
Hello Sorcerers!
Animist was the first Avatar from Gothic that I wanted to figure out. I love the fact that your spells are never dead. I plan to explain my choices below and give insight as I play this deck in the current meta. I got this inspiaration from RoaringTurkey and morphed it into something a bit different with adding cards I have to see how they work. This iteration has not been played yet because I added more pieces. Please let me know any good cards to use. I am not running Chaoswish because I think its just complicated to play and could just slow the game down. Thank you for any help to make this deck better.
AURAS
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Evil Presence: All of our magic spells we cast as Spirits get Charge while played on affected sites. Set it up early near the enemy to apply pressure. Plus it will pop back to your hand preventing it from being removed. Against Fire decks, this aura typically stays since they do not have means to remove it effectively.
Sphere of Animosity: I think this aura is incredible since Avatars cannot escape. Useful when you want them to stay put so you can smack them around with your spirits. Does this shutdown Pathfinder? It can't move. WHOA! May eventually become a 2 of.
The Black Plague: Great aura to remove their biggest threat.
Atlantean Fate: Sometimes you just want to shut down non water sites and it hits harder if they are playing mono decks.
ARTIFACTS
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Cores, Key: Ramp and threshold fixing.
Ring: Ramp and a consistent source of lifegain and ping damage.
Torshammer Trinket: A reoccuring method to consistently deal +1 damage without fear of getting your artifact removed.
Pnakotic Manuscript: Excellent way to draw spells. Ideally you want to use frog tokens to net extra spells if you can. You have Plague of Frogs and Tadpole Pond to do that. I originally had Sir Tom Thumb in the deck because I like this combo with always having a minion to use, kill, and replay it. I may add it back.
Toolbox: May be one of my favorite cards in Gothic. Very useful to find what you are looking for in your collection to deal with a threat as it hits the board.
Wiccan Tools: Another great way to replace the card and not lose card advantage and it makes your next spell have no threshold restrictions. Could come in clutch if you are missing any. It also can be used on a minion to give it spellcaster.
Dank Omphalos: Extremely efficient way to have more spells at your arsenal as it helps with card advantage.
MINIONS
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Grim Reaper: Imagine killing a minion with this and not worrying about any other copies of it. Plus you get to see their hand and spellbook as a bonus.
Highland Princess: Being able to search your spellboxk for a Core or Ring is the best feeling.
Jack the Ripper: Nothing I hate more than seeing Morgana Le Fey casting spells. This will kill her. It will instantly be summoned anywhere a Mortal is causing you problems and it doesn't break Stealth.
Sturmgeist: Whenever a spell is cast by the enemy, you get to move this minion closer and strike it. Very useful way to move this minion around the board and it has evasion with Airborne so it will be harder to target. Would be one of my early cuts.
Failed Mutation: A 4 power unit that can't be targeted or damaged by magic is a problem if left unchecked. May bring this down to 2 copies.
Ruler of Thul: Being able to attack this way puts immediate pressure on your opponent plus +1 power is a bonus. If they do not deal with this minion, the game will swing heavily in your favor.
Hounds of Ondaros: This unit has tons of options and evasion. Airborne is so good on this unit plus it shuts down stealh untis. "Oh Morgana...I SEE YOU!"
Lilith: I recently got this in a trade and I think this minion will be a thorn in your opponent's side since you get to potentially summon their minions as allies. And check out that art? Love it!
Maiden, Mother, Crone: Another recent trade addition that oozes versatily and value. You heal immediately and then you can pay 3 to draw a spell. WOW!!!
MAGIC
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Arcane Barrage:X cost spell useful as a minion, removal, or finisher.
Twist of Fate:X cost spell that can be used as a spirit or a sneaky way to DD your opponent when they least expect it or get them closer.
Browse: Nothing like looking at 7 cards and drawing one to make you feel good about this decision.
Plague of Frogs: Release these frogs to help be chump blockers or use with the Manuscript.
Disenchant: Stopping pesky artifacts and auras is always a good time.
Magic Missile: Good finisher or removal of a minion
Pollimorph:Remove a threat
Replication:This is a spicy card I am adding to copy my fun artifacts. More ramp? More utility? Another Dank? Oh my...
All Mortals Gone: Removes those pesky Mortals.
Drown:Removal
Feast for Crows: Name a spell they have shown or you know they are running and never see it and other copies again.
Grapple Shot: Nice way to sneak in extra damage or possibly be a finisher.
Murder of Crows: Usefull against Necromancer decks and even removing frog tokens. Also casting this 2x could wipe out low cost units in the realm. Don't see any? Cast as a spirit. Never a dead card.
Swap: This card has such great utility that it will impact the board immediately and snag you something good or possibly be a way to finish the game.
Symmetric Suffering: Another fantastic way to help deal with pesky cards in play.
Mesmerism: Most times games are pretty close and just one or two swings could change the whole outcome of the battle. This card is a game changer. Just make sure you have the threshold or pop a Wiccan Tools first.
Unlikely Aliance: Such an efficient way to draw more spells. If you can get 2-3 spells from this play, you are doing well. I only have 1 of these cards but I may push it to 2 once I get another.
Whirling Blades; Never a dead spell in your hand and this can be used to get some work in. In one of my most recent games I played this on a Whriling Blades as a Spirit.and cleared out two enemey minons and hit their Avatar. This card helped me win that game.
Call of the Sea: This removal spell gets more value the more miinions are around that site. Again, can always be a Spirit. No dead spells, remember?
MATCHES
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Played vs a Mono Fire Witch deck on Realms.cards. Opponent played an early turn Sinterfee which got some work in on my Thin Ice site. Next turn they played a Hemogoblin which combo'd well with the Witch's ability. I got them down to 9 hp but they were able to win with 2 Lightning botls on my Avatar to close the game. I didn't get much board presence in this game but I do respect that Hemogoblin with the Witch. Nasty. LOST 0-1