
This deck is about powering up the horde with realm wide power increases and providing tactical powerups for a single minion to create hidden assassins in the mix. Threshold targets at the start are
,
,
,
,
. Summons are split between skeletons and foot soldiers so that there is more protection against anti evil/undead cards and more options to move and defend. Target one of all three thresholds with your mulligans and ideally at least one minion alongside a power booster card.
Site stuff
Sold out cemetery and dread thicket are both killers in this deck. Pebbled paths, and silent hills provide some protection against aggro play style, and you can use silent hills to silence your own skeletons so that they can defend for a turn.
Aura and Artefact stuff
Orb is a game winner and we have the requisite toolbox set alongside a common sense set. One of each key ordinary card in both collection and main deck so that you can reliably get to it when you need it. Eclipse is normally played in the centre rows to both boost your attacks and the defensive power of your skeleton horde on your own sites.
Minion stuff
Very light on minions since our avatar makes them. Bone jumble can combo out of our cemetery after the skeleton attacks as it always has charge. Twosome will leave you a skeleton after a posion nova. Mage lets us recast ordinaries for even more skeletons. Death Knight and Bannerman make all of our minions tougher.
Magic stuff
Multiple power up cards: gift of the wolf, necropotence, witching hour, and onslaught. Desecrate lets our powered up skeleton hit an enemy site again and make any subsequent attacks of that site more powerful. It will also help to shut off briar patch, troll bridge etc. Star-seeds shuts out voidwalk, militias, and ambush to make more skeletons, and a guards play to swarm the board. Common sense kit running with specific responses if we need them. I know that haystacks are a thing but with this many ordinaries, we are able to play into through them without issue.
Collection stuff
Most of these are finisher cards to sit on or useful cards to play if you also already have a common sense in hand.
Strengths and Weaknesses
Can struggle more over time with mana and draw power. Bone spear and detonate work very well against stronger foes but they are limited in number and we only have a couple of buries. You can block for quite some time with this avatar, I'd say it is weakest against stacks of 4 power minions and strongest when you can hold onto strength boosting elements overtime or when you roll a fun powerup combo to hit very hard with a single skeleton. If there are four on the field then it is difficult to protect all sites against that. Gigantism + desecrate is 14 damage. Necropotence, necropotence, desecrate is also 14 and if you are striking out of dread thicket, then it can't be avoided.
Further tweaks
This deck could be developed further in some fun ways. More focus on single powerful attacks by incorporating overpower cards + some draw boost. More focus on global horde powerups with torch and pitchfork. Replacing minor minions with stronger ones and then leaning on avatar for that queue of skeletons. I also like the idea of dumping the uniques in favor of more exceptionals so that the deck is more consistent. Orb and gigantism are fun when you get them but far from guaranteed.