
The original goal of this deck was to edge out card advantage (tempo) by using a constant onslaught of Mortals to relentlessly get back . But I said "scrap that" and got rid of those guys. Then I brought in the proper Earth team and now we're firing on all cylinders.
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.
π§ We're playing 3 because of Ward. It also helps fighting a jacked-up .
π§ s are there to prevent . And on a small level, as well.
π§ There are several cards I avoid using because I don't like screwing myself over accidentally (e.g., can't play a Ward minion into my own , or into my own , etc).