
I'm back for Gothic! I was pretty disappointed in the playability of AL, and focused on my own small business, family, and Halo monthly LANs for the last year, but I was an SCR OG who went to Drew's March of the Mortals and Gencon 2024. I learned from Zalem, my old boss and rival, who still understands and supports the game in tangible ways more than anyone else I know of by hosting weeklies at two of his Games Ahoy LGSs here in Colorado for the last two and a half years, since Alpha was on kickstarter. I intend to kick his ass with this deck and record more episodes of Whose Realm Is It, Anyway?
This deck is a high-level, high-stress, need-to-know-the-future tech engine with tons of decisions to make. However, this is sure to be a fun deck to win with, as most cards are radically different, versatile Magic - a kind of all-star cast of my top overall picks in each element - and can double as minions via Animist. The goal is to play something big every single turn and think on your feet to utilize the wide variety of Magic to adapt to and overcome any enemy strategy. With some flexibility, luck, and psychology, the controlled chaos coming from your hand will leave your opponent afraid to play their own cards for fear of what you may play next. Animist gives you tons of options with situational Magic - with two Magic spells in hand, you can hypothetically make 4 different plays. Animist unlocks the potential of many specific Magics I was hitherto hesitant to include in the relatively small spellbook size before.
Follow me for more Unique decks pioneering bold new strategies.
James