EDIT: I've been making a few changes and am currently running this list in season 4 of the summit: https://curiosa.io/decks/cmonb5dim00dl04l5kpj91b5j
EDIT 2: Took down the day 2 Excalibur Pittsburgh event with this list: https://curiosa.io/decks/cmrapsfrn00as04l7ns6tdhhi
TL:DR: Lots of towers and less 2 drops is feeling great!
Ping me on discord with ideas/questions!
Deck Philosophy
I started out learning to play Sorcery in March of 2026 trying to make aggro work. The Gothic water meta made that very hard. I bounced off of and and had some fun learning Furious Road : https://curiosa.io/decks/cmah6ebes002ll704cycrhe8o?tab=primer. The latter drew me in because of the very tight game plan: Ramp asap to 4-5 mana, and burn them down with aggro minions and tapping.
This wasn't quite good enough and couldn't often compete with the card advantage and card power other decks have.
I then realized Imposter could solve all of these problems and make an even better deck. This deck removes the ramp and combat tricks found in earth from Furious Road for the mask for consistent ramp. You upgrade the earth combat tricks for air ones, and add a few other cards that synergize with other masks you have access to. You lose deal 2 tap ability but I think I'm dealing more average damage per game with mask than I ever did with the ability. On top of that, with Witch you have to tap 4 times get to 8 damage, Imposter does it for 3 mana and a single tap which is cheaper and I regularly get 8 in my graveyard (my record is 18). On top of all that, early aggression is a perfect match to the critical problem of keeping heat off of the avatar while wearing the mask.
After some tuning this deck is running between 75-85% win rate on the Sorcerer's Summit.
Game plan
Start off as strong as possible with aggressive turn 2 and 3 plays, setting your opponent up for a difficult decision when you put on the mask. Leverage the card advantage from and your suite of high pressure minions and spells to close the game out, often with a big tap. Keeping the mask on for 2-3 turns is huge card advantage that is very difficult for enemies to deal with when they're trying to stay above deaths door against a low curve aggressive deck.
I've added and as loves mana. Even drawing a mix late can enable mask changes that would have otherwise been impossible. They work great making turns possible, and they really shine enabling strong turn 2 and 3 plays setting you up for a solid few turns on the mask.
This deck is setup to execute on that plan as consistently as possible. I've tried to only keep cards that do one or more of the following:
Make my first three turns as consistent as possible and trick out higher cost minions if possible.
Threaten damage to the enemy avatar.
Are great cards that are made even better with a specific mask.
Are incredibly strong cards.
Weaknesses
Artifacts: In this meta I haven't been seeing many artifacts that blow me out. That being said matchups like and can be tricky if they get good artifacts out. Depending on the meta you may need to tech a for or .
Early combo: Decks that can trick out early bombs with cards like are hard for anyone to deal with when they hit. Your turn 2 and 3 is stronger than most decks so you can start pathfinding but if you're on the back foot already, things are very difficult.
decks can be tough to deal with. All their cards that hit your avatar directly make it very difficult to keep a mask on and cards like stop you from pathfinding. You'll need to try to play defensively and stabilize as your later game will be generally better.
and decks with lots of ward. In higher ward metas you probably want to tech in more desert sites. As is, you can deal with 1 or two a game with cards like and , but lots of ward becomes tough to deal with. Your minions won't often out-power your opponents so dealing with them might require 2-for-1ing your self.
is rough as it stops which a lot of this deck is built around. is also annoying as well as it makes inefficient to cast though it doesn't stop your plan. Get or try to silence these sites.
Mulligan
Here's what I'm thinking about during the mulligan in rough priority order.
Look for a strong turn 2 and 3 play. Any 2 mana minion will be fine on turn 2, though 2 3 drops with a tower can feel very oppressive. Plan on playing cards like and on turn 2 even without effect so that you have board presence when you put on the mask. Remember they are worth damage in your graveyard and if your opponent is dealing with them, they're not taking you off of the mask.
The threshold to play your turn 2 and 3 play.
Depending on your matchup you'll want to prioritize the following next.
Against non-Pathfinder decks you suspect to be running water look for site disabling abilities. and both feel amazing in the center of your second row. So many defensive sites slow down your game plan and removing your opponents ability to rely on them is pretty critical. counts here too. Especially on the draw, you can often play her turn 2 to disable the site in front of you. Pathfinder, even mono-water has less control over site placement and silencing is less important.
Against other decks look for anti-healing cards. This becomes even more important against earth, but air also has all the healing minions. No matter the match-up, I rarely mulligan . is also a very nice card here as it can block cards like from having any effect and 2 threshold also feels very good when counting pips for .
Turn 4 and 5 plays that can pile on the pressure or turn it back on after putting on the pathfinder mask. Cards like feel amazing on turn 5, after pathfinding, followed up by a turn 6 and a 2 or 3 drop (animating the aura) is very strong.
The best possible sequence looks something like this: 1. -> 2. + -> 3. + . Its hard to deal with seven power (4 of it airborne) coming at you with no site defenses. You might be able to skip pathfinder and just go for the win if both minions hit.
enables turns sequences like 1. 2. 3. . Destroy their site and get in damage.
Depending on your opponent and play/draw you can also consider using a tower to go to 3 mana on turn 2 to play . This works better on the play, where your opponent will only have 2 mana to react with to take the mask off. Playing turn 3 instead of a minion play can be a worst case last resort, but I've found that the your opponent will often have an answer that takes the mask off and means your turn 3 did nothing. The pressure even a 2 site mask applies with this deck is hard to handle, but skipping a turn early makes this deck pretty tepid if it doesn't work out.
In 90+% of games after turn three you should either have 2 minions in play or have the pathfinder mask and a 3 minion out as well.
Deck Tech
, , and to a lesser extent : The enchantress mask makes these so dangerous for your opponent. Both of the uniques are a minimum 1 for 1, but then any cantrip or turns them into a massive damage threat as well as a 2 for 1 if they move on top of a new minion.
: You love to see 2 fire pips here, and it feels great to flash him back onto or . I haven't yet double cast using him but one day...
: One day this card will probably get cut, in lower healing metas I could see cutting him now but 2 mana, 2 fire pips, and block healing is very good for this deck. Think of cards like this as having a +2 damage on them for flamecaller later. It makes including them and even drawing them early feel pretty good.
is a uniquely powerful card, and pretty unfair but there are a couple reasons its even better than average in this deck. It fills up your graveyard for with just this card (3 from morgana, and any you discard when she dies). She also can't be blocked from stealth so three damage from her attack is wonderful. I regularly cast her adjacent to an enemy site, then before casting a spell on a subsequent turn, attack from stealth, then cast one of her spells. I don't see her survive long after breaking stealth either way, I love to get some damage out of her.
: A recent include to make my turn 2 and 3 more consistent and higher pressure. 4 damage fliers are amazing and even better on turn 3 (or even 2 with a tower). In a pinch they can also deal with a vampire for you.
: You gotta have good reasons to be missing fire pips on your minions, but Sturmgeist is one of them. Its amazing early game pressure, and synergizes very well with . Early game make sure you have the threshold to play it, and late it feels amazing to put on the mask, hit with a minion and then play to put your opponent in the blender.
: An obvious include, I just had to cut one to fit an extra 2 or 3 drop, probably should add a third but struggling to decide what to cut.
: A very oppressive fire/air card. No immediate damage, but very hard to play around and deal with.
: Without my more evenly split site base I'd cut this card, but too often it can find me the answer to close the game. It also is a nice graveyard filler for mask.
: Love this card, with all the combat tricks you can end up in pretty crazy turns, buffing a charge minion to close the game.
, : Early 1-drop ramp feels great on turn 1 and not horrible later. It enables access to top end cards that are harder to get out otherwise. They also make cards like and a lot easier to cast. Having an extra mana late game might mean an extra card draw from mask instead of just burning 2 mana.
: A great site destruction card, can take effect right away with some forced movement.
Sites
Even Though I'm mostly in fire I run lots of air sites to make the higher threshold air cards like more consistent, there's also a ton of great air sites like, and the towers. I'd love to fit cards like for turn 1 plays but haven't found the room if I want the full suite of anti-heal and silence (which I do). is in there for a turn 1 play but will probably eventually be cut. Is a standout, allowing multiple plays of your unique sites. I often keep if I have it in my starting 3 and draw a site instead of playing it so I can surprise opponents with it later.
Cut
There's a lot of great cards out there that raise the ceiling of this deck. I've often made the conscious decision to lower that ceiling for early consistency.
: I ran 2 trinkets for the first few weeks of running this deck, they're definitely great with all your charge minions and cards like , but ended up cutting them in favor of early fire minion consistency. I found my losses were to early combos and aggression and trinket didn't ever feel good to draw early. Artifacts also don't synergize with any of my masks. I think cutting it raises the floor of this deck while lowering the ceiling a little bit. The trade off is worth it.
: Pretty much the same issue as trinket. Its a great card, even if I'm often not getting the heal since I play , but in a meta I've found it doesn't stick very often. Not to mention I have so many combat tricks to close the game, I'm not really missing the Death's Door utility.
: I ran 2 of these for a while as well. They're obviously good, but I found them to be too slow too often. I already have so much flexibility with I found I'd rather be drawing a 2 or 3 drop directly than a toolbox. You also get access to lesser used but still powerful avatars if you run 10 avatars in your collection. ,, and might all be cut to make toolbox worth it, but each of those are useful in specific contexts. There's a real cost to fit it in.
: I probably should be running this card, but I rarely have 2 minions on board ready to swing, and for one proc of three damage doesn't feel amazing. Charge minions are better. That being said its 3 fire pipes which fits right in. I don't mind cutting it and definitely will in paper where this card is pricey.
: I used to run it but added deserts to more consistently deal with ward, its floor is a little low for my taste.