
Minions are good, it turns out. But what if they could be even better?
gives us an option: play one turn behind curve, but our minions are warded. Strictly speaking, this means that the next source of death, damage, or targeting of a hostile spell or ability is ignored, and the ward removed. Practically, however, what this often means is that our minions have the ability to trade with enemies of equal power twice instead of just once.
In Good Hands is a control-leaning midrange deck that wants to outclass your opponents' minions and every available opportunity, and simply kill them when this isn't possible. (It's also secretly a Beast-typal deck, just for fun.)
Controlling the board is done through a few ways:
as well as through a nice suite of removal spells: , , , , and . Additionally, the deck also includes a small water-based movement control package of with and , as well as a .
As mentioned, this deck also wants to simply outvalue our opponents minions at every turn. We do this primarily by warding our minions, as well as through some other means:
Note: Why do I run over ?
Well, I like the horse more, so that's why.