
Dear diary,
It happened again.
I was only trying to study basic auras (you know, the glowing kind that don’t explode), and somehow I ended up summoning a 10-power horror from beyond the veil by turn 4. Not that I’m complaining - it crushed my opponent... andthat old Inn down the road.
Anyway! While the Grandmaster insists I “relearn the basics of restraint,” I say: if the spells are there, why not cast big?
Which brings me to the deck I’ve been accidentally PERFECTING:
(aka Too Big, Too Frail)
If you love:
Then congratulations, this is your kind of chaos.
You take a massive minion - the type of creature that usually costs a fortune in mana and morals ...and you toss it into the cemetery.
Yes. On purpose.
Then, you bring it back to life early with cards like Raise Dead or Boneyard.
Your opponent won't know what hit them. (Spoiler: it's a giant sea monster. With tentacles)
The only trick is surviving the early game, filtering through your deck to the right cards, and looking completely harmless until suddenly... WHAM! The Doom of Dilmun has arrived, and he brought an extra serving of DOOM!
* Wizard's Den - My favorite Atlas card in the deck. Set it early. Opponent thinks you're clueless? Let them attack it. BOOM. Discard your biggie and set up for next turn's reanimation.
* Sisters of Avalon - Card filtering AND an excuse to act mysterious and tragic? Win-win. Being able to drop your biggies into the cemetery is key!
* Browse, Rivers, Observatory - You've got to dig through your deck to find your combo pieces, and these all help!
* Raise Dead & Boneyard - Your MVPs. The cemetery isn't the end, it's the launchpad!
* Chaoswish & Kythera Mechanism - Feeling lucky? Chaoswish lets you cast a random spell for free, and with Kythera Mechanism, you decide the outcome. So give yourself something devastating, and if your opponent tries to cast it, use your Kythera Mechanism to give them something deeply underwhelming. (Like a Battering Ram with an apology letter pinned to the side).
* Clairvoyant - Once on your turn, you may banish a dead minion to look at your top spell. Thin out your opponent's cemetery and stack the odds in your favor for when you need to Raise Dead and don't have the Kythera Mechanism just yet.
* Sir Tom Thumb & The Black Plague - As long as you control a site afflicted by the Black Plague, Sir Tom Thumb can scamper in again and again to keep the contagion merrily spreading. Some say it’s the mouse he rides that’s carrying the disease; others say it’s because I refused to wash my hands after handling cursed artifacts. The Grandmaster insists it’s “a grotesque misuse of epidemiological magic.” He keeps repeating it with increasing volume, which I assume means I’m doing something right.
* Temple of Moloch + Skeletons/Frogs -
You know that side door in the cellar? I finally looked inside. It’s just some strange statues and an indoor sky that’s always red. Terrible reading light.
But whenever I send a delegation of frogs, or the Necromancer’s skeletons, through the door and close it behind them… they disappear, and my spellcasting gets noticeably better.
I’m not asking questions. The mana is lovely, and some theological complications are simply worth it.
* Gnarled Wendigo - The ancient scrolls say to speak not its name. I wrote it in large letters on my notes anyway. The Grandmaster confiscated them immediately, which I think proves my point about overreaction. Use any Skeletons laying around to get “it” cast early. The Grandmaster says patience is a virtue. But when asked “Wendigo?” the answer is always: go now.
* Pnakotic Manuscript - I learned long ago that having someone else do the assigned reading is the true mark of a scholar. Giving a Skeleton the Pnakotic Manuscript is ideal! They read it, they perish, I get the spell. I can see how addicting Doom Scrolling could get.
The hardest part? Getting your minions into the cemetery.
That's why positioning matters, especially with Wizard's Den. You want to plop it down very casually (read: completely obliviously) and act like you have no idea what you are doing.
"Oh no! I put my Wizard’s Den right in front of your minion! I sure hope you don't attack it!"
They fall for it almost every time.
Which is actually kind weird, because honestly...it's really not that subtle.
But hey, if it works, it works.
Your non-monster minions are all tutors, discarders, and blockers. Their job is to buy time while you assemble your masterpiece.
Your sites and auras are defensive. Use them to stall, clog the board, or make your opponent think you're flailing (you might be flailing, but in a cool, strategic way).
The Grandmaster keeps saying, "Magic isn't about shortcuts - it's about discipline!"
But what's more disciplined than carefully orchestrating a turn 4 resurrection of a nightmarish Monster?
That's right.
It's not "Too big and too frail." Clearly, the Grandmaster Wizard doesn't fully appreciate my genius here. It's TOO BIG TO FAIL!
Until next time, may your hand be full, your cemetery fuller, and your Den unguarded.
-- The Apprentice Wizard
(still not banned from the library yet!)