
You will always have a minion able to be cast.
primary game plan is using strike effects
secondary game plan is using hard removal
the 3rd option is just mix it all together and hope for good play lines. infiltrating and betrayal into attacking their site that has a plague or famine feels great, same thing with infiltrate and warp spasm just odd ways to remove their minions. vampires healing twice with strike effects is a nice back up plan.
Leaning heavy in the 4 and 5 power range.
With alot of strike effects to push alot of damage as removal and to end the game on deathsdoor.
That is the name of game, get them to door at all costs and you will more than likely have a way to end it from there.
Evil presence feels like the real mvp here.
Really trying to line up an early 4 power threat that is either hitting hard with a strike effect or using the strike effect to clear a defender and get an attack in.
The extra towers here are to try to consistantly be able to rush out a very early threat or double spell with 6 or 7 mana
added watch towers to really protect against infiltrate.
so far in testing this deck has not held up to the current meta. sadly vanilla minions are not that impactful. this deck is a fine line balance of knowing when to use the magic for its ability compared to when to turn it into a minion and hope it sticks around for you to be able to use on your next turn.