
Hello everyone :)
Update 06-06-2026 : reorganizing some cards to add consistency, trying the harpies/ignited/rasputin package for more immediate and recursion effects !
Update 16-01-2026 : trying a bit more fast punch with :
- 1 great famine
--2 betrayal
+ 1 lightning bolt
+2 wild fanatics
to see if i can get opponent to DD even faster without needing the removed control cards.
Also trying :
-2 towers (I dont get to use the mana bonus every time I played them)
+2 dread thicket , if you have this or field of phyxis in front square, it really increases average damage.
Update 13-01-2026: trying the deck with :
-2 silver bullets
+1 lightning bolt
+1 blaze
As it offers more damage and in some games silver bullets were kind of meh, especially against non water deck as getting drought is the 1st goal of silver bullets here. wanna see if this increase damage output is worth it.
Welcome to this deck that is so much fun and pretty violent. It takes its inspiration from the well known Furious Witch's road deck ( https://curiosa.io/decks/cmah6ebes002ll704cycrhe8o ) but I prefer dipping into Air instead of earth,it just fits my playstyle better and I love the keys we get with air as aggro deck to bypass a lot of the problems we usually face (fortress sites for instance) so here we go :
Deck goal : Putting enemy down to death door as fast as possible (no surprise here) by using our aggro stuff with the witch's drain (2 life loss/turn)
Deck strategy : As you see, we don't really need more than 4 sites in most games, so most of the time you'll draw a site only once during the game. The deck is almost mono fire, and the few air cards just need 1 air tresholds, so you won't have any treshold problem with the deck. The air part of the deck is mostly to get acces to the awesome air sites Gothic gave us to bypass fortress sites, they will be discussed next.
So basically, draw spell everytime, draw site once, get to 4 site, then use the witch drain (2 life) each turn to put opponent to death door , once he is at death door, and cannot loose life anymore use the witch tap ability to tax him (+1 mana cost of his spells) untill finisher. (wich ..will comme fast as almost your whole deck is filled with finishers)
Specific cards discussion :
Sites :
Field of Phixis : This site alone justify air. Silencing opponent's sites allow your minions to go through to deal damage and totally shut down fortress strategies, no more perilous bridge, gnome hollow , pebble paths limitations, this site is so amazing. If you draw one at start of game, keep it.
River of blood: Kinda obvious, it's an aggro deck you don't want your opponent to get life back as you heavily spend your ressources to lower his life's total
Spore Spouts : the deck has 17 2 power minions, and the site allows you to summon your 2 or less power minions anywhere in the realm. The strategic advantage of this site is awesome, you can cast Sinterfee anywhere to silence/remove treshold of the opponent's most important sites, you can cast Hotwheel from anywhere, you can cast vile imp turn 2 and deal 2 damage to opponent's face directly or summon Kobold next to his avatar to strike it (as kobold is a 2 power minion).
Vindictive Nation : This site is the protection we needed badly, an atlantean fate, year of the blaze and such would put us in a place we could hardly recover from, but now, if you have vindictive nation, well, doing so would be almost a suicide mission for the opponent.
Wuthering heights : Another amazing air site, giving you avatar of air's power on a site, help your throw your minions to the opponent's sites (for instance corruptor freak the turn it's summoned) or throw back enemy's minions to their side, using enemy's sites at your advantage (for instance if opponent has a Thin ice/bottomless pit nearby your Wuthering heights you could use the free minion's moove from Wuthering heights to your advantage this way to send back their minion there).
Deserts : great removals, even if Tawny is not around anymore, with the necro skellies, and the wards we now see, and the fact it's ordinary , deserts still stands as an awesome site.
Poisonned well : Free life loss, make opponent go to death's door faster.
Ruins : Treshold fixing.
Molten Maar : Card advantage, 3/3 minions for three mana cost, without using a card as its from your collection, it's great !
Ordinary Towers : mana accelerator,so cast saracen raiders, lion turn 3, can also be used as 4th site to reach 5 mana for Betrayal if you happen to have that in hand without having to draw a 5th site.
Dread Thicket : Another great site to have in the front row as it allows you to deliver damage with your charge minions even if opponent is playing token army or heavy stuff.
Minions :
Hemogoblins : As with river of blood, preventing your opponent to get life back is so important, hemogoblin does this on a 2 power body. Usually played at the end of turn, drain with witch, deal damage with minion on board or magic and then play hemogoblin to set new life maximums.
Sinterfee : Absolutly amazing minions, the power of disruption this has is incredible, its a 2/2 for 2 also. Totally shut down fortress sites to allow your other minions to pass, remove treshold from water sites so deactivate mariner's curse power, auto kill any minion that is submerged (porcupine 1/1 lethal minion for instance) and also, as it remove the treshold while alive, it slows opponent's strategy, and slowing the opponent even by one turn can be so deadly with this deck (as it's one more turn of 2 life drain and 3 average minion damage).
Vile imp : a total staple, so versatile, deal damage to remove an annoying minion or use Spore Spouts or summoning sphere/jihad to summon next to enemy avatar and deal the 2 dmg directly to its face
War horse : charge minion with added carry unit bonus if required
Barging bargheist : Awesome new card, doesnt have charge, but as it is summoned in the void it's hard for the opponent to remove it at first, and with the movement +1 it's easy to make sure you can attack an undefended site the following turn. Also with Blaze it's a total blast (4 steps total)
Colicky dragonette : Remove wards, skellies, on a 3/3 minions, can be a finisher, just a value good card
Corruptor freak : this will draw your opponent's removal as it cannot let it live. If you have wuthering heights or sphere/jihad it will be in opponent territory from the turn its summoned so will deal the 2 dmg directly, otherwise if this manage to live it is 5 damage per turn, so awesome, but of course the psychological effect of the 2 site damage in addition to the 3 power makes opponent heavily try to remove it :D.
Morgana Le fay : Not gonna insult you by trying to justify her.
Mazuj Ifrit : Awesome aggro minion, 4 power airborne (the downside is more thank ok) on turn 3, can go diagonal with airborne, curve advantage
Quarrelsome Kobold : auto strike is great, can be summon anywhere with Spore spouts to make sure they deal dmg to avatar"s face upon summoning or remove annoying minions, but work great with summoning sphere and jihad too of course, and awesome trinket target.
Recap powries : Hot charge minions.
Saracen raiders : hot charge minions.
Monstrous lion : Not the biggest fan to be honest as it can't attack a site, but it's great minion removal and as we have 2 summoning spheres + jihad + wuthering heights we have way to get it close to enemy avatar to give it more chance to strike it. Excellent target gor warp spasm and blaze of glory
Hotwheel : the 4 mana cost is annoying not gonna lie, but it's a finisher, it remove wards, it remove skellies and other tokens, it passes through gnome hollow, its auto strikes, it's blaze on a minion stick and versatile so it totally deserves its spot.
Wild fanatics : 2/2 charge minions that can be cast with spore spout anywhere in the ream
Magic :
Firebolts : remove skellies, remove ward efficiently (using just one of the 3 pings), finisher etc, just a great simple 2 mana cost magic
Lightning bolt : the randomness is annoying, and i generally prefer firebolts but with Gothic we more and more see very dangerous 3 power minions with huge advantage (Lilith, Maidern mother and Crone) and beeing able to just one shot this kind of powerhouse that stay in opponent's back row is too good
Blaze : if you have never played blaze, play it and you'll see. bonus movement so your minions can go strike wherever you like, cant be intercepted + damage on departed locations including removing token, wards etc, it kills stuff, it was used as finisher in more games than I can count.
Blaze of glory : uber cheated Gothic card, can easily remove 1 or 2 enemy minions while dealing damage to enemy avatar and clearing the way for a strike afterward, all for 3 mana
Minor explosion : different kind of 3 dmg magic, can remove several stuff, great finisher , jsut good (trying to just play with one in collection for a bit).
Warp spasm : I know at first glance you think loosing the minion at the end of turn sucks but this violent magic allow you do double your power (so let say your 3 power minion become 6 power), you can easily remove an enemy minion up to 5 power, then untap and deal 6 damage to a site (which i remind your with witch 2 life drain its 8 dmg in a turn) so the trade off of loosing a minion for a big minion removal + 6 ish damage, yeah it's good ! (and also can remove several tokens if needed with this).
Infiltrate : super tempo card, gain control of a defending minion to allow your to strike, then use the control minion to deal more damage or remove another one etc, the degree of control and impact this offer is awesome, only downside beeing, you have to wait a turn to use the controlled minion, but it still allows your minion to pass and strike as you just took over an annoying defender. also stealth minions are good finisher so you can take control of an enemy minion to use it to finish opponent that is at death's door.
Betrayal : Only 5 cost in the deck but direct impact, control a huge enemy minion to deal big damage, to attack another enemy minion and potentially remove 2 minions one shot, control defender to deal death blow etc etc, huge control/damage potential (in trial for now I'll update once tried enough to see if its a keep or remove card).
Artifacts :
Trinkets : just a good reusable +1 power , more damage, helps minion removal
Toolbox : Get easy finisher or specific answer like angry mob, blink etc.
Silver bullet : get drought. haha, amost not kidding, water is imo becoming super strong and beeing able to put that aura on their water site totally destroy them, a very good tool to have in hand , or get searing truth / hotwheel / trinket for finishers, or other situations where they are needed.
Auras :
Jihad / Summoning spheres : allow you to summon your stuff where you want, if you have one, opponent is gonna cry and try to remove it (and amazing against fortress decks of course).
Great famine : great removal, kills root spiders or anything if well placed, or as our minions may be less powerful than opponents, it keeps Famine on the realm killing opponent minions first.
Starting hand and Mulligan :
I'd say an ideal starting hand would look like this (not gonna include uniques) :
Sites : Blood river, vindictive nation and Field of phyxis (you have all the utility you need) - never keep more than 1 air site in starting hand (well, ruins doesnt count), remember your need only 1 air treshold and some cards need 3 fire so you're aiming for 3 F 1 A (all sites have tresholds in the list) ideally having 1 field of phyxis or 1 dread thicket or 1 sinterfee in starting hand really helps getting damage through , so try to hit that.
spells : if you draw betrayal in starting hand, mulligan it, rest is pretty dope, of course, try to have at least 2 minions if you can as you need to start dealing damage (a 2 cost and a 3 cost is cool). Also if you happen to have a spore spouts (site), pay attention to your minions powers, as it means you'd be able to summon 2 power minion anywhere.
Hope you will enjoy that deck as much as I do :) and a big thank to @Childe Roland for his Witch inspiration, never forget he revealed the power of the Witch to the world ! :D
Marco