Hello fellow Sorcerers!
Updated On: March 31st, 2026
Introduction:
This was my first Sorcery deck and have been getting some decent reps with it lately. Fair warning this deck is one of the more expensive decks due to the deck needing the high threshold sites. There are plenty of other ways to build a Templar deck but with going four threshold, it can cause an issue with your wallet. This deck has been my main deck since getting serious into Sorcery within the year, and I’m still learning what is and what isn’t good in the competitive scene. There are a bunch of cards to choose from and a variety of different play styles with the Sorcery TCG, so there is still a lot of room to grow with this deck. I will leave suggestions for other cards at the very bottom of this primer so that you can see what I did and didn’t like about other cards for future Sorcery releases. I hope you are able to give this deck a try and get to tell me what you think in the comments below~!
Objective:
There are only two advantages with Templar, he has a power of 2 and has a once per turn minion price reducer. After about turn 4 or 5, the price reduction edge starts to fall off pretty hard until later in the game. It is important to get your threshold to play the minions / spells in your hand. This might come across as a DUH! statement but with the deck having four threshold, just drawing one site might not fix your problems in future turns. Focus on using your mulligan on your sites to get your threshold that you need so you can just focus on drawing spells for the rest of the game. The Templar’s price reducer is great for being aggressive and getting you to the point where you can play two or more spells a turn. I wouldn’t start moving the templar around until you have played your fifth site or your opponent isn’t drawing well and your way ahead. Play your minions across the realm and not grouped up, a lot of the minions in this deck can play off one another, so placement is crucial.
Mulligan:
The perfect hand has been consistently something of the following:
Spells:
- Yellow Knight
- P-Stone
- Cast into Exile
Sites:
- Tournament Grounds
- Tri Threshold Land
- Tri Threshold Land
If you can get tournament ground in your opening hand you are pretty much golden to play whatever SDK onto the battlefield. The double tri threshold sites just make playing your magic spells easier. Focus most of your mulligan on your sites and maybe a card on your spells. Try not to keep spells / artifacts that are for specific use cases, the more minions / equipment the better.
Local Meta:
My local meta consists of Seer, Battlemage, and Necromancer. There have been other avatars along the way but not as consistent as the three mentioned previously. Water threshold is the most popular in the area with air threshold being second. Our play group consists of anywhere from 4 to 8 people on a weekly occurrence.
Artifacts:
- The Amulet of Niniane is versatile due to also having bigger minions that I would want to protect from magic spells.
- Just a Rock, I haven't gotten to play this card much but with having highland princess it is another option to grab with her to slow down the opponent a little more. This card is on the chopping block if not used or doesn't feel great when being drawn.
- Philosopher Stone is the best threshold / mana reducer for a deck having four thresholds. Drawing it at any point in the game would make future turns better.
- The Ring of Morrigan is on a hate / love relationship, it’s really good early game and might help you stabilize late game.
- Excalibur is a great way to buff our minions cheaply, as well as not a total swing in advantage if the opponent picks the item up. There are not a lot of multi threshold decks in the area, if so one or two thresholds not three to four.
- Toolbox, I’m running three so that I have the best chances of getting an interactive spell for any match up.
- Truesight Crossbow, (NEW), my hopes with this card, that it helps in defensive games and takes care of airborne minions, especially airborne minions that have ward. Being able to pop the ward is very important with dealing with opponent minions.
- Goswhit Helmet, this card is perfect early and late game, and for both minions or your avatar. Late game, it allows you to re-play the card over and over if you wanted to make aggressive plays.
- Sword and Shield, this is great at any point in the game and I believe that I might have to run more. I might take out the (Just a Rock) for another one of these. The only downside is your opponent picking this up.
- The Round Table is a great card and keep your hand filled with Sir Tom Thumb. If the opponent doesn't deal with the card, then can just run away with the game.
- Fail-not Bow, (NEW), my hopes with this card, that it helps in defensive games and takes care of airborne minions, especially airborne minions that have ward. Being able to pop the ward is very important with dealing with opponent minions.
Minions:
- The Blue, Purple, Verdant, and Yellow Knights are great game starters to get on the battlefield with or with not having Tournament Grounds. Playing one of these minions turn two is a great start for being aggressive. Additionally, playing sword and shield the following turn, turns the minion into having to be dealt with immediately or the game will end quickly. I believe seven is too many of these minions, and want to make room for more bombs late game.
- The Highland Princess hasn't shown up yet for me but the number of artifacts that cost one or less is getting smaller now that I am not running all the cores. I think if I cut one more artifact that she can get, I will remove her from the deck.
- Lady Iseult is really good early game but is so weak to removal. I have not mastered her positioning to keep her safe but also impactful. If I keep having no luck with keeping her on the battlefield and protecting her, I could see her getting removed.
- Dame Britomart is the only Dame in the game currently. She is really good but not early game. I need things in my graveyard to make her impactful. I would consider her a game changer if not dealt with.
- All the Sir's in the deck were chosen because I thought they were the best out of all the Sir's in Arthurian Legends (AL).
- The Green Knight, I swapped him in for Sir Pellas to hopefully keep my other minions safe from attacks.
- Brother Knight, is great to get two minions out on the realm and add presence to the board. Also, it removes another card from my deck if I haven’t drawn both of them.
- Vengeful Heir, is a great card to reanimate the bigger minions in the graveyard.
- Selfsame Simulacrum (NEW), trying to duplicate the bigger minions on the board that I either play or what my opponents play.
Magic:
- Dodge Roll, this card is great at keeping my minions safe from opponent attacks. Also, it’s a great way to get minion positioning for counter attacks the next turn. I am considering running three of these cards.
- Disenchant, I currently only have as a one of. There is thoughts of having some common sense in the deck to help get pivotal pieces.
- Lightning Bolt, useful in finishing games or opponents trying to mutate their minions. Also, helps with airborne and minions with ward.
- Boil, with the increase in water sites and with having a fair bit of water sites in the deck, the card could pose useful in the late game.
- Feast for Crows, great for local meta and opponents playing the same deck. Additionally, it can hit collection related cards as well as cards like common sense.
- Grapple Shot, I love this card for help clearing the board and for board positioning.
- Apply Alkahest is a newer addition to help with removal and slowing the opponent down. We have four Threshold why not use that to our advantage?
- Cave In (NEW), don’t know how I feel about this card yet but added it to help deal with minions that have wards.
- Infiltrate, I love this card. Have not had an issue with this card. Take someone's minion, keep it in a relatively good position for interacting when you need it and that's it. Everyone wants to play big idiots, why not let them and take them.
- Raise Dead, another reanimate spell to help bring back bigger minions to the realm.
Sites:
Basically, play as many sites as you can to get the most threshold as you can. The tri threshold sites and the Tournament Grounds are the most important sites. Camelot, Mirror Realm, and Valley of Delight, all assist with getting more threshold on the realm or make playing minions cheaper. The deck is still playable with having a playset of all the dual threshold sites and tournament grounds, the tri threshold sites just made the deck more consistent.
Collection:
Right now, my intentions on the collection are cards that will help me at any point in the game. I switched to only having ordinary spells in my collection for ease of use and to have more than one of the important spells. Have duplicates of the important spells makes interacting better for both early and late game.
Helpful Tips:
- Keep your minions spread out. Don't give your opponent a chance to wipe all your minions out with one spell. There is a lot of removal right now and spreading everyone out is your best bet.
- Don't stack multiple auras and artifacts on a given site. Spread it out as well. Try to keep your Round Table separate from your avatar that is holding anything.
- A Round Table on top of a Tournament Grounds in the back row can be really good for positioning and keeping the site safe from removal.
- Having your Tournament Grounds up front is a more aggressive position verses in the back. Keep that in mind based on what you are playing against.
Other Card Suggestions:
- Any Core, I’ve tried the build with other cores and having a high number of them makes the top decks worse late game.
- Silver Bullet, I like silver bullet but you would need to run two, to get the full benefit of drawing it. It didn’t make much sense to me to just have one of them and still take up slots in my collection, just in case I did draw silver bullet. Also, most exceptionals that I had in my collection were not cheap to double spell in a given turn.
- Crown of the Victor, is a great power buff but holding it in your hand until one of your minions kills an opponent minion just felt like a dead card most of the time. Also, if you played it before the buff and an opponent killed your minion with one of theirs, it would leave you looking for interaction immediately.
- Iron Shackles, card is not good with taking care of opponent minions. The card will just stall the opponent until they find an answer to unlock their minion. Also, it clutters up the board more.
- Sir Pellas, this minion is constantly going in an out of the deck, and with the rise of the water threshold decks it will have to be re-added to the deck. This minion has such a certain playstyle that I’m not a fan of yet or just haven’t been able to play him well in any match-ups.
- Valor, this card was always a dead card in hand if I didn’t get more than one minion out on the realm.
- Cast into Exile, this card is good and might be readded to the deck. I took it out because the opponent’s minion has to be on my site which could take a couple of turns to do so.
- Recall, this card is good late game to help protect your avatar. Would only bring this card back into the collection.
- King's Council, this card was always a dead card in hand because I always wanted to draw more than one card, but never got to that point. I could see re-adding as a one of to help keep top deck to another turn.
- Vanishment, this card is alright but maybe only as a collection piece.