
This is definitely all gas. A ton of charge and some site destruction. There are a few combos I have in here to help with defense while swinging away with all your charge characters. Elementalist will make sure you get the threshold you need for everything. I threw in Arthur and Guinevere with a Wedding Hall for a cheeky win but they are both individually great cards. We are also running River of Blood to keep them from healing up a ton after we smack the hell out of them.
1st defensive combo is Mordric Druids and Vanishment. This will make them think twice about swinging heavy on your sites. Just blink your avatar somewhere safe so they are forced to target your sites.
2nd defensive combo is Led Astray + anything that disables. So you want to lead their minions on top of your root spiders, in front of your Basilisks, or anywhere adjacent to your Stone-gaze Gorgons. If you are lucky you can lead a few in front of a Basilisk on their own site then use Hamlet's Ablaze.
There are not a lot of heavy hitters but there is a lot of CHARGE! If you are lucky enough to hit that Jihad then it will be an even quicker game.
I added Seirawan Hydra in there to tank the bigger boys and stay alive. If you get a Warp Spasm and use it on that Hydra you can clean house of anything nearby as well as deal 12 damage to a site/Avatar. If Guinevere is in play then you can untap after that 12 shot and deliver another 12. It dies after that but I would say it did it's fair share of work.
Try to slow them down early so they don't have much to block you with when you are swinging.
Sir Balin: Make use of Blink with Vanishment to get those avatar strikes in OR you can use Earthquake to rotate the site their avatar is on close to you and destroy their blockers and bury their artifacts. Don't be surprised to see him eat a Disintegrate to the face or some other BS spell after that first hit as they will want to get rid of him ASAP but if they fail to find an answer to him then enjoy your shenanigans.
Hamlets Ablaze: Pretty self explanatory. Try and use them in conjunction with Sinkhole. For example you play your Hamlets Ablaze on a site touching one of yours, they take their turn and prepare to get recked, and then you begin your next turn, their site and all their garbage fodder on it goes bye bye, replace it with a Sinkhole, use the mana to do your thing, then sack it at the end to blow up a second one of their lands.
Year of the Blaze: This is a hard one for their minions to get away from. Just make sure if you have Jihad out to keep it away from that. I would recommend utilizing a Led Astray here if you have one to make it harder for them to run from it. Just remember on both this and Hamlet's Ablaze they pop off on your next turn giving your opponent time to run... so plan accordingly and use those disabling minions!
IMPORTANT: Red Desert is our proxy for River of Blood until it gets added to Curiosa. It's an important card to play that halves all healing and can stack that effect.
Imperial Road: Play this when they have no sites in their hand.
Edge of the World: Any deck that destroys sites should have this. Use it to prevent them from placing corner sites if you can.
Holy Ground: Heals are always handy
Sinkhole: As I said above, try and use it after you got some disabled enemies nearby so you can really get your monies worth or use it right after you blow stuff up with Hamlets Ablaze.
Wedding Hall: King Arthur and Queen Guinevere are in the deck so might as well throw this in for good measure!
Card draw is a shortcoming on this deck. You very well might find yourself holding 1 or even 0 cards at times. Because of this I would play the defensive units first and stockpile a little bit while building out your sites. Hopefully you get Queen of Midland (play her when you are about to cast Vanishment) out early or a Morganna. She will be targeted when holding spells. You can add some Grandmaster Wizards if you like and maybe a Geistwood to compliment them to fill out your hand.
Watch the opponent threshold when deciding which sites to blow up. Try and leave them hurting to play their hand.
I am not bothering with the usuals like Ring of Morrigan or any weapons to beef up damage as they are high targets for Swap... be warned someone will probably swap a Shackles on you. That said, the minion count with the charge abilities is enough to get a lot of damage ramped up in a few turns. Door will happen fast.
The other usual suspects I removed are Daperyll Vampires. With River of Blood being in play it halves their heals... which isn't the worst so if you try this deck and feel you need them then make some cuts and add them back in.