
This is your basic “make a lot of dudes and overwhelm the realm” deck. Don’t worry about poison novas or things like that, if you keep tempo you will advance fast enough that they need really good ramp for any massive removal. Don’t waste removal spells on minions unless you are on the back foot or you can’t manage with your guys. Better to use your tool box to save a Zap or two for a final win, or a tactical move if that’s better. Try to spread out the watch towers to help there, you can always rift valley them if need be. Try to wait until
you have 4 little dudes or 2-3 bigger ones before playing vanishment. If you need it for draw you can use that too. Pnakotic is great if you can sac some unbuffed tokens for draw also. Arcade of bones - perfect world you play it mid board so you can move laterally but I guess if you’re on the defense it can be played to back row. Not sure how stagecoach will work but the idea is the load up little dudes that aren’t buffed and move them into buff zone, even better if it’s a turn after they come out, so they can hop off the coach are attack. It’s one of the few movement functions, if it works well I might add another. With Vivian, I guess there’s no bad time to play her, but perfect world you wait till you have other spell casters like Grandy Wiz etc so you get the genesis benefits. If other players avatar helps you, great, if not, use her for double the tokens. Wouldn’t be a bad idea to steal her too.
for sites I’d mulligan for a tower for ramp. Desecrated ground is tricky and you need to be careful about giving your enemies a buff but it could be great, it’s probably something I’d mulligan out in a first draw though. I may remove it from the deck if it hurts too much. Speaking of, the two desecrates in the deck are to double smack a site so don’t waste them on a little guy. You can, but don’t have to swap their site to desecrate ground.
the mortality in the collection is a maybe, I might add a second zap instead. The displace is to steal an artifact or fuck up a monuments placement.
early game toolbox, I’d hang on to it for a disenchant, mid game play as needed, bury, displace etc, and late game go for the zap probably unless they have amulet or whatever.
this deck would struggle against drown mechanics and land destruction but I think could still manage to do well bc of the token engine.
lastly, if you can, play spells that are one cheaper that the mana you have, so you almost always make a token. If you have three, play a two drop and a token, etc.
save carionette for a trade up or a buff guy like a death knight or steal something from their graveyard.
witching hour is great for unexpected movement but try to have it affect 2 or more units, otherwise it’s a waste. I like necropotence for a trade up that would be otherwise unexpected - trading a skelly with a 1 cost spell buff for a 4 power is pretty solid. Alternatively, use it with the desecrate to attack a site then smack it again.
Play exhume liberally unless fighting earth, in which case save it for root spiders.
comment below with tips, slurs, threats, etc ❤️🤘🏻