
Fire Pathfinder that I played at Sorcery Con 2026 - took 12th place on tiebreakers (6-2) with a very narrow loss in the last round (got the door first but didn't manage to top deck the kill - really epic fight and super well played by my opponent Ismark the Lesser). Pretty simple deck, not much to say about it. Definitely still lots of fine points to playing it though. In the current meta I think one of the big tricks with this deck is not overplaying onto the board while maintaining pressure. Especially into the "Creature Control" meta with lots of Water and Water/Air midrange decks this deck wins on tempo, but loses big to mass removal. You want to mulligan for minions early (maybe keep a single removal spell if you also have some low cost minions but top priority is having 2 and 3 drop minions to start the pressure game. Once you have a minion or two on board though you are just trying to maintain that.
The other common way to win with this deck is setting up a big turn where you blast in a bunch of damage with something like warp spasm, blaze of glory, betrayal, etc. Lots of other cards that go well in this deck, but everything is fighting for slots. Would love to run Shatter Strikes or maybe even Critical Strike to lean more into burst damage turns.
Really torn about Baba Yaga - I don't want more than 5 non fire sites (including mirror realm), so is the extra motion potential that is useful like 50% of the time it is played worth it, or am I better off just running a lone tower to get that ramp value..... Or wizard's Den for the extra card?