
| New courts are crazy Cruel might be coming back strong will be testing/updating alot still alot of good info in the primer |
Best I’ve built so far.
Very similar list to my (BUT SCARY GOOD). I based CRUEL on that list but Slinger has a little higher ceiling and a few more huge minions alot of fun, bigger bombs but less control.
(full primer update in recently Feb.27.2026 here https://curiosa.io/decks/cm7mf7rrm001ele03o1xweti9 a lot of similar cards and playing this deck like slinger is pretty much how I play CRUEL)
Going second seems to be a good idea most games getting the extra card draw and scry can be really helpful
I will update this soon to but man these primers are HUGE now lol
2025 PERSONAL ACHIEVMENTS:
August 2025 - EU Sorcerers at the Core WINNER!
6/9 - 14th at SorceryCon Unland Cup missed top had a lot of weird hands. Should of topped tho
4/19 Top 5 Season 7 of League!
3/5 Won my locals at GG pretty competitive scene! Deck surprised me first time even bringing it out to a comp! Tuning up now!
(Decent amount of people playing the deck would love to hear the how, what, when, and where anyone else does with this list!!)
"I played a version of this, had to make changes based on card availability(don't own all the cards) at SCGcon Atlanta and went 4-2 (12th/43) was super fun."
MATCH UPS (Us vs Them)
( need to test a lot more especially with Gothic and really think about certain matchups - will add more soon )
OPENING HAND
Spells
Draw 3 spells and pretty much always mulligan 3 of them unless you already have a ramp card in hand such as , or you're looking hard for these opening hand. If you already have one you mulligan whatever else looking for bigger cards to play or more ramp. Mainly something big to play to apply pressure when possible.
Possible cards to keep in hand besides ramp are game changers like , , and definitely .
can be a keep card very strong early game but still nice to dig into the deck for bombs
Sites
Almost entirely water sites so not super important what the sites are early as long as you have 2 water sites in hand should be fine.
Always nice to see or any river site early.
If you already have a perfect opening hand you can always mulligan sites searching for a or . Can be so strong for control if you play your sites in a “T” every pull is to the middle and enemies can be tapped down there easily. Also you can play minions back row and start of turn pull them forward into attacking range. Gives allys a little more survivability and can be a sneaky way to attack unsuspecting opponents!
Early river sites are looking for ramp cards or something big to play with a ramp card already in hand.
Late game use the rivers to find a final kill spell. or are probably the best options but you can also look for , , , or maybe when needed.
TIPS/TRICKS?
Try not tap down with the ability until you have at least 4 sites getting behind on mana early is very hard to recover from
I normally prefer to go second for the added draw (especially in league with the added scry right now) but sometimes it can come in handy.
if you have a and go second an opponent can build their board big fast by turn 4 and instead I can take away the threat become the threat and push back right away especially if they just played a big minion, on my turn its summoning sickness is already gone and starts doing damage.
is just so good will win the game most of the time! Use it wisely!
EVERY CARD AND WHAT I THINK
AVATAR:
The ability to tap down opponent minions is extremely strong. Enemy minions with submerge not being affected can sometimes be tricky but most decks dont run submerge minions luckily. A flooded enemy site provides protection for ally minions from bury spells and gives a site to attack if minions are restricted by waterbound. BIG note is the flood ability says NEAR so body of water doesn’t necessarily have to be connected to flood and tap down!
SPELLBOOK:
Can be a game winner! Setting an opponents threshold to water only can hurt bad, especially if they don't run water spells. Just be careful ordinary sites not being affected can be tricky to play around at times. Can be a huge buff for any .
Always nice to see early. Helps get the deck running a little faster. Simple and effective.
RAMP O’CLOCK! Everything is a water spell and can always use a mix. Really hoping to see some ramp early for some big plays to apply pressure whenever possible. Usually a good idea to wait to crack a mix until there is a 5-6 cost water spell needing to be cast but in an emergency these can come in handy to combo out whatever is needed.
Such a win more card. Can gain just enough life to outlast opponent and helps with trades or removal in general. Great to see for a Deaths Door final avatar hit. Keep hidden until door if game doesnt need it. Ring hate makes sense and is growing.
RAMP! Try to save for bigger costing/threshold spells. Always on the hunt for this card to cast heavier combos.
Simple draw support can be used on smaller minions mainly especially a twin but with all the river abilities (such as ) it can be easy to know what will survive the draw or if youll only take a small amount of damage to the avatar. Playing against another water deck underwater becomes a great option for manuscript or even with so much defense.
+ FROGS LOVE TO READ! or combo so well for easy draw engine
Mainly for when an opponent is at deaths door, can be a sneaky way to avoid blockers with a snipe. Gives some extra range to waterbound creatures! Seeing this late game is preferred but if you see it early play it on your avatar and wait it out. Avatars gain some range and can target stealth minions with spells!!! (can be big for kill spells or ). My favorite tech has been strategically placing either or my minions on board, in a way so that I can run a from my avatar to whatever minion can tap in range for game.
The updated rules absolutely MAKES THIS DECK EVEN MORE BRUTAL. Can swing for door at any point almost a must add. Save for door in most cases
With all the rivers this extends the dig for any of the ramp cards , or . Could be (x2) but I dont like to many 0 power non token creatures so only 1 for tech when seen. Great option for .
A staple in any water deck for me. Just feels like so much value, constant chump blocks or draw. He is also a spellcaster so he can bring out his buddy ol’ pal and start casting or from farther for game.
Tech card. Can help waterbound minions move around easier like but keeps the site flooded on opponents turn. Extends s ability range and is a great target for .
Helpful for blocker removal and can set an opponent back a turn if they play some huge minion. Just send it back to the hand and continue on about your business. Sending certain genesis cards back to hand can be tricky so watch out for those. Great target for .
It’s extremely hard not to put 3 of these in every water deck. Just value. 3 cost 4 power can cast to any water site. Cast to an enemy back row water site if possible or even better back row on a and just attack.
Can be easy removal especially against bigger minions. Normally just a deterrent threat defending her range of sites. If she isnt taken care of can be a good option for
Love to combo with and just pull into the right angle and drown something.
Here for much needed card draw. Ability still works even if he dies attacking and is usually worth the sacrifice to help with hand advantage. Decent target for .
Cycle any mortal you need! Mainly , for charge sneak attacks or feel the best.
Here for extra draw similar to . Pure water list just need more draw and this gives some hand advantage, use enemy spells whenever possible. Decent cycle option for .
Usually feels best played submerged at first for a few turns. The +1 in his body of water always feels strong especially with all water sites and the avatars ability. Was doubting this cards worth and then he came in clutch a ton of times. Combos well with giving a bunch of bonus’. Can be ’d for more buffs! Dont forget to move him along under water either toward an enemy avatar at door or towards our own for defense.
Just a strong staple for 4 cost 5x5 BEATER. Can easily attack because of avatars ability. Want to keep water sites connected whenever possible especially so can defend easier.
Top tier card giving +1 power to allies on the TOP and BOTTOM of the realm + unexpected movement. Very good for sneak attacks for door especially with .
Can be cycled with .
Tech card! Love to copy pretty much any unique / big minion card in this list but pretty much if something is good on board copy it!
with 97% of this deck being water sites she will always be considerable strong and able to attack with s ability. If opponent has water site shes even more insanely powerful if that is the case I like to put her underwater with a for consistent draw when possible. If not possible just attack.
Really great card all around, 5x5 power is always strong. I like to use this for a final stealth strike at Deaths Door especially with the movement at the end of turn. Just the pressure of a 5 power swing + the added movement feels great. When playing against Earth opponents the movement at the end of turn can be used to move back onto a water site for safety.
Fits beautifully with s ability. Waterbound and Submerge hard to kill giant 7 power. Just all value basically a constant smaller threat on top of that. Can be used to board wipe with the lethal ability and ping for a Deaths Door final blow! Decent combo for for a draw engine it will always stay alive but not attacking for 7 or using ability is tough lol
Can win you the game! Forcing the enemy movement and crushing smaller minons is so good I forget about the strike he does at deathrite! Feels best when played on a . This turn 3 with a can really set the tone for a game. Also great option for
Great defensively mainly, can buy some time. Crazy draw when paired with . and can turn these boys up +1 power for a sneak attacks. Can be used to run artifacts around to different units! Easy target for
Testing this out for now. Hoping to use it for surprise attacks and possibly drowning pesky burrowed minions especially . Can help with tap abilities range + it draws a card might be solid.
Banish the original minion so it never sees the cemetery leaving only a little baby enemy frog. Pairs really well with and
Helpful movement spell for your own minions but it can also target enemies. Moving them out the way or closer for whatever you need. Can help facilitate a final blow at Deaths Door. can help with range when needed and of course s ability as well.
With so many water sites and the flood ability this is very strong removal. Really helps remove pesky artifacts especially ring with an enemy avatar on the move for door or any crazy artifact really.
Not my favorite Deaths Door spell but water doesnt have a ton of options. Usually best to hold until late game if found early, only to be used in emergencies to get rid of some flying or huge minion threat. Being able to pierce and choose any target per space is very good but damage starts at casters location 3, adjacent site 2, next adjacent site 1. Range is a little weaker than I thought but still usually does the job. work well with this being a spellcaster the 1st copy can bring out the 2nd and should be in range for a final blow.
Might be one of the best cards in the deck. Taking someone’s untapped minion and swinging especially if theyre huge feels very good. Can swing the momentum greatly.
Looking to shift into something big preferably , , , or for a sneak attack. Shifting into any waterbound minion may need the flood ability so keep that in mind.
Searching hard for ramp cards such as , , or pretty much always. Once found start looking for something big to play like , , , or . Repeat this until you get close to the end game where it’s best to start looking for Deaths Door spells. Late game or are probably the best options but you can also cycle for , , , or maybe / whatever is needed in the moment.
Really helps for attacking with any of the waterbound minions without having to use s ability. Can combo with s ability to flood and tap down deeper into the realm. combos similarly, you can flood for more reach and hit some forced movement when needed.
I think of this as a better , searching the bottom of the deck instead, giving you more card selection and much appreciated water threshold.
Really just here to copy any river site to look at the top card. Can be used to copy enemy sites mainly any tower for more mana or for defense. Copying can add up to insane hard to defend movement!
x3 little tadpoles can be used as chump blockers mainly, but if you're lucky you can combo with Ruler of Thul for a +1 power sneak attack style or my favorite to get an easy x3 draw. Good targets for
Staple for any water deck. Helps with defense and provides threshold. -ing someone into here feels great.
Comes in clutch for extra movement can help pull an ally into better attack positions or pull enemies away from their intended defensive position. Alot of options and is a must trigger ability not a may.
Draw and hand advantage is top tier. Even if you have to discard later in the game the draw was a card you didn't have before and sometimes people arent even able to attack the site and its just a free draw. Very underrated I believe it should be in pretty much any deck that isn't to threshold stressed.
MAYBE CARDS
Provides some useful information giving a little advantage to the next few turns. I was always skeptical of this site might be better to have towers and push but if used correctly can feel like it extends your hand size. Might be worth a pen/paper or pad.
Can put pressure on an avatar with any important artifact causing them to move to get away from this card and setting them back slightly. Can be used to sneak a final blow at Deaths Door with stealth or at the very least a great target for . Once I used this ability to take an off a stronger minion setting them free to attack!
Can be used to disable attacking enemy minions hoping he stays around a turn or two atleast. Can attack whats in its belly. Combos really well with . If needed it is a decent 3 cost 3x3 beater minion.
Deck surprised me don’t be afraid to .
Not my favorite option for ramp in this list but is still worth it for the combos it unlocks. Play on turn 3 if possible don't be afraid to play this card but it always feels risky. TAKE THE LEAP! Unless youre already getting pummeled can usually buy some time.
Replacing the second cause second one is always dead so a little stall that can combo with to help draw. Or just completely shut down some big minion.