
GENERAL NOTES
This deck is designed to take as much advantage of the Waveshaper’s ability as possible. All cards (except the Snowball) is four mana or less. This means you can keep drawing spells from the beginning and start using Waveshaper’s ability as early as your turn 4 or 5.
The ideal scenario is that you put on early pressure and as soon as nasty or big creatures from your opponents show up you tap them with wave shaper so you can keep on pounding.
A huge advantage of playing water is that your creatures cannot be buried as long as they are on water. Again your wave shaper helps you in flooding sites where your creatures can safely attack not having to worry about Bury, Cave-inn, Earthquake or anything else that tries to burrow your creatures. So make sure to stay on water sites whenever you can.
Besides flooding sites another strategy line in your deck are spells and creatures that pull in opponents minions to either drown them or get them in range for other nice tricks your deck can pull.
One last general note. This is a budget deck built with ordinary and exceptional spells. Anyone should be able to afford this deck. There are two elite cards and 1 Unique card I could’t resist on putting in as it makes the deck so much stronger: Kelp Cavern and Maelstrom. In the maybe board a lot of elites and rares are mentioned that could improve your deck. Spending $10 every now and then to improve your deck or make it even more fun should be within most people’s reach.
OPENING HAND
Spells
This deck wants to put on early pressure so try and look for Shellycoats, Lugbog Cats and Pirateships that put opponents in defence early
Sites
Sites that strengthen your strategy with tapping or pulling in creatures are a keep (Maelstrom, Floodplain, Troll Bridge).
Ponds are very useful to cast an early Lugbog Cat, Tufted Turtle or Lake Afanc.
EVERY CARD AND HOW I THINK YOU SHOULD USE IT
AVATAR:
Waveshaper
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:
• AURA
Flood (x1)
Makes you expand your body of water and thus the reach of your waveshaper, also can get rid of submerged creatures or pave the way for Pirateship or your removal spells. You don’t have that much (direct) artifact removal in your deck so playing this around your opponents avatar makes most sense as then you can get rid of Rings and stuff with your Stormy Seas and Drowns.
• ARTIFACTS
Truesight Crossbow (x2)
It is in this deck for 2 reasons.
1. The tide is shifting and your opponents starts to cast bigger or nastier creatures than you can handle —> cast your true sight crossbows on one of your lethal creatures, pull his big fatties in range and shoot them. Can also be a sneaky way to avoid blockers with a snipe.
2. For when an opponent is at deaths door. Seeing this later in the 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!!!