
This deck is honestly pretty simple, I wanted to try to out aggro a player whose Dragonlord deck I am struggling to beat. the general idea is to only play a few sites, maybe a max of 6 and then just tap Sorc to draw a minion each turn. Hopefully this will get you enough bodies to either beat the opponent in a war of attrition with positive or neutral trades into their minions or just run them down with a large number of minions while they don't have enough of a board to defend.
Card Reasonings:
Avatar:
I've been going back and forth between Sorc and Druid for this deck and I've ultimately landed on Sorc, at least for the time being. While having access to Bruin and Tawny through Druid would likely grant good early game pressure and utility as well as dissuade other aggro style decks with the Druid's damage ability, I believe that the draw power of Sorc is too good to pass up when you want to just flood the board with cheap bodies.
Auras:
Pretty self explanatory, both Crusade and Jihad give useful power boosts as well as the ability to possibly play minions directly onto an enemy's sites.
Artifacts:
Also pretty self explanatory, Cores are there cause duh, Ring is just a cracked card, and 2 trinkets are useful for swinging combats in our favor or dealing better blows to the enemy avatar.
Minions:
This is gonna be the long one;
Land Surveyor and Dryads: Surveyor is there so we don't have to draw as many sites so we can focus on keeping the flow of minions going. Dryads fulfill a similar purpose of providing mana so that we don't have to play as many sites and can just keep drawing off of Sorc.
Scarabs, Imps, Pudge Butcher, Dragonettes, and Kobolds: These are all minions with built in removal, they can offer board pressure as well as deal with enemy minions without needing fight them. Bonus points to scarabs for being airborne to help block the ever annoying dragons.
Vivien: She's another copy of Sorc, what is there to say.
Giantess: Amazingly statted minion that you can wake up with ease.
War Horse: Lets us move our avatar or important minions around without needing to tap them to move, keeping up pressure and letting us use abilities as necessary.
The rest: I tried to even out the rest of the list with cheap but good minions that can keep up pressure while also not costing us much if we lost them. I do eventually want to put in 2 more Swiven Scouts, 1 more Dragonette, 1 more Sellsword, and 1 more Shield Maidens however I am currently lacking those cards, will update as I get them.
Magic:
Firebolts: cheap removal that can deal with a few tokens or an avatar on death's door
Bury, Cave-in, and Earthquake: These are all efficient spells that can deal with threats too big for our minions to trade into without losing too much tempo (again, namely dragons). I want to swap a copy of Bury for a second Cave-in but I lack the second copy.
Sites:
I ran what I have pretty much, it can absolutely be improved with the Arthurian Tri-element lands but I am yet to pull any of those.
And that's pretty much it, I am not, nor will I claim to be, a good deck builder but I am happy with this deck for the time being, will update the primer as I play with results and takeaways.