
STILL SLINGER LIVES ON FOR THE GOOD OF THE PEOPLE! NOT AN EASY PILOT BUT WINNING FEELS SO SWEET!
So much fun to beat good decks with this list. Hard to deny how good this is but they will try
"I have won or topped every event I have entered with this list. Online, in person doesnt matter, it always has a chance.. and to anyone who gives this a chance goodluck!" — goodluckbad aka badluckgood aka finwife guy? aka BIG CHUNGUS aka Him Himmerman
ACHIEVEMENTS
Jan-Apr.2026
Apr.2026
Just got knocked out the Semi-Finals by a strong Geomancer list. Ive beat it a few times before but couldnt get it done in the tourney! Damn so close again might get top 3 but deck is just always good.
April.2026
Ran into a deck ready to run into mine he told me since it makes top cut so much had to be ready for it and it did well! Just missed top 8 this time around.
Feb.2026
Dec.2025
Top 4 AZ Cornerstone
Lost to my Scheme Team boys @FACES and @KingUly in top cut unfortunately, was doing really well beating up all the Interrogators tho.
( Pre-Gothic vvvvv )
TOP 3 SCGCON VEGAS 2025!!!
RAINBOW FOIL SPELLSLINGER!!!! WENT CRAZY 10-2 all weekend and only lost to the 1st and 2nd place sorcerers!!! is so much fun alot of shneaky combos can be insanely strong
Here is the game I played to get into top 4 and win the RAINBOWFOIL SLINGER
https://youtu.be/nFocxtCtNJk?si=MJa-xeiDJ8kcd_hC
ALMOST won it all but sadly lost to an Archie deck in the semi-finals.. (Technically the guy I lost to lost in the finals but they have me tied for 3rd in the bracket? Ill take it! lol) SHOUT OUT @Astareal7th the true 3rd place of season 8! Very strong AoA player.
Aug.2025
I got lucky and won a raffle for Dragon Lord too!! Insane night! Deck is so strong
Oct.2025
6th @ Cornerstone AZ
Barely lost door / door in top to @Minkdinker and his land destruction Pathfinder. Sometimes the heart of the cards sings for the other person lol but man good games
BASIC OVERVIEW
Start with automatic hand advantage, +1 card going first on the play and gain an even better +2.5 card advantage going second on the DRAW turn 1. (.5 when you consider the second player scry) Going second is almost always the best option unless matched against an extremely aggressive list.
Really trying to dig through the deck as much as possible using constant spellbook draws, rivers, and all the minions / spells that help look for early big combos to put an opponent on their heels with hopefully something they cant come back from. Really take advantage of any opportunity to draw from spellbook and apply pressure. Water is so strong and filled with top tier uniques just find em try not to overextend and enjoy beating good decks with !
OPENING HAND
Draw 4 spells and pretty much always mulligan 3 of them unless you already have a ramp card in hand such as , , or .
You are also looking for any of the game changers / bombs mono water lets you use. Cards to look for are , , , , , depending on the avatar youre up against any of these can be a very strong keep.
If no ramp or game changer in opening hand mulligan 3 spells and the extra 4th card you keep should be something you can play early on curve 1 - 3 mana cost if possible
If you start the game with any ramp card and none of the prime game changers you can keep the ramp card and any big boss spells like , or any of the 5 and 6 cost spells can be trouble for an opponent early.
Also you can grab any of the strong 4 mana minions if you know the deck youre facing is very aggressive.
Pretty much always keeping sites opening hand and digging for spells cause we are not threshold stressed but if you already have ramp + a big minion or a game changer in the opening draw you can ditch regular rivers really hoping for movement sites or . I also like good defense in or even a for more draw. Big fan of turn 2 and pulling to the side against air and fire decks makes him a little safer and harder to hit with projectiles.
Sites are mainly Rivers (ex. ) and on every search youre looking for ramp cards just like the mulligan. Unless you have one already then if you do start looking for something big to play with it instead.
Of course if you see the perfect card for whatever situation youre in at that moment you can keep that on top too.
Really always hoping for at least 1 River (ex. ) opening hand. If your hand is already perfect and you want to mulligan sites, keep 1 river at least or dig 3 deep for a river. Early scry means more info especially with a . It is a real pain having muse and no rivers. The muse/river combo early can be very strong even works late game when looking for a Deaths Door finisher
TIPS/TRICKS?
(Similar list to my deck Cruel Waters, I did build Slinger first but Cruel has Waveshaper and a few different cards with a lower ceiling. Waveshaper is such a nice mix of strength and control but this is a faster very strong fun list! Beating good decks with the Slinger is always a good time. Very decent win rate when I pilot)
Deck very consistently cast out huge minions and spells.
Going second feels insane with so many cards in hand early. 5 cards turn 1 is nuts especially with a in hand.
Gaining the full effect of mono water really comes with knowing your threshold is always good to go in a mono water list. Allowing you to keep drawing from the spell book. Having to dig for the right threshold will slow down things dramatically. Constantly drawing spells every turn is what really gives extra benefit.
Splashing even one threshold is to tough, having double threshold requirements in a second thresh is impossible if you want to keep a decent hand size.
Now with the full benefit of the draw I love water having every river to constantly cycle the deck only searching for bombs mixes etc. ( or all the big minions once you have a mix or combo). Constant drawing + the 4th card out the gate hopefully going second for 5 cards turn 1, make the mixes so much more powerful and can push combos out that can be tough to recover from especially with the game changers full water has
is just so good will win the game most of the time! Use it wisely!
SWAP MAKES PLAYING MIXES ALOT TRICKIER IF YOURE PLAYING AGAINST WATER BE CAUTIOUS PLAY THEM MORE STRATEGIC
Deck feels very strong still, might be even better w/ Gothic since everyones decks got bigger and we get all the Scry action with the rivers (ex. )
EVERY CARD AND WHAT I THINK
AVATAR:
is a very basic avatar his main + is the extra card out the gate making the mix combos less detrimental to thinning out our own hand. Whats really helpful is the mono water sites so threshold is always okay and you can keep drawing spells. Making tap to draw sites the main way we collect sites. Only draw a site at the start of turn if a combo in hand requires it if not keep digging spells. I will say after turn 3-4 sometimes drawing a site is necessary so you dont fall to far behind in mana but even so if you have strong 3 drops (ex. ) or a combo you might not need to draw a site and can keep drawing spells for advantage.
SPELLBOOK:
Can be a game winner one of the best cards in the game! 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.
Will submerge still on ordinary water sites or any flooded ordinary site
Always nice to see early. Helps get the deck running a little faster. Simple and effective +1 mana.
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.
CLUTCH MIX COMBOS
or right out the gate can be very strong for early pressure. Can be very risky if they have a turn 2 answer (ex. ). Even stronger play with turn 2. Safer for the cat, constant stealth attacks for .
has been an emergency turn 1 or 2 play if they cast something crazy out the gate or play a tricky home site. Risky but definitely an option.
crazy turn 2 for a hard to dodge stealth 5 power next turn.
is an option here depends if an opponent over extends and how much sites can be effected but definitely an option here.
IF against an aggro matchup (ex. or ) playing any of the strong 4 drops in the list can be very strong defense on turn 2
Biiiiig minions can be activated here (ex. or ). Can win a game early if theres no answer for the early pressure.
A lot of good options here. Be very careful not to overextend. Stay spread out if possible.
With a mix already in play prior.. this turn can be huge playing 2 god tier 4 mana water spells in one turn can just turn a game on its head.
+ anything else
+ avatar is a 3 power with 2 s
Crazy options here.
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.
Seems to be a card that can really swing a match with favorable minion trades and +1 damage whenever possible. Can be combo’d with if every frog is at a single location each frog can swing with +1 power. The first trinketed frog hitting the Unit to die dropping trinket and letting more frogs pick it up and attack. Can be a sneaky 7 power attack for 1 Mana.
Combo w/ s to be able to survive or trade up and get an opponents spell for only 1 mana
RAMP! Try to save for bigger costing/threshold spells. Always on the hunt for this card to cast heavier combos. Great combos in the double 4 drop range. (ex x HUGE damage out put with a board already in play. 11 possible damage alone with Thul x2 and at 3 power) Great combo piece
On cast can immediately play a 4 mana spell most likely for defense against agro stuff (ex. , , or even if needed)
For a more aggressive offensive option can be a solid play early if he has good options for attacking next turn.
Really a for all. Can be insanely clutch just reach into the collection and get what you need!
COLLECTION
(x1)
One I forget about might be worth something else in slot but can get rid of or any pesky artifact enemies can carry
(x1)
CLUUUUUTCH forced movement. Great card for game to get someone in range for attack or pings. Can send an entire battalion into a or just away for a turn. One of my favorite tools.
(x1)
Mainly here for a minion summon for 2 mana if its absolutely necessary to play a minion to block or something but mana is low he comes in handy.
Can also be very strong against enemy forced movement (ex. or forced movement mud list) and can save a squad from / actions! Very tech
(x1)
Feels great similar to but with a draw. Great value card in here.
(x1)
Simple removal. Best saved for real problem minions, pretty much anything strong or has a crazy ability.
(x3)
Here to help keep a healthy hand size with can be used as a decent minion summon in an emergency.
(x1)
Mainly a Deaths Door snipe. Can be emergency removal for airborn or just extra damage to finish something off.
(x1)
Great for defense and if enemy plays water or we have flood action can apply a lot of pressure.
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.
Extremely helpful card draw and necessary value to keep up if the game goes late with any real value avatars (ex. , , ) Trying to play with movement sites in mind like , , or to keep the Omphalos safe and Minions cast there with more options to attack.
Really just insane value here. Even if you draw an artifact it thins the deck and gets you closer to the bombs. If out early can really make a game.
With all the rivers this extends the dig for any of the bombs or ramp cards , or . Helps just sift through the deck even better. Especially turn 1 which is the main reason you should always keep 1 river opening hand.
Combo this with since she is a Spellcaster youre able to tap to play or draw a site and move up with to take an enemy minion.
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.
Insanely clutch card and is a must keep against certain matchups. forsure takes all their skelly boys or any deck that wants to use 1 power / token rush / stall stuff. and come to mind forsure. Try to keep him safely tucked away normally and swing only when needed.
For attacking with hopefully unseen damage, or finding a new angle to help whatever the agenda is at the moment. Here for tech. Could be anything really. Combo with for even crazier back door angles
I can see why this card is a staple surprised it is so expensive but for 3 mana + stealth + movement it can be a very strong card opponents have to get rid of asap.
For me I think id rather see this card late game as a finisher or like a 6 mana + play. Seeing this early is still nice for early pressure but really combos for a strong start with or for constant stealth attacks.
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.
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.
Love to combo with or any movement and just pull her into the right angle and drown something big. Playing her with future forced movements in mind can really put opponents on their heels.
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. I really like this card it seems just okay but he always makes opponents sweat and has blessed me with insane top decks.
Cycle any mortal you need! Mainly , for charge sneak attacks or feel the best.
Can also grab ARTIFACTS! Which I forget but can be useful for tech or grab a for door
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 .
For best play options he needs some type of site movement (ex. , , , ) for free movement into attack range even if he dies casting enemy spells for a turn is just value.
Another good way to keep him around is play him on the heels of other big ally threats and spread them out so they have to choose what to deal with.
Drawing sites on the turn you know he will get an attack off is usually best to be able to cast more opponent spells.
Usually feels best played submerged at first for a few turns or even the whole game moving under toward enemy avatar for a door blow or back to our for defense. The +1 in his body of water always feels strong great for trades and huge damage. 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!
A little tougher to keep him safe these days mainly because of so if possibly play him with no adjacent voids
Just a strong 4 cost 5x5 BEATER. At worst hes a huge defender and maybe a sacrifice but if on a or connected to enemy water site is such a beast and must be dealt with.
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 .
So much value. Can be worth keeping early against agro list like or really any of those fire charge list can be strong defensive value all around. Other than that I think id rather see this mid - late game and would probably bottom this early looking for bombs. Super strong 4 drop.
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!
Useful for removing pesky smaller minions. Ive heard some good opinions on running more then 1 to make sure you remove whatever problem card trying to hide but I dont like having 2 in hand with nothing to use the ability on so only 1 for now.
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.
One of the best cards might even be to good to be Elite. Being able to swing for 12 using his ability attacking an enemy Avatar is insane. Can be really strong with and . Really can change a game forcing an opponent to double trade their own minions in a fight then punching for 6.
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!
Important for attacking with waterbound creatures can be secret damage if opponent isnt ready. Hoping to use it for surprise attacks and possibly drowning pesky burrowed minions especially . Can be used with or for extremly hard to predict backrow attacks
Fun to attack a if an opponent uses it with no flying minions themselves! Especially with .
Banish the original minion so it never sees the cemetery leaving only a little baby enemy frog. Pairs really well with and . Try to save for a big bomb of a threat.
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. CAN TARGET STEALTH
If I end up with a opening hand I like to play to the side and my avatar over to get out of the way of or any pesky projectile right away turn 2 make it a little harder to line up shots
Keeping a spare in the for clutch forced movement + adding draw feels good when it pops off
With so many water sites and the flood ability this is very strong minion 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.
Extra in the for a game winner!
I see this card mainly as a finisher an unblock-able attack at Deaths Door is hard to beat. Can really help get someone to door if multiple units are surrounding an Avatar. The draw effect really is a nice bonus, can combo with pretty much anything close to an avatar especially and maybe a to dive bomb some damage and draw 7! Might be as good as it gets
Pretty useful forced movement insane amount of options. Any artifact can be taken or minion moved out of the way to create attacking lanes. Use wisely. Can be used against enemy Omphalos’ forcing them on to sites they can not cast minions on but bringing them closer is tricky if they have good damage magic.
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.
Cards to good and is now everywhere. Be careful casting minions to close to Spellcasters but it is hard to avoid.
Searching hard for ramp cards such as , , or pretty much always. Once found start looking for the BOMBS (ex. , ) or something big to play (ex. , , 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 look for , , , or maybe / whatever is needed at the time.
Really helps for attacking with any of the waterbound minions. combos similarly, you can flood for more reach and hit some forced movement when needed.
Can help add water threshold to a non water site to play something with higher water threshold requirements.
Will drown unsuspecting burrowed minions!
Strong movement tech. Can pull ally minions from back row forward for safer attacks, can shift a defense and can even target Stealth enemies with the pull ability. Simple and very useful.
Should of had this in here the entire time!!! Can play minions back or to the side pulling them next start of turn to then be in attack range feels very strong. Doesn't always have to be used either but in a full body of water pulling everything in can come in handy
Here mainly to be a river and scry but can copy something big maybe for defense, for free movement, or enemy towers for ramp a nice maybe option.
DOUBLE or !!! insane movement options at all times very good idea to be sneaky with attacks
Here to assist with keeping a positive hand size. Not always worth a minion play sometimes its better to get off a crazier combo but when cast it can be a very strong extra minion. Opponents may have to waste a spell to get rid of the lil guy and also we get to keep our current hand. Combos well using or to help attack backline if the site is placed correctly.
WOW! This card in this deck.. just wow! Can be used to push a minion off ITSELF! Having a body of rivers for sneaky movement is just so clutch. Put rivers back row (normal turn 1 river stuff) then it activates with Rapids giving our minions safer spawns and more options to attack.
x3 little tadpoles can be used as chump blockers mainly, but if you're lucky you can combo with for a +1 power sneak attack style
Works really well with if that ever makes it back in the deck
Staple for any water deck. Helps with defense and provides threshold. -ing someone into here feels great.
Super helpful for attacking or adjusting the board in an unseen way. Nice bonus that it is free and adds mana.
Turn 2 moving to the side for free can be very helpful to avoid Fire and Air projectiles early.
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.
I dont play this first site most games it tends to be my turn 3 site right or left backline. If possibly trying to play this backline corner for less chance of losing the extra card.
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.
Tech card. Can help waterbound minions move around easier. Best used with to keep sites flooded. Good target for
Might need to be x2 so good! Can hit for door out of nowhere with all these big minions. Better saved for door can be brutal used against you. + is NUTS btw
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. with so much defense can be a strong option
+ FROGS LOVE TO READ TURNS OUT! or combo so well for easy draw engine
Looking to shift into something big preferably , , [[Seirawan
Hydra]], or for a sneak attack.
I think of this as a better , searching the bottom of the deck instead, giving you more card selection and much appreciated water threshold