This deck intends to lose quick or win spectacularly. The plan is to equip artifacts and attack our opponent to death. We end the game by attacking our opponent to death. We want a short game because if we get stalled out long enough it almost certainly means our one game plan got blown up and there is not an alternative. Equip artifacts. in. Attack until the opponent is dead.
Strengths
Getting active with your Avatar is the sort of thing that most decks are seriously unprepared to handle.
No minions in the deck means most removal spells are dead cards.
Weaknesses
Card Packages
Hit Hard, Hit Early, Hit Often, Hit Safely
Hit Hard
can make it so our opponent can't move while also costing them life.
is very cost-effective for three power as long as a trivial hurdle has been cleared.
only increases strike damage situationally, but. like. come on now. Evil, artifact bearers, spellcasters, voidwalkers, submergers, burrowers, and Frogs is a pretty wide net, and ranged is excellent for presenting a threat early.
is simple but it Does The Thing.
even has an FAQ about the drawing a spell for killing with splash damage. It makes blockers on the same site irrelevant on death's door. It's maybe not worth running three of it but good luck stopping me.
Hit Early
is great for scooting into an advantaged position or out of a disadvantaged one, and if it's a dead card you can cash it in for something else by teleporting in place.
can cover a bunch of ground and strike!
covers a bunch of ground and strikes everything in its wake. This card is incredible. Why can I run three of it.
can scooch you forward!
Hit Often
is the best card in the deck and we're running three copies of . Free extra attacks every time we draw a card with our Avatar's ability is absurdly powerful.
Hit Safely
disables minions. Disabled minions don't strike back when attacked.
can both steal gubbins from an unwary opponent AND protect us from damage by striking first.
disables minions in more than one square!
grants ranged, but also lets us attack stealthed units.
teleports and disables potentially many minions.
lets us present a threat from far outside the range of probable reciprocation.
says "strikes first" on it and I don't care about the rest.
disables minions without even costing a spell.
Protection
Protect Our Stuff
messes with targeting in a major way. This can stall for time on death's door, protect our equipment, or just complicate the utility of spells our opponent is likely to want to cast. Be careful deploying it because we're also running , which targets but is extraordinarily powerful.
Recover Our Stuff
puts stuff on the bottom of the spellbook, which is a hard place to draw from without minions (though does exist), but it gets them out of the cemetery. Also (and more importantly) it can remove reanimation targets and replaces itself.
can get stuff back from the cemetery, or sneakily steal stuff from our opponent's cemetery.
Protect Our Life Total
prevents many of the best death's door finishers from killing us in the worst case, and from many meddlesome magics besides.
can either protect us from an opponent's attack or from getting struck back during ours.
does nothing at our default of three power, but as soon as we have more power it can prevent egregious quantities of damage.
Recover Our Life Total
is a door finisher, removal spell, healing spell, and wallet flex all at the same time.
leeches a life for a two point swing (almost) every time we move.
requires four air affinity to activate,
Greed
Touch More Cards
is another copy of whatever our best artifact is.
is any of ten cards we'll discuss later. It's too good.
can't draw our opponent anything if we don't have a minion. It's not good, but it's worse in every other deck.
is selection instead of advantage, but it's good.
is a free brainstorm lock for ourselves!
Deprive Our Opponent Of Cards
can put stuff in places it's useless. Extremely good.
makes stuff die more.
turns off a minion a turn, and more if the opponent draws extra cards.
isn't as good as disabling or killing minions, but it stalls attacks without affecting us.
is an off switch for an opponent's site. Disregard an opposing !
is mass movement that can only affect enemy units in this list.
prevents minions from encroaching for a while and we can probably just teleport past it.
can
The Collection
disables a minion for a free attack on it.
is a death's door finisher. Frankly, this card in the collection alone makes worth playing.
is very risky if we need to blow stuff up on our current site, but if it needs doing there's nothing else to be done.
is mass compelled movement that works on the enemy Avatar. Make them step out of the , or make a pile of minions walk onto a or something. Get creative, if you're not using the to finish someone on door you get to get goofy with it.
is good enough to maindeck, so having one on tap can't hurt.
cantrips and can be used for offensive or defensive movement.
disables a minion at longer range than does.
is bonkers.
is good enough to maindeck and very good besides.
clears wards, wipes tokens, or damages minions slightly for lethal attacks and card draw in a pinch.
Mulligans
Double water is much more important than double air, but at least one air is very important for mobility with and . Ideally your opening hand will have a way to prevent or heal some damage to you, a mobility spell, and an artifact to increase your power. likely isn't a good card to keep from the jump, but I never ship it back.
Changes
Revision 2026-09-25: updated primer to more usable format.
Updates Under Consideration
is an incredible card. At a cost of one mana per turn in a deck where "get to four mana" is typically enough and honestly three will usually work, going from three to four power makes it take five attacks to door the opponent instead of seven.
cantrips and moves three spaces for three mana and one threshold. Excellent for getting out of trouble or into a more aggressive position.
is maybe win-more but making win more is a really tasty flavor of winning more.