
As far as Avatars go, we want to have an Avatar that gives us some type of reusable advantage (i.e., , , , etc). In our case, we’re using to either aggressively target the opponent’s life (3 free damage per strike), or have them let us draw lots of cards.
So this is our goal: We are trying to attack the opponent’s Avatar directly in order to do large amounts of damage quickly, or have them let us draw lots of cards. With that being the case, we have to plan around two strategies:
Strategy 1: Take advantage of lots of damage
In this strategy, we want to be able to take advantage of large amounts of damage fairly quickly, before your opponent is able to stabilize. My original plan was to include some direct damage in this list, since it would fit so naturally with
and
; however, after a couple of iterations, this idea has shifted — we just can't fit a lot of direct damage if we want to keep up the pressure.
I now think the solution is to provide a constant stream of threats through direct avatar attacks — to the point where there is no other option but to let us draw cards. I'm not sure of the best way to do this yet, but I tried to balance between things like stealth (e.g., , ), extra movement (e.g., , , ), and damage-on-cast minions (, , , ), etc.
After playing this deck for a little bit, the thing I need to focus on next is what happens when the gas pedal wears off. When the opponent inevitably stabilizes, we need to be able to continue. I'm guessing this is where , , , , and come in. However, I sometimes feel like maybe we have too many spells. I'd love to get to a point where our minions are doing most of the work and then the magic just comes in to completely cripple the opponent (instead of relying on magics to survive).
Strategy 2: Take advantage of lots of cards
The second part of this strategy is figuring out what we do when the other player just let's the flood gates open and gives us a bunch of cards. I think we start by being low on the curve. If we have a ton of cards and we can play 2-3 of them a turn while the opponent is only playing 1, maybe we can stay ahead in a significant way. The other part of my thought process here is to provide extra mana so we can cast more cards. I'm not sure the Towers are enough thought; we might need mana rocks or mana reduction mechanisms, or perhaps we just need a bunch of smaller minions that can sneak in hits.
🔪 Remember that a stealth minion is unblockable. I didn't know that when I first started the game, so I'm just spreading the info in case you were like me.
🔪 is the devil — kill it. That's why is in the deck. Remember that if is out, you can draw a site and then strike your opponent to allow a draw of a spell. However, keep in mind that they will be strategic and try to take the life so you don't get to draw. It's a game, learn it. But seriously... just kill it. Also, does NOT stop womp womp.
🔪 I think and are a trap. This deck is so good as casting things that get in the face of the opponent, that I think those are dead cards most of the time. We have , , , , and ... I think that's enough.
🔪 Ranged, the keyword, says "when the projectile hits the unit, the shooter strikes it". This means we could consider Ranged, which we haven't done yet. Right now, I think might be the best option. It has 2 power to work well with and it has stealth.