
This is an aggro deck.
opening hand:
• Turn 3 minion.
• site (Tower, Marr, Wizards den) something that gives an early game advantage
Beyond that believe in the heart of the cards. This deck will provide!
early game: get a skeleton out on turn 1 and even 2 if you don’t have a play, turn 3 make sure you have some minions in play by this point in addition to the tokens.
mid game: at this point the name of the game is speed, focus on controlling board state. Move forward if needed and use removal. Use combat tricks with the tokens if possible while the minions hit in for damage( trinket, gift, etc.)
late game: BEWARE REMOVAL at all times. It is always around the corner, try and position your attackers outside of a nearby range from enemy spellcasters. Bait removal out with overwhelming small things before putting down a big thing.
finishers: Searing truth, minor explosion, colicky dragonettes, kobalds, blaze of glory, ring, and many more
WHEN IN DOUBT COURTESAN THAIS YOUR WAY OUT! Seriously though if you feel like there’s no way out and you have her in hand play it, it doesn’t always need to be a finisher, Craterize the Archie, walk Aino into her own thin ice or use it as a finisher that works really well too!