
This deck was very good, and I feel like a good choice for the field of decks present at SC. It's essentially the fury road shell with an emphasis on silence effects. I went 6-2 with this list at Sorcery Con 2026, losing round 2 to mud Geomancer, and round 8 to AoA. It won against 3 Necro decks, Avatar of Earth, fire pathfinder, and an Elementalist brew.
Notable cards:
Sister Stefánia - this card is a power house. I don't think any of the games I had it were close.
Sinterfee - this card is very good against the water decks. Paired with jihad it's amazing.
Corruptor freak - harasses well and can just move to sites forcing multiple interactions to answer it often into a just summoned fatty blocker
Rift valley/smokestacks - these are kind of the same slot because they let us bypass our opponents annoying sites. Expect your opponents to have very good sites. Having ways around them was very helpful.
Earthquake - this card does everything this deck wants. It helps get around sites, it kills stuff allowing you to attack, and most the time just moving the opposing avatar close to your attackers is good enough, get them on DD even if they are on all water sites.
Flame strike (collection) - I think I killed more avatars with this than anything else. You are pretty much always one step away from a hit on DD with this.
Onslaught - I think in many ways this is better than gift of the wolf even without the card draw. It makes spiders worthless, gives you a little charge when needed the spread out damage buff is often better than +2 on a single creature. It also lets you do silly things with your silence/disabled effects like play a slobermaw silenced then give it charge. Or allowing a sleeping giant to wake itself up by attacking a unit. I'll be testing with two copies.
Cards I'm considering cutting:
Blightstone - I got a little sold on this card by a friend. I didn't draw it very often, and each time it was kind of dead in my hand. There were a few times I wanted it. But sinterfee is almost always better.
Hyena - there's just not enough demons that are worth playing. I played it a lot as a 2 power creature, and had mixed feelings about it.
Leadworks - while annoying sites can be problematic for this deck this card never quite lined up the way I wanted. Its really hard in a deck that only wants to play 4 sites to have this line up with a threat in play and a site you need to deal with for a turn.
Slumbering giantess - this card was harder to wake up than I'd like. I still think it's good but it probably needs some other tweaks (more deserts?) to make worth it.
Critical strike (collection) - this was always supposed to be a spin attack, but I get these two chronically confused. Luckily they're pretty close to the same effect.