
Updated version with splash of the the other elements. Lords of Mephisto | by @Bad@Game.
This deck has been surprisingly consistent and has has insane card draw/ filtering. Answers for Ward, Stealth, Burrowing, Submerge, and Airborne. I can usually get away with just 5 sites on the backrow and still cast everything. Even though I have Grandmaster, Apprentice Wizard and Merlin, Black Mass almost always gets me three minions, and bottoms unneeded late game sites. Same for Browse, lets me bottom late game sites. I usually try to get Mephistopheles with Black Mass or Browse. City of Glass has been a superstar in this deck, along with the Core, and Mix's. This deck has been super fun to play.
I'm open to suggestions and new things to try. I'm going to try and build a Fire version of this deck also. We'll see how that goes. Fire offers site destruction, something I'm missing with this deck. Although I could add some Sinkholes, but I need to stay over 75% air threshold on my sites to keep the consistency.
Edit 1: Removed Merlin and Occult Ritual. With such few spells, Merlin was just peeking at the next card most of the time. Occult Ritual always seemed to be a dead card in hand. Replaced with Feast for Crows, and Arcane Barrage. Feast for those those themed decks, or decks that reply on specific cards, and Arcane Barrage for removal, or game finisher since this can generate so much mana each turn. Removed Book of the Dead, I don't actually have this card but may add back once I pull it. Same for Doom of Dilmun, but it would be fantastic in this deck. Also removed King's Council, with only 4 Unique minions, it was very inconsistent. Replaced with additional removal, All Mortals Gone, this not only gets rid of opponents mortals, but if my Wizards are on The Geistwood, they trigger their Genesis effect and draw me more cards.
Edit 2: Removed Camelot and replaced with Sea of Ash. With only 4 Unique minions, it wasn't pulling much weight. Added Sea of Ash for removal from burrowed and submerged minions nearby. Still over the 75% threshold mark.
Edit 3: More updates to streamline the deck. Reduced sites down to 24 from 26. Added Unlikely Alliance, for more card draw. And added Doom of Dilmun. This deck has show to be able to pump out its 5 drops on turn two very consistently. Removed some sites that never impacted the board much, and included 3 Ghost Town for an extra mana when played on genesis. Down to 70% air threshold. I never really have an issue and with 4 Waters, and the Mixes threshold can be ignored early game.
Update: This deck continues to impress me and continues to perform extremely well. Only two losses to date out of dozens of games. PLEASE, give this deck a try. I'm open to any suggestions to help improve. And its a lot of fun to play!