
The deck went 2-2 in Swiss in a 17-player Cornerstone event.
Game 1: Druid (fire/water). A quick 0-2 loss, not much I could achieve here.
Game 2: Druid (water/air). Lost game 1, but was able to squeeze a 2-1 victory with some good draws.
Game 3: Pathfinder (fire/air). Again, lost game 1, but won 2-1 in the end by getting to high mana and rotating strong uniques from the cemetery.
Game 4: Druid (water). Lost 0-2 in long, grindy matches. The opponent had lots of submerge effects, so I tried to dig for Icebergs, but failed. Maybe they could have turned one of the games. But there would have been no time for a game 3 so perhaps it was for the best.
Top 8: Druid (water/fire). Quickly lost 0-2. Pretty similar to the first match of the day. Steam Druid is just too fast and my deck had very limited ways to deal with a flipped Druid with Drums.
Conclusions:
Xeraphine takes a bit of time to get going, but if you are able to draw a strong unique (Morgana, Boudicca, etc) and play it over and over again, the deck can be very strong.
The key is to build the manabase up to 6-7 without delay. Then find a beefy unique. Play new minions instead of activating Xeraphine and only use left over mana for her ability. Remember that she also gives your Avatar flying which can be handy at times.
The three Drowns are a meta choice to submerge Drums from a flipped Druid, not meant for creature removal.
When sideboarding Autumn Rivers replace Icebergs if opponent doesn’t play water. The Drowns can be kept for creature removal or swapped for Shatter Strikes when not facing a Druid.
Warp Spasm is a pet card due to art. Another card would probably be better. The main deck Xeraphine Konryl should possibly also be a different card. And forgot to add 2x Ashkelon Phoenix to sidebord.
In casual play the deck is fun and does well againts most Avatars. In a tournament where 4/5 of my games were against Druids, the 2-2 finish was perhaps a bit overperforming.