
UPDATE: THIS IS A BAD DECK. MONO AIR IS REALLY FRIGGIN HARD TO MAKE WORK. I took it apart :(
INTRO:
Hello everyone! Thanks for reading. Do you like drawing cards? I sure do. As much as I don't regret abandoning MTG, I sure miss drawing lots of cards. I came up with the idea for this deck because I was tired of not having cards in my hand during mid-late game in your average game of Sorcery. So I decided I wanted to draw ALL of the cards and drown my opponent in card advantage. I'm aware that is really good with Air and Earth, but I wanted a mono element deck to not worry about threshold. I'll have another primer for my Air and Earth deck soon! I'm curious to see which is actually better!
WHAT IT DO?:
seemed like a good place to start, and is really the foundation of the entire deck. How can I abuse this ability as much as possible? That's what I'm trying to do. seems the best Avatar to accomplish this! Flood the board with powerful Genesis (and non-Genesis) minions, draw lots of cards, gain value and card advantage by playing things from our cemetery, and win the game with persistent board presence and game ending minions and magics!
This is my attempt at a competitive deck, but there will be notable exclusions due to prices of paper cards. I'm not willing to spend 200$ on a single card! , I'm looking at you. So if you see something that you think would fit in the deck, you're probably right, but it might be not included because of money.
NOTABLE GENESIS CARDS AND COMBOS:
-I'm putting into the deck all of the really good Genesis abilities in Mono Air. The aforementioned and his protegé , drawing us ALL THE CARDS. Place them on for double the fun! The two wizards function as annoying spellcasters for our suite of Magics, but mostly they just gum up the board and serve as defenders that we can get extreme value from. Our opponent is wasting their turns killing these things while we continually gain card advantage.
- let us dig through our deck faster, pitching cards we don't need at the time or would like to cast for value from the cemetery later. If we have no spells in hand, the Sisters are just a better , letting us draw a card for one fewer mana.
- lets us cast our Magics from BOTH cemeteries, and since everyone seems to be running air as a support element these days, the likelihood that we can cast magics from both cemeteries is relatively high.
- is forced movement on a 3 power body, and the best art in Gothic. What's not to love? 😍
- is not as powerful as some of his brothers in arms, but he's still very good. 4 power with Ward and Airborne, plus he draws us a card? AMAZING. Since we're in Mono Air we don't have to worry about this threshold cost.
- say screw you and your collection! Goodbye and ! 5 power Airborne is pretty messed up as well.
- does a pretty good impression of a certain other Avatar....5 mana, 6 power, 5 bodies?!? Yes please.
- is an interesting one that I'm unsure will remain in the deck as I haven't been able to play with it a lot yet. It combos REALLY well with and . Time will tell if this remains in the deck, because casting him from the cemetery with our Avatar's ability does nothing!
- is both fun, flavorful, and in my opinion, an underrated card. It's a 4 power Airborne minion that draws you a card! Exactly what we want.
- Hey there, that's a nice you have. I'll take it!
NOTABLE NON-GENESIS MINIONS:
-I have found that some of the minions in Air with Genesis aren't as impactful as I would like, so instead I decided to run some very impactful minions that are aggressive/versatile/powerful enough to include despite their lack of Genesis abilities. For this reason, running can lead to some really awesome inevitability with ALL of our minions, including the ones without Genesis.
-: Aggressive, Airborne and with free movement and striking bundled in. Incredible art to back it up!
- Airborne+Charge ends games. Gadu Duaso going really hard with this one!
- What an incredible minion! Extremely versatile in shutting down 3 power or lower minions, and lets you smash into with your in order to trade up tremendously. A real pain in the ass to fight against.
- This card I'm unsure about yet, as I have yet to have the opportunity to play it. Theoretically, it should allow me to defend all of my 3 power or less minions at the same location, even while tapped. Returning these minions to hand to re-use their abilities seems pretty good. But in reality, will my opponents just attack the site itself, forcing me to defend and therefore bypassing the Hero's ability? I need to actually be able to play with this card to find out. At the very least it's a 4 power airborne, so that's not nothing!
- What do we do with all of those cards we draw? Discard them all to kill our opponent, of course! The likelihood of discarding 3+ cards a turn for 9+ damage is low, but a stapled to a 4 power airborne minion is still pretty good! Turn that useless late-game into damage! Dream scenario: While I'm on Death's Door, attack your Avatar for 4 damage with the Jinn. Discard a to deal 3 damage to it. Cast the Wizard from the Cemetery for free due to 's ability, draw three more cards. Discard those three cards for an extra 9 damage to your Avatar, for a total of 16 damage for the turn! Neat.
ARTIFACTS:
- Normally I would only play one, but since we're mono Air and we draw lots of cards, mana acceleration really plays into that strategy well.
-I don't need to say anything else about that you don't already know, right?
- Same as above. They're all very powerful! If you have as well, I wouldn't hesitate to run it. Mine is in another deck, so it's not on the list.
- You may have to take a turn off from adding power to the realm, but it's probably worth it! This provides so much inevitability. Hopefully we can accelerate into casting this AND something from your cemetery in the same turn.
MAGICS:
- What's not to love? X spells are awesome, this is so versatile and so deadly. This can remove huge threats, lots of small minions, and end games. We have tons of spellcasters as well to cast it from dangerous angles.
- This is extra movement, and just as importantly, it draws you a card. NEVER RUN OUT OF STEAM!! Casting this with our feels particularly good.
- I might want to add room for another one of these mainboard, there are a lot of nasty artifacts and aura's running around.
- Turns any minion into . Pretty sweet, and again, it DRAWS A CARD.
- You know it, you love it.
- Poor man's that can be cast from .
- Our only cemetery hate in the deck! Cemetery hate is a weakness for this deck, both in defense and in offense. Other people running cemetery hate in anticipation of really slows down our gameplan as well. In addition, being in Mono Air we don't have a lot of options for dealing with the cemetery shenanigans of others. Please leave a comment if you know about a card that accomplishes this that I'm missing!
- and C'mon.
SITES:
-, , Everything comes out a turn early! Turn 1 into Turn 2 ? Yes please. Seriously these sites are crazy at Ordinary.
- You know what goes really well with card draw? MORE MANA.
- More acceleration please!
- "This deal keeps getting worse all the time!" But seriously, free movement.
- Stealth is really good, yo.
- Undefendable attacks are super sweet.
- Stop your cool sites from doing their cool stuff.
- The possibilities are nigh endless!
- Card selection is great!
- More rectangles on the board=Card advantage
- This really doesn't hamper us, mostly our opponents. We have a lot of airborne stuff and a lot of stuff that doesn't need to move, such as the wizards.
- The aforementioned combo with is pretty sweet. Also lets you place your Spellcasters strategically for a kill.
- Double up those triggers, babyyyyyyyyyyyyy!
- Easy to meet the threshold requirements for this in Mono Air, and we can use our to force things into it.
- Let's us keep our Airborne minions alive and attack with swift justice.
- I heard is a really good card. This common site says otherwise.
- says draw a card.
- This site is insane, perhaps you've heard? Free movement that can be use offensively or defensively.
COLLECTION:
-The collection is your pretty standard stuff to combat a variety of types of decks. AKA, more removal and teleporting! I'm not going to go over all of them, just point out that is really good against all of those pesky s running around.
WEAKNESSES:
-I already talked a little bit about it, but CEMETERY HATE. Also being unable to interact with an opponent's cemetery.
That's the deck. HAVE FUN DRAWING CARDS