinary card in your deck, whether to add another copy for graveyard synergy or to find a critical Death’s Door finisher. This flexibility makes it an essential tool for both tempo and long-term strategy. In terms of deck construction, I initially ran three copies but have since increased it to four. This adjustment ensures greater consistency, improving the likelihood of executing your planned sequence of plays and maintaining access to key resources throughout the game.
Dispel is a card that I’ve struggled to evaluate in terms of quantity. I often went back and forth having one or two copies in the deck, but that has changed with the introduction of toolbox. The strategic value of Dispel lies in its timing: drawing it when needed can be game-changing, but drawing a second copy later can feel like a missed opportunity. This illustrates a common deck-building principle—balancing the consistency of having key answers available with the risk of drawing redundant copies that do not advance your game plan.
Firebolts is a highly effective removal spell that has consistently performed well in this deck. Early in the game, it can eliminate unexpected Charge minions or token creatures such as Skeletons or Soldiers, helping maintain board control. When combined with Ring of Morrigan, Firebolts can even take down powerful minions with 4 or 5 power, especially if you are able to cast multiple spells in a single turn. Additionally, it serves as a reliable Death’s Door finisher, providing a flexible tool for closing out games.
At only 2 mana, Firebolts is efficient and versatile. Running two copies strikes a balance between consistent access and leaving room in the deck for other key spells, ensuring flexibility without over committing to a single removal option.
Next, we have Lightning Bolt, a highly efficient and versatile removal spell. For just 2 mana, it deals 3 damage to any target on the board, offering both flexibility and strong early-game impact. From a deck-building perspective, I originally included Magic Missiles, but its single-projectile nature proved limiting in a deck already featuring multiple single-projectile target spells, often requiring careful positioning of your spellcaster. Replacing it with Lightning Bolt improves reliability by providing a stronger effect for the same cost, reducing dependence on positioning while maintaining tempo. While some may view the randomness of target selection as a potential drawback, in practice it frequently delivers significant value, helping control the board and remove key threats.
Border Militia is a card whose role has been refined through deck testing, with the number of copies reduced from three to one. Strategically, it provides temporary blockers around turns 4–5, helping to stabilize the board and support longer-term game plans. However, due to the deck’s limitations in consistently generating Soldier tokens, it can be difficult to achieve more than three to four tokens reliably. To address this, the inclusion of Guards! provides more consistent mid to late game defence.
Disintegrate is an essential removal spell in this deck. In a meta where many strategies rely on retrieving minions from the graveyard, Disintegrate provides a valuable solution by permanently removing those threats and preventing them from being reused. Additionally, many of the deck’s burn spells deal three damage, which is sometimes insufficient to eliminate larger minions. Disintegrate addresses this limitation by offering a more definitive form of removal when standard damage-based spells are not enough. Including it ensures the deck maintains reliable answers to high-value or recurring threats.
We now arrive at one of the most impactful removal spells in the deck: Feast for Crows. This card can significantly disrupt an opponent’s strategy by removing key cards from their deck, often crippling their overall game plan. In addition to general disruption, Feast for Crows is particularly useful for targeting cards that directly interfere with this deck’s strategy. For example, when playing against Water decks, I will often name Atlantean Fate, as maintaining our threshold is extremely important and that card can create serious problems. Against Fire decks, strong targets often include Jihad or aggressive minions such as Saracen Raiders. One of the greatest strengths of Feast for Crows is the ability to recast it later in the game. After gaining more information about your opponent’s deck, you can name a second card that may give you a strategic advantage, further limiting their options and reinforcing your control of the match.
Landmass is a relatively new addition to the deck. Initially, I was uncertain whether it deserved a slot, but after some testing it has proven capable of providing a meaningful strategic advantage. The ability to place two sites in a single turn can significantly accelerate development and, in some situations, even interfere with your opponent’s site placement. This type of positional advantage can be particularly valuable in a game where board layout and site control play an important role in overall strategy. Although testing is still ongoing, early results suggest that Landmass has a legitimate place in the deck. Further games will help determine whether it remains a permanent inclusion or if adjustments are needed.
Minor Explosion is an effective removal spell that allows you to deal with multiple targets at once. Its ability to damage more than one unit can create valuable exchanges, often allowing you to remove two threats with a single card. Over time, I reduced the number of copies from two to one in order to make space for other cards in the deck. Because the deck has ways to recast spells from the graveyard, a single copy is usually sufficient to access the effect when needed. From a strategic standpoint, the ability to generate a two-for-one trade can shift the tempo of the game in your favour, and in some situations, resolving Minor Explosion at the right moment can be enough to secure the win.
Now we move on to Infiltrate, a card I have only recently begun testing. Its primary strength lies in the ability to temporarily control an opponent’s minion, which can significantly disrupt their strategy and interfere with carefully planned turns. Running two copies allows the deck to shift tempo quickly, particularly in situations where your opponent relies heavily on specific minions to maintain board control. Once control is gained, you can also use those minions offensively—attacking with them or positioning them in ways that benefit your strategy. In some cases, this interaction becomes even more powerful when combined with spells, allowing you to damage or remove multiple units and turn the board state in your favour. Although testing is still ongoing, the card shows strong potential as a tactical tool for disrupting your opponent and creating advantageous exchanges.
Pact with the Devil is one of my favourite cards in Sorcery due to its flexibility. The card allows you to either pay life or sacrifice a spellcaster, giving you multiple ways to meet its cost depending on the situation. While it is not an ideal card to see in your opening hand, it becomes much more valuable during the mid to late game, when you have more resources available. With nine spellcasters in the deck, sacrificing one can sometimes be a reasonable trade if it allows you to gain card advantage. In some situations, paying life is also a viable option—particularly when the deck includes recovery tools such as Divine Healing. Although some players may debate its inclusion, the combination of flexibility and synergy with the deck’s spellcaster count makes Pact with the Devil a compelling choice in this build.
Next on the list is Earthquake. This spell serves as a powerful tool for site manipulation, giving the player significant control over the board state. One of its key uses is moving an opponent’s tri-sites from the back row, which can remove their threshold and reduce their access to mana. In addition, the spell can bury minions and reposition important sites such as Gnome Hollows or Perilous Bridge. Because many strategies in the game rely on site placement and positioning, the ability to alter the layout of the board can disrupt an opponent’s plans while strengthening your own. In this way, Earthquake provides both offensive and strategic utility. Due to its versatility and the number of situations where it can be useful, the deck includes two copies of this spell.
Poison Nova is possibly one of the most important minion removal spells in the deck. By dealing lethal damage to nearby minions, it has the potential to clear large portions of the board in a single cast. Its effectiveness can be further increased with proper positioning and support cards. For example, having a Spellcaster in play and using Blink can help maximize the number of nearby minions affected by the spell. Additionally, Archimago’s ability allows the spell to be cast multiple times throughout the game—potentially four or five times—which can repeatedly disrupt the opponent’s board presence. Because of its strong board-clearing potential and synergy with other cards in the deck, Poison Nova plays a crucial role in controlling the battlefield.
Guards!is primarily a last-resort card, intended to provide strategic support when an opponent has established a significant advantage. Its main function is to buy time, allowing me to stabilize and regain control of the board. The card can generate multiple Soldier tokens—sometimes up to nine—which offer both defensive and tactical value. These tokens can absorb attacks, protect key units, and maintain a presence on the board, helping me execute longer-term strategies. Against control-oriented decks, Guards! also serves as a tool to establish bodies on the board, ensuring that the player has resources to contest important positions. In this way, the card is both a reactive measure in critical moments and a proactive method of maintaining board presence.
The final card on the list is Major Explosion, which serves as one of the primary win conditions for this deck. Originally, the deck included Craterize , but its cost of eight mana and the requirement to discard a site often made it difficult to use effectively. Major Explosion offers several advantages. It can target the opponent directly while allowing me to remain at a safe distance, avoiding self-damage. In addition, the spell’s ability to hit multiple targets provides significant value in clearing the board or dealing with clustered threats. Because of its efficiency and versatility, the deck has been adjusted to include two copies of Major Explosion, while Craterize has been removed entirely. This change enhances both the deck’s win potential and its overall consistency.
Now we move on to the next section, and arguably the most critical part of the deck....sites. Understanding the sites you choose—and why you choose them—is essential to executing the deck’s strategy effectively. In this section, I will explain the reasoning behind each site selection, how they contribute to your overall game plan, and the tactical advantages they provide. Proper site choice can control the flow of the game, enhance your spells and minions, and ultimately determine whether you dominate the board or fall behind.
Active Volcano is currently at the top of the list. I’ve been going back and forth between running two or three copies. However, after some testing, it became clear that maintaining a strong Earth threshold is quite important for cards like Tump, Divine, and Vivien. At the moment, the deck only includes one card that requires three Fire threshold, while three different cards require Earth. Because of this imbalance, prioritizing Earth sites may improve consistency. Valley of Delight could therefore be a good alternative, as it helps support the Earth threshold needed for those key cards.
Fertile Earth is a new site from the Gothic set that significantly improves the deck’s ability to meet its Earth threshold requirements. Because it provides double Earth, it makes it much easier to cast key cards like Divine Healing or Tithe. It also enables strong early plays, such as casting Landmass as early as turn two when paired with any of the Cores.
When placing this site, I typically position it in the back row to protect it from disruptive cards like Sinkhole and Sinterfee, which can interfere with or destroy important sites if they’re left exposed. Originally, the deck ran three copies of Fertile Earth to reliably access the extra Earth threshold. However, after removing Vivien and finding a greater need for consistent Air resources, I’ve reduced it to two copies in favor of adding an extra Mountain Peaks.
Fields of Camlann is a powerful site often included in decks that use the Fire element. Although it requires three Fire threshold, its main strength is the ability to reset the board state. This means it can remove many threats at once and give you a chance to regain control of the game. Because some opponents forget about this card, it can be used as a surprise tool. If you remove the last remaining minion with a separate removal spell, Fields of Camlann can clear the rest of the board and leave both players starting fresh.
This site becomes even stronger when combined with Chains. After the board has been reset, you can quickly switch from a control strategy to an aggressive one, casting burn spells from both the hand and the cemetery to deal damage and pressure the opponent. In some situations, it may be better to draw the site from the Atlas instead of playing it immediately. Keeping it in hand allows you to wait for the best moment to use it and get the maximum value from its effect.
Glastonbury Tor is the only tri-site included in this list. It is valuable because it helps meet all the thresholds required in the deck, making it easier to cast cards from multiple elements. Through experience, I found that running fewer tri-sites is usually better. While they are powerful, they only work when placed in the back row, which limits where they can be positioned. By keeping the number low, the deck becomes less vulnerable to site-disruption cards such as Earthquake. There are other sites available, such as Pristine Paradise or Colours Out of Space, but those have Water threshold. Since this deck does not use Water cards, those sites would not provide the same value. This choice also reflects how Water spells and minions have recently become stronger, making them more common in other decks. Another important interaction to remember is that Lugbog Cat cannot be cast on your sites. This is something learned through experience and highlights why careful site selection is important when playing the deck.
Gnome Hollows is a staple site in this deck and plays an important prison-style role by limiting how opponents can move or position their units. Because of this function, placement is very important when deciding where to play it. Most of the time, it is best placed directly under the avatar or along the row where the opponent is trying to approach. This positioning makes it more difficult for the opponent to advance and can slow down their strategy significantly. It is possible to reduce the number of copies in order to include other useful sites such as Endless Fence or Mount Ussar Sanctuary. However, after testing, running three copies of Gnome Hollows still appears to provide tremendous value for controlling the battlefield and supporting the deck’s overall game plan.
Next, the deck includes two towers: Lone Tower and Gothic Tower. In earlier versions of the deck, I used all three towers, but over time I found that fixing the element thresholds was more important for consistency. While ramping into spells is clearly valuable, the deck already gains additional resource acceleration from Cores, so running two towers usually feels like enough. This allows the deck to maintain ramp while still leaving room for sites that better support the deck’s elemental requirements.
Playing a three-element deck also requires more careful decision-making when choosing sites, since you must balance ramp with the need to meet the correct thresholds. Because of this, some compromises are necessary during deck construction. If you decide to play a deck with only two elements, you may find it easier to include all three towers. Ultimately, deck building involves experimentation, so it is always a good idea to test different combinations and see what works best for your playstyle.
Merlin’s Tower is a unique site that provides two very useful abilities. When its threshold requirement is met, your next magic spell costs three less to cast and gains Spellcaster. This effect can create powerful opportunities, especially when using high-impact spells. The cost reduction works particularly well with burn spells such as Major Explosion or Arcane Barrage. Since these spells often require good positioning to reach their maximum value, gaining Spellcaster allows you to cast them more flexibly and from better positions on the board. In many games, opponents who see Fire threshold will spread their minions out to avoid being vulnerable to spells like Poison Nova. Because of this expectation, Merlin’s Tower can become a powerful surprise tool. Using it to enable a strong burn spell at the right moment can catch opponents off guard and generate significant value, which is why it is an important site in this deck.
Mountain Peaks is an important site in this deck because it supports cards that require triple Air threshold. By providing reliable Air resources, it allows spells like Browse to be cast as early as turn two, giving you a strong early-game advantage. Beyond just enabling early spells, Mountain Peaks also helps with threshold ramping for other sites, such as Merlin’s Tower. Meeting the necessary thresholds faster allows you to cast key spells sooner, which improves both your tempo and flexibility during the game. In testing, two copies of Mountain Peaks proved sufficient. The deck contains several other sites in the Atlas that provide Air threshold, so additional copy is not required.
Observatory is a site that provides valuable information at any stage of the game. When you look at the top three cards of your deck, you can assess whether they will help advance your current strategy. If none of the cards are immediately useful, spells like Common Sense allow you to shuffle your deck to improve your chances of drawing more impactful cards on the next turn. While shuffling means you lose knowledge of the exact order of your deck, it increases the odds of drawing cards that better support your game plan, which is often more valuable than knowing what lies ahead. Understanding what cards are coming is always an important strategic advantage. When paired with Merlin, Observatory can enable powerful turns where multiple spells are cast in sequence, allowing you to maximize tempo and board impact. This makes Observatory both a tactical and strategic tool in the deck.
Perilous Bridge is one of the few prison-style sites in this deck, designed to control how your opponent can approach the battlefield. When placed in the second row, it forces opponents to adjust their positioning in order to attack effectively, giving you a strategic advantage. However, it is important to plan for counters. Some sites or minions can silence site abilities, which can temporarily remove Perilous Bridge’s effect. Being aware of these interactions and anticipating them is key to maintaining control over the board.
Despite these potential counters, Perilous Bridge performs well against most match ups. Its ability to influence opponent positioning consistently adds value to the deck, which is why two copies are included in the list.
Before Gothic, Pillar of Zeiros saw play in a lot of decks. Being able to exile all minions and gain one life for each of them was a great way to stabilize when you were behind. However, with the introduction of River of Blood, it’s fallen out of favor in recent times. That said, the effect is still very powerful. Exiling all minions means your opponent has no chance to bring them back, which makes avatars like Deathspeaker much less threatening to play against.
River of Flame is a unique site that provides Fire Spellcaster capabilities, making it especially useful for spells such as Poison Nova, Disintegrate, or Infiltrate. By covering all regions of the board, it can help you deal with minions that use burrowing or other evasive mechanics, giving you more control over the battlefield. The placement of River of Flame is important, as positioning can influence the effectiveness of spells like Major Explosion. Playing it in the right row allows you to maximize the impact of your Fire spells for efficient board control. Over time, this site has proven to be valuable in maintaining flexibility and control, which is why it continues to remain in the deck.
Next, we have the three dual-element sites: Windmill, Ruins, and Steppe. These sites provide flexibility by contributing to multiple thresholds, making it easier to cast a wider variety of spells. This also frees up space to include other valuable sites such as Tump and Observatory, helping balance threshold support with additional tactical options.
Placement of dual sites can vary depending on the matchup. I generally avoid placing identical dual sites next to each other to reduce vulnerability to effects like Fate, land destruction (such as Sinkhole), or site-disabling abilities. Spacing them out strategically makes it harder for opponents to disrupt multiple thresholds at once.
The current number of copies for each dual site has performed well in testing, but deck-building remains flexible. Players should feel free to adjust these numbers based on their strategy, local meta, or personal playstyle.
Wormelow Tump is an essential site in this deck, as it plays a critical role in protecting your cemetery and supporting the deck’s overall game plan. Because of its importance, it should always be placed in the back row, minimizing exposure to cards that can disrupt or destroy it when played nearby or adjacent. This site is a key component of the Archimagos strategy, and careful placement can make a significant difference in maintaining your tempo and resource access. When positioning Wormelow Tump, it is important to consider threats such as Realm Eater and other site-destruction minions, as these can undermine its protective role if ignored. Losing access to a site that enables your primary strategy can significantly hinder your ability to execute your game plan. Its inclusion and careful placement make it one of the most valuable sites in this deck.
If you’ve made it this far in my primer, thank you for reading! I’ve spent many hours testing, refining, and documenting my experience with this deck.
The final section focuses on the collection—ten cards that add fun and experimental options. Some of these cards aren’t commonly played, but they provide opportunities to explore different strategies and interactions within the deck. There is definitely room for improvement and adjustments based on your play style or the local meta. The choices here represent what I am currently testing, but one of the most valuable lessons in deck-building is experimentation: trying new cards, seeing how they interact, and adapting your list over time. Ultimately, building a deck is both a strategic and creative process, and this collection section encourages players to explore possibilities beyond the standard core list while still supporting the deck’s primary game plan.
Zap! is the first card in the collection section and has a very specific purpose: to finish off opponents who are on Death’s Door. Its simplicity belies its value, which is why it has seen widespread play in collections over time. Only one copy is necessary, as its main function is to provide a direct damage anywhere in the realm, making it a reliable tool to secure a win when your opponent is on death's door. This card illustrates an important lesson: a single copy can provide critical value at the right moment, especially in decks focused on precise timing and control.
Dispel is a versatile spell that has been part of the deck before the release of Gothic. One key challenge when building the deck was deciding whether to run one or two copies, since its value depends on timing and the threats your opponent presents. With Toobox, drawing becomes more consistent, which allows you to adapt to specific situations.
The takeaway here is that cards with situational value become more reliable when paired with consistent draw or filtering effects.
Boil is a card I’m still testing in this deck. Since Water is so common in the current meta, I thought it could be a good way to handle decks that rely heavily with minions on Water sites. Its effect kills all minions on a Water site, which can swing the board in your favour if used at the right time. Being able to remove multiple creatures at once gives it a lot of potential, but it’s definitely situational. Timing matters, and you need to pay attention to how your opponent sets up their board. Experimental cards like Boil show how much meta awareness and careful timing can matter. It hasn’t been fully tested yet, but it could become a strong removal tool if you learn when and where to use it effectively.
Bury used to be part of the main deck before Gothic. It’s a solid removal card, but it does have its limitations, and with the way the meta has shifted, it’s become a bit more situational. In the past, it was often fetched with Common Sense to deal with specific threats, but now that it’s in the collection, it frees up space in the main deck for other removal options. Some cards are great in theory but depend heavily on the board state and meta. Moving them to the collection allows you to experiment with more flexible or powerful alternatives while still keeping access to the card if needed.
Minor Explosion is a versatile card that works well as either removal or direct damage to your opponent. Having two in the main deck has generally worked, but its range limitation of two sites can make it tricky to cast effectively in some situations. Because of that, I’ve moved one to the collection, so it’s available when the right opportunity arises without taking up space in the main deck.
Murder for Crows is a fantastic card against Necromancer decks or those that rely heavily on token spam. It helps control wide boards and can swing games in your favour when your opponent overextends. It also pairs nicely with smaller direct damage spells that only deal three damage, helping you finish off larger minions like Monstrous Lion more efficiently. One of the most appealing aspects of this card is that it can be recast without needing three magic spells in the cemetery, giving it flexibility and repeatable value. That makes it a perfect candidate for the collection, where you can pull it when the situation calls for it without taking up main deck space.
Rescue is a card that might raise a few eyebrows, but it has a unique purpose. In games where you wish you could recast powerful minions like Grandmaster wizard or Death Dealer, Rescue can help you stabilize the board and extend your late-game options. This card is still in the testing phase, so its inclusion isn’t final. If I decide to swap it out or adjust the collection, I’ll make sure to update the primer accordingly.
Arc Lightning is a versatile card that can serve two main purposes. First, it’s excellent for removing powerful minions with four power, and when paired with Ring, it can take out even bigger threats. Second, if you have Blink in hand, Arc Lightning can sometimes reach your opponent easily, giving you a potential win if other win conditions aren’t available. I’ve only had one game so far where it made a big difference, but that experience makes me optimistic about its place in the collection. It is a card that falls under high-risk, high-reward tools: situational, but potentially game-changing when used at the right moment.
Entangle Terrain is the final card in the collection, and while it functions as an aura, it can be very useful for stalling the game or regaining control of the board. Its biggest strength is that it covers four sites, and any minions on those sites lose Airborne, which can significantly slow down aggressive opponents. Often, just two turns under Entangle Terrain is enough to stabilize and set up for a win. I’ve had success with it in my Enchantress build, so I wanted to test it here as well. While it could certainly be swapped for other cards depending on your deck or strategy, it’s a great example of experimenting with situational tools. Trying different cards like this helps you see what works.
Overall, this deck has performed very well. Like any deck, it has its strengths and weaknesses. Aggro decks that come out fast can sometimes be problematic, but divine healing helps mitigate some of that pressure. Where Archimago truly shines is in control-style and midrange matchups. It has plenty of removal, damage, and everything in between, giving you flexibility in various situations. I’ve been very happy with the results so far, and if you choose to play it, have fun and feel free to modify it to fit your style. Keep in mind that if your opponent runs graveyard (cemetery) hate, you may need to adapt your strategy. No deck is perfect, but the key is adjusting to the situation and modifying your game plan as needed. Most importantly, have fun with your Archimago build! Leave a comment if you found this primer helpful—I’d love to hear your thoughts.
One card I’m considering adding is Saint of Redemption. Vivien has been good, but this might end up replacing her soon. It helps deal with charge minions and can buy me some time to remove them from the board on the following turn.
Pebbled Paths is another card I’m considering adding to the deck. It helps deal with cards like Redcaps and can buy you a turn to clear the board or possibly play Chains.
After some testing this past weekend, there will probably be a few changes to the deck.
The first change involves Vivien. As much as I like her, I think Saint of Redemption will probably take her spot. Vivien feels a bit too situational in practice, and charge minions have been a real problem during games. Adding Saint of Redemption should help partially remedy that issue by giving me more time to deal with those minions before they can do too much damage. Another area of concern is problematic sites. Kor, Garden, and Mismatched can really disrupt the deck, which I always knew could be an issue. I could also swap some sites for Fields of Phyxis, which would mean cutting one of the towers, possibly both.
I’m currently talking with several players and bouncing ideas around, as I’m not completely happy with Raze’s performance. For me, the fun of deck building comes from making small adjustments along the way and continuing to refine the list. Sometimes a card that looks strong on paper just doesn’t line up with the deck’s tempo, synergy, or win condition once you start testing. Overall, the deck performs well and I’m happy with the results so far, but there’s always room for improvement. More updates to come.
After some testing and discussions with other players, I’ve made a few adjustments to the deck.
First, I added Salt the Earth and reduced toolbox from three copies to two. There are simply too many problematic sites—like Kor or River of Blood—that can disrupt the deck’s game plan, so having access to this effect is important.
The second change is swapping out Vivien for Saint of Redemption. Charge minions have been a clear weakness, and this change should help slow down aggressive decks, buying time to stabilize and cast removal.
I also trimmed Fertile Earth from three copies down to two and added a Mountain Peaks. I found that consistently hitting triple air thresholds was a bit too difficult, so this adjustment helps smooth out casting requirements.
I’ve cut Raze from the deck with the inclusion of Salt the Earth, as it fills a similar role while offering broader utility against problematic sites.
Additionally, after reducing Toolbox from three copies to two, I added a third copy of Divine Healing to improve consistency. This makes it more likely to find when needed, especially in matchups where the extra life gain can be crucial for stabilizing.
Finally, I removed Annual Fair in favour of a third Windmill. While Annual Fair can provide extra thresholds, it often felt a bit taxing, whereas the additional Windmill improves threshold consistency—especially in situations where hitting that third air or earth is critical.