
This deck wants to harness the power of the undead to overwhelm your enemy.
Some card-by-card choices:
- Play on your opponent's backline. This should be obvious. The ability to cast or other minions to the back line for the win is very powerful.
- Tap a skeleton, make a skeleton! The new minions cannot tap for mana, but this Aura has ramped me dramatically when dropped on turn three or four. Major tempo win here and keeps you playing on curve.
- ramp and the ability to ignore or or other sites.
- See the "Collection"
- Casts our Air spells which means extra card draw.
- Place in front of your Avatar to block pesky projectiles. Again, constant source of Skeleton tokens.
- Charge is key, here.
- Usually trades into a value Site on curve. Doesn't fit the theme, but that's ok sometimes, Jim.
- Flavortown, but on the line of being cut.
- Never mulligan these.
- On the line of being cut.
- Again, never mulligan this guy.
- BIG recursive body. Very hard to deal with.
- Airborne + Gains life when hitting other minions. Love to see this come up.
- Not a bad effect, but on the line of being cut.
- See Daperyll Vampire.
- Wins you the game. Slow play this until death's door, ready an attack, your opponent will have an available blocker, then drop this guy. The math doesn't math anymore and it's GG.
- GImme.
- Another very hard to deal with threat.
- Blow up the mirror. Win the game. Play this guy.
- Permanent blockers. Place nearby your Avatar and have the Ghouls do all the blocking. Incredible defense.
- Big. Skeletons everywhere. It's what the deck wants to do.
- Can just blow out the game with its Tap ability, but usually you'll want to hit for 7.
- This guy is spooky to play against, and a blast to play with.
- Great to shoot from any angle for the finishing blow.
- Obviously situational, but a blowout against many decks.
- Use to kill, situationally.
- Often cast by a lowly or .
- Ramp, but have another site in hand first, in case you draw without the Base.
- Make your opposing Necromancer or Savior cry.
- VERY powerful, can take an opponent to Death's door ahead of schedule.
- Situational, on the line of being cut.
- Fun. I've cast it a few times, never for more than 4.
Site placement - We want if possible at 3, at 8. Our turn two site should be an or for the 3rd skeleton.
Mulligan Options-
Keep Stygian Archers. For Sites, ensure you have
for Kettletop, or ![]()
for Landmass.
What questions are there?