You’re playing airborne tempo-control: build a front-row of awkward-to-cross sites, then let airborne minions and ranged pressure smack their face while the opponent burns turns trying to reach you.
The deck’s identity is geometry + tempo:
Front row: sites that deny ground, punish entry, enable movement, or fight well.
Back row: sites that ramp, draw, or support spell throughput.
Preferred layout: capital “T” early so you can attack safely from the top bar while your back row fuels continuous threats + removal.
Your avatar, [[Harbinger]], helps you summon minions early 1-2 less mana with tower sites.
Strengths
The Wall. With a strong wall of + + you are safe from ground minions. Very weak to
Cheap Powerful Minions. Using portals for 1 less minion and towers larger minions can come out 2 turns earlier.
Weaknesses
Airborne mirrors / teleport-heavy decks care less about your “ground wall.”
Hard control can exhaust your threats if you overextend and loose large minions.
If you draw only back-row value sites, you can spend turns “setting up” while they take the board.
Reliant on sequencing. Some hands are great cards but wrong order.
How the deck wins
Plan A: Build the wall → win from safe angles
Get a front-row gate online early:
are your best wall sites.
great on a portal in your zone to get minions where they want to go.
Complete the capital “T” (or at least a strong “L”):
Top bar = safe lateral movement for airborne attackers.
Stem = safe supply line (towers + dens) that keeps your mana flowing.
Land early airborne pressure
Key fliers: , , , .
Protect the geometry with tempo spells
Reset/deny: ,
Punish attackers: , , ,
Close with a bomb
Enders: , , , , , .
Plan B: If you can’t wall them out
Race + disrupt: commit an early flyer and use / to steal turns.
Trade up using “gotcha” combat math:
and -style plays punish clustering and crossing.
turns otherwise-even combats into deletes.
Opening hand & mulligans
Keeps you’re happy with
You want hands that have 2 playable early sites, 1 for a front row and 1 for a back row.
You can keep costly minions, especially if you have a tower where a 5 cost minion can be seen as a 3 cost minion when summoned on a portal.
Mulligan these patterns
All back-row sites and no front-row gate (you’ll get run over, maybe mulligan 2 sites).
Hands with only expensive minions and no acceleration/interaction, keep 1-2 depending on sites.
Hands where your first meaningful play is turn 3+ and hope struggle unless a strong wall can be made.
Rule: if you can’t plausibly build any protective front row by your first couple of site drops, ship it.
Card roles & standout interactions
Front Row Sites
[[Mountain Pass]]: ground movement restriction = airborne gets free positioning.
[[Perilous Bridge]]: a brutal tax on ground approaches; it often creates a “no-go lane.”
[[Bottomless Pit]]: forces awkward routing and punishes overcommit.
[[Wuthering Heights]]: strong defensive posture site that supports your “safe attack” plan. (Is wall when next to / /
[[Baba Yaga’s Hut]] / [[Cloud City]]: Can be temporary front row until you get the sites you need.
: Used in front row to react to their deck.
: silence their site
: remove charge
: Remove stealth
Back Row Sites
[[Wizard’s Den]] / [[Observatory]]: stabilise hands, keep gas flowing.
[[Dark Tower]] / [[Gothic Tower]] / [[Lone Tower]]/[[Ghost Town]]: your “cast threats a turn early” backbone.
[[Major City]] / [[Camelot]]: with portal can cast minions cheaply
[[Updraft Ridge]]: On top of a portal the airborne minions can defeat and attack from back row.
[[Mirror Realm]]: Support either front or back depending on what is less frequent.
Airborne core (your pressure suite)
[[Gibbous Nightgaunts]] / [[Screamer]] / [[Sturmgeist]]: early evasive clock.
[[Draconian Bonekite]] / [[Nightmare]]: midgame air threats that punish slow ground setup.
[[Stygian Archers]]: not airborne, but functionally supports the plan—ranged pressure that punishes trying to cross.
Vampire package: + + gives you scaling and inevitability.
Tempo spells (the reason opponents feel stuck)
[[Blink]]: best card in the deck for this plan.
Save a key airborne attacker from removal.
Reposition to keep attacking from the top bar, or blink back to a safer site.
[[Vanishment]]: Mainly for draw, can help attack site safely.
[[Whirlwind]]/[[Meat Hook]]: move them into / /
[[Whirling Blades]]/[[Grapple Shot]]: Use to deal damage, heal with vampires.
: turns minion in front row squares into sustained pressure; excellent on anything that can stay protected on the wall.
/ : matchups decide which is better—think of them as “value engine / inevitability knobs.”
Practical “play patterns” that win games
Front row first, even if the back-row site is tempting.
Your deck is stronger when the opponent’s movement is bad.
Attack from squares you can retreat from.
Airborne wins by never being forced into a fair trade.