This deck is themed around Demons. I'm building around solely what I own so far, so this is no where near an ideal list.
Starting off with auras, I included Falling Star because I think it would be fucking hilarious to drop The Doom of Dilmun on someone early if you get a lucky hand. Other than that I really don't expect it to do much.
Bleeding Skull is included as a possible deterrent for token spam.
Now the minions, probably my favorite part of most TCGs and what I build all my lists around.
- Profane Revenant will almost always be nearby an evil ally.
- Pith Imp's goal is to spawn in the back row, steal a potentially good spell and not die. It's like they said in Starship Troopers, "Your enemy cannot cast a spell if you steal their hand" or something like that.
- Redmane Hyena is an interesting one. We don't have any graveyard recursion in this deck, so as soon as demons start dying just go ahead and banish them back to hell and give the puppy a little buff, it gives extra power and lets it play with the Fallen Angels too.
- Corruptor Freak is supposed to use the Second Wind spells (hopefully) to spawn and immediately GTFO your sites and into enemy territory without eating your own life points. Not entirely sure that's going to work out like I plan
- Enraged Familiar, because I'm here for a good time not a long time and I plan on taking damage often.
- Hellhounds got split up. Two in the spell book and 2 in the collection because I have two Molten Maar sites to pull them out with
- I only have one Avenging Angel which is a shame because it seems like a fun card to run multiple of. It has good defensive potential if you're starting to get invaded and can rush in to kill a key minion using its lethal keyward
- Fallen Angel is an absolute must include in a Demon deck. It gives nearby allied demons +1 and the majority of this list is demons.
- Flayer is there I guess. Don't cast it next to a Pith Imp and you should be fine, everything else in your list will survive it's Genesis effect. It can be useful for clearing a bunch of individual ward tokens in a cluster or for triggering the loss of life effect for the Enraged Familiar. Other than that it's a 3 power Demon that will benefit from Fallen Angel and Desecrated Ground
- Greater Blood Demon is where we start getting into the big boys. 6 power for 4 mana and 4 life feels like an okay trade for me. It has the potential to punch up against more expensive units.
- Archangel Gabriel is a bit over costed in this deck as Evil minions can't have ward, but the card draw is nice and I want a reason to run the uniques I pull.
- Legion of Gall is just mean, and can really slow down some decks that utilize the collection. Plus it's a 5 power airborne demon, send those little guys to terrorize the back lines.
- Cherubim also suffers the Angel Ward tax. A 6 cost 4 power airborne minion with a tap to shoot ability is alright. Fallen Angel doesn't buff the tap ability, so you're shooting just 4 damage and gotta make sure you don't shoot your own dudes in the back of the head because you might actually kill them. It's included because it looks cool.
- Lord of Fear x2 because I didn't pull any Lords of Destruction. I'd rather run one of each, but having two sources of "can't defend alone" is okay I guess in a deck that wants to fight
- Mephistopheles my beloved <3. He'll lock you out of playing any more lands, so don't play him too early but if you can get him out when you have 7/8 sites then it is cowabunga time. This is a second way to cheat out a Doom of Dilmun while also playing other stuff in a turn.
- Ophanim is a fast, airborne, voidwalker. I think it's actually fairly priced even including not being able to utilize its Ward. Being able to flank from an unprotected void square is big.
- The Doom of Dilmun can't be banished, destroyed, or modified. There is nowhere you can hide from it, for it will follow you to every region across the realm. While not a Demon, it deserves an honorary spot as the Doomsday Clock that it truly is.
Magic bullshit go! Most of the spells included are cheap little ways to ping for damage, even from the graveyard with Ghostfire. The real important ones are Second Wind for getting Corruptor Freak or anything really, into range quick; Desecrate to pull out the Desecrated Grounds while also triggering loss of life; and the Gifts for card draw and some nice bonus effects. Blaze of Glory could be good on some of the bigger Demons like the Greater Blood Demon if you can get it surrounded by the enemy.
Sites are pretty simple. Den of Evil to get everything out a little easier, Accursed Tower/Deserts to break those pesky wards, and Molten Maar to bring in more Hellhounds. Vindictive Nation should be played nearby City of Glass that way if they destroy your site, at least they pay 7 life for it. Ersatz Platz is meant to be a utility site, pulling from the collection whatever you need in the moment. All the sites in the collection are Exceptional, so roll with it as you need it. More than likely I'll use it to get another Desecrated Grounds, but I also included the Haystack to limit opponent searching and a Dark Alley for some stealth options. Sneaky Demons? That sounds horrifying.