
"Your teacher said that you've been drawing horses in your math book."
"Unicorns. They were unicorns."
"What?"
"Nothing."
This deck started as a mortals deck with . The premise was to use all mortals and then get free value from the always coming back. However, that plan was not good enough with all the innovations in deck building over the last year. So I pivoted.
Now it's a mid-range deck that uses to always get us to 6 mana. It plays a lot of value Earth
minions (e.g., , , , etc), and then use the mobility of Air
to create some surprise opportunities.
Under the surface, this deck uses tokens and to stifle the early game aggression. It uses , , and to control the mid-game. And blah blah blah, you get the point.
The more fun part of the deck is figuring out which cards are characters from The Neverending Story.
If you're familiar with 's ramp to 6-mana, you can skip this entirely.
Being a deck, youβll want to make sure youβre starting hand has 2-3 earth sites. You want to play an earth site to take advantage of the [[Geomancer]] ability to get a next to you, and then flip those into new (free) sites. This way you can stay busy drawing spells instead.
1 The arrangement should start with the Avatar's site, placing a rubble in front of it.
2 Then flip that rubble into a free site.
3 Then play an earth site top left or top right of that flipped site and place the new rubble directly next to your Avatar.
4 Then flip that rubble into a free site.
5 Repeat on the other side.
This means that after you flip all of the free sites from your you'll have 6 sites off of your opening hand, which can cast almost everything in the deck except 1 cards ().
π§ General tip: There are two things we want to think about with sites in this deck. One is to have an opening hand of three earth sites to maximize 's ability. And two, there are a couple spells in this deck that require 2
threshold. So we need to balance
and
properly. I think 12 air sites is the right number to always ensure you get 2 out of the 10 you can play. Right now we have 13 because the also let's us get a .
π§ The s is in the deck for when you go to death's door. Because it is so good in this case, I usually hold them in my hand until then to ensure I have it. If it's in my opening hand, I'll mulligan them away. I don't mind putting them on the bottom of the library because I have to shuffle.
π§ are so easy to dismiss, but they're absolutely amazing. They prevent desert site genesis activations, , , , , , , and most importantly, , etc. The even survive a and . They do so much work in this deck. Play them carefully. You can also use to allow the to hit your minions safely to gain life.
π§ will count as an Earth site on the turn it is played (it's in the FAQ for ).
π§ is your main way of dealing with other than your own (because forced movement let's your move them from that location even though they're disabled). However, also really great at moving β which is often a surprise 5-damage. You may be inclined to play less, but I'm always happy to have a in my hand βΒ it creates a lot of surprise attacks or positions and get you out of problems a lot.
π§ We're playing 2 because of Ward. It also helps fighting a jacked-up .
π§ s are there to prevent . And on a small level, as well.
π§ and are in the deck to deal with . And is in the deck to deal with and . The combination of with is so back-breaking to this deck that we need these cards. Otherwise, I wouldn't be playing them.
π§ is also great when you need to turn a water site into a land site for to thrive.