
This is just a card guide explaining why the cards are in the deck. I’m currently working on a proper primer.
AVATAR
1 Sorcerer – Tap: Play or draw a site. Tap: Draw a spell. Gives repeatable card advantage and fuels combos; extra spell draw helps swarm wolves faster.
ARTIFACTS
1 Just a Rock – May be cast into the hands of any unit already carrying an artifact to banish that artifact.Simple removal; MAKE THEM HOLD THE ROCK!
1 Ring of Morrigan – Bearer has "Whenever this unit casts a spell, they may deal 1 damage to target nearby unit to have you gain 1 life." Localized ping for nearby units to trigger life gain; can target your own wolves to restore life if needed or damage enemy units adjacent to your Avatar.
MINIONS
40 Grey Wolves – Your spellbook may include any number of Grey Wolves. Has +1 power for each other Grey Wolves nearby. Wolves overwhelm opponents by sheer numbers and scaling synergy. They are both pressure and win condition rolled into one.
1 Lady Iseult – Keeps the swarm resilient by returning nearby minions to hand instead of letting them die. Great for maintaining pressure. With Stealth (from Treetop Hideout), she becomes almost untouchable.
1 Moonsong Talagelum – Counts as a wolf but stronger, gaining +1 power for each other wolf nearby. With Airborne, it opens unique attack lines over enemy ground defenses.
2 Pudge Butcher – Utility removal/disruption. Can drag enemy units into his location with his projectile and fight them, helping control the board state.
1 Vivien the Enchantress – Has the printed abilities of all Avatars and Spellcasters in the realm. Most importantly, she copies Sorcerer’s draw abilities, ensuring your hand stays full and wolves keep coming.
MAGIC
4 Common Sense – Search your spellbook for an Ordinary card, reveal it, and put it into your hand. Shuffle your spellbook. Flexible tutor that can fetch almost anything, from removal to positioning to finishers. Key for finding Lightning Bolt to close games.
1 Dispel – Destroy all auras and artifacts at target location up to two steps away. Clears enemy relics or auras that could disrupt your swarm.
3 Lightning Bolt – Deal 3 damage to a random unit at target location. With Common Sense tutoring, it’s a reliable closer, finishing Avatars on Death’s Door.
1 Tactical Move – One at a time, each ally takes up to two steps. Critical for repositioning wolves into lethal or breaking through defenses.
1 Bury – Burrow target minion or artifact, if able. Flexible spot removal for problematic threats.
1 Grapple Shot – An ally shoots a projectile. If it hits a unit, the ally is dragged there and may strike. Useful for reaching into positions and setting up kills.
2 Vanishment – Give all allied minions Stealth. Draw a spell. One of the strongest finishers in the deck. Lets your wolves attack without interference, and the bonus spell draw adds fuel.
SITES
2 Briar Patch – Whenever an enemy unit enters or leaves this site, it takes 1 damage. Punishes opponents for moving units through it with chip damage.
1 Glastonbury Tor – Only provides mana and threshold while in your back row. Provides Air, Earth, and Fire thresholds. Important for ensuring spell access.
1 Gothic Tower – Genesis: If this is the only Gothic Tower you control, gain 1 this turn. Ramp for casting more wolves quickly.
4 Hamlet – Ordinary minions cost 1 less to cast to this site. Cost reduction for beasts. Critical for swarming early and keeping tempo high.
1 Holy Ground – Genesis: Each nearby Avatar heals 3 life. Provides late game sustain.
2 Hunter’s Lodge – Genesis: Enemies lose Stealth. Supports your minion presence so you can attack minions that had stealth; synergizes well with swarm play.
2 Impenetrable Copse – Projectiles can't enter this site from the outside. Defensive site to shield your backline wolves.
1 Lone Tower – Genesis: If this is the only Lone Tower you control, gain 1 this turn. Ramp for wolves.
1 Dark Tower – Genesis: If this is the only Dark Tower you control, gain 1 this turn. Ramp for wolves.
1 Lookout – Genesis: Look at each opponent's hand. Use to plan your next couple of turns.
1 Mountain Pass – Minions can't enter this site on the ground if there's already a minion atop. Creates choke points and controls movement.
1 Observatory – Genesis: Look at your next three spells. Put them back in any order. Card-draw synergy site that pairs with Sorcerer and Vivien.
1 Pillar of Zeiros – Genesis: Banish all dead minions, and you heal 1 life for each. Can gain tons of life if your wolves get wiped.
2 Postern Gate – Enters the realm under an opponent's control. Tricky win condition. Since it enters under opponent control, wolves can immediately attack it. Only drop when you are ready to attack and put them at Death’s Door.
1 Tintagel – Only provides mana and threshold while in your back row. Provides Air, Earth, and Water; important for ensuring spell access.
1 Treetop Hideout – Genesis: You may give Stealth to a nearby allied minion. Grants Stealth to key minions like Lady Iseult, making them very tricky to remove.
2 Valley of Delight – Genesis → Choose one Air, Earth, Fire, Water. This site provides that permanently. Early threshold fixing that accelerates development.
2 Varmint Warrens – Beasts here can't be targeted by enemies. Protects your backline and pairs well with Ring of Morrigan for life gain.
3 Windmill – An Exceptional Site of Earth and Air. Early threshold fixing that accelerates development.
1 Wormelow Tump – Genesis: Opponents can't affect cards in your cemetery. Provides protection from remove-all effects that would clear your graveyard so you can combo those dead minions with Pillar of Zeiros.