
As of 1/3/26 I am at 16 wins and 16 losses with this deck.
I personally am not a fan of getting killed by magic and this is my deck to prevent that. So far it has succeeded pretty well with at least making the opponent have to think outside the box to finish me.
Amulet, harp and barricade, white hart, bodyguard and shield maidens are all there for the obvious prevention/reduction of damage. Barricade and harp are the most essential I feel like. Harp reduces all incoming strikes or life loss 2 which then is reduced to 0 because of Ironclad. That means that they then need to get rid of the harp or kill you with a lightning bolt or higher to finish you off when at deaths door. Barricade prevents all damage up to 5 because of Ironclad. That means that they need to deal 5+ damage in a go or remove the barricade to finish you which isn't super difficult to manage but if you have other reductions or prevention's in effect, which is fairly likely, they're gonna have a difficult time removing the barricade via damage.
Next up for the protection of your avatar are the sites. Gnome hollows puts in some serious work in this regard, keeping out any 3+ power minions. This means that even if you don't have any other damage prevention/reduction means, you still have that to fall back on. Next up we have free city with its ability to protect you in the event your units get taken out. I think bottomless pit is the strongest after free city since they specifically need airborne to come in and finish you off. Impenetrable copse would is in here to prevent any ranged shenanigans and I think is the weakest form of protection out of these 4 sites. Personally if I didn't have a hollows, pit or a free city in the opening hand i would mulligan all 3 sites for a chance at pulling one of em.
As far as magics and minions are concerned, I think these come down to preference. As of 12/26, everything in the list has been useful when i've had it so i feel comfortable with whats there as well as the amounts. I