
The very first deck I made, updated a bit overtime as I picked up new cards (and to move from 50 -> 60 card spellbook when that change came through), but still plays the same way.
Deck concept: When I first built this deck the only cards I had were a single box of Beta & some extra sites a friend donated - Consequently I felt like I didn't really have enough cards to make a deck focused on any single mechanic/minion type/element. Instead, since I had pulled an Elementalist, I built this deck to use efficient minions from across every element, with the goal of having primarily single threshold cards I could always play, and double element cards I could *almost* always play so I didn't have to worry about threshold while I learned the game.
Overall strategy: This deck uses good minions from across the board that are either overstatted for the price or have good abilities, and wants to play aggressive in the early game, establishing board control by trading well & attacking sites. This deck generally plays very well in the early and midgame due to its strong minions and lack of threshold problems, but doesn't have a lot of powerful lategame threats, so ideally you want the game to have been won or nearly won by midgame. The magic included in this deck are generally intended to do one of 3 things - help minions establish control/trade well (leap attack, whirling blades, blaze etc), solve specific problems (murder of crows to clear tokens or ward, sleep/silence for individual problem minions that might not be on the frontline, etc), and movement tricks to help you secure that final hit to the avatar before the game can stretch out too long.
Opening hand: You want to prioritize having multiple strong minions available (preferably 2 in the 3-5 mana range, but atleast 1) - for sites, the majority of the double threshold costs in this deck are
, so ideally you want to have at least one source of
- there are 11 in the deck so this should be no issue. The towers that give you extra mana for the turn are the standout sources for
in this deck, because they can help you get strong minions out even faster to establish board control.
is the second most common double threshold, so if you have one of each that's even better.
There is substantial optimization that could be done (both in the abstract, and by me specifically now that I have more cards available), but this deck has enjoyed a pretty high win rate in my local playgroup so I haven't made any changes to it after my first round of edits when Gothic came out and the deck size changed.