
There's not too much to say, It's .
Although I will go over some key failings of my version and some choice mulligans.
This is a very greedy deck when considering threshold, as a result you will be mulliganing sites. You want to be drawing sites after turn 3.
Do not play out Morgana before 6 mana, otherwise you'll get less out of her.
Fire is your most important threshold, Earth next, then wind.
You will become very able to answer your opponent after you have 4.
There is a combo I've gotten off once which is quite nice, It allowed me to draw only sites from the start with some comfort.
The combo was , , 2 other wind sites(, ), and finally . This allowed me to cast meteor shower on my opponent's turn 2/3 and early 7 damage is nice and it cleaned up any early play like and +.
Mid game you will be healing with and , if it's not an aggro matchup you can likely wait until late game.
Against Minion Decks you will have a good time, drinking the tears of dispare that come with your opponent knowing that you can answer their next 5 draws for the rest of the game with the value in your graveyard and hand.
is challenging, it is usually a minion deck but generates weenie minions that aren't worth spending a card to remove, but they do eat your life total due to this decks' lack of minion defenders. Better yet they can let do most of the work with a or 3. A choice mulligan against this deck would be to prioritise and deserts (e.g. ). You will be racing against their minion damage with your site playing, and you will likely lose. if you burn the bird twice and have it might save you 5-8 damage and you could be in the game still by the time you place your 5th site; If you can get to that point you need to be slinging spells like your life depends on it.
Every magic costing 5 or higher with the exception of needs to kill more than 1 minion or you aren't casting it.
3 and 4 costs can kill a choice minion, and are for those tricky minions that take no damage etc.
2 for on turns 2 and 4 unless there's a better play (turn 3 with tower). This fills your bin with cards that can be banished to use s' ability, it also thins your deck for better draws.
Use on if you can, and can take the hit if you get value out of them right away.
will be your champion closing off those sites that need closing off from enemy advancement, only ever play burrowed if you can.
Practice your technique with don't hurt yourself with it please.
My regulars conceide when I resolve my first , as a result if you are looking to win the game make sure you're getting ample mana as getting to 9 isn't easy.
that's the reason we are running 2 and in the deck as they ramp us up to the top end of the deck.
In some matchups you may want to spend all that mana casting to get damage on the avatar, only do so if there's minions in the middle that need killing, I do see it as a worse but it does do work in the right situation.
if you can play do so.
If you can cast do so.
If you can cast do so.
If you can cast do so.
Don't cast into a dangerous situation until 6, if it's safe to cast before then, then do so.
Don't show until you need to.
Play out if you have no other options, it doesn't need to kill a million minions, but it does need to preserve your life total.