
Disclaimer: This is my first Sorcery deck list ever. I will be updating it as needed. If you have any tips or critiques feel free to let me know in the comments as I'm eager to hear them.
In the early game and midgame, we want to be casting minions that have asymmetrical combat effects that benefit from wards, such as . This minion has lethal, which allows it to trade two of your opponents cards for one, provided it was warded. In the midgame, cards like are able to strike first, so they are able to maintain their wards as long as you are attacking.
Because Savior is quite mana hungry, and have been included to ensure consistent mana production and site draw, and therefore warding.
There are a few minions in the deck that fulfill the same niche as the aforementioned Pufferfish and Pikemen, but for the late mid to endgame. These include which benefits from its lethality, and which gets +3 power during your opponent's turn. Additionally, becomes a massive warded beater provided you stay on top of warding your other minions. There are many included cards that are simple, cheap creatures with solid stat lines, such as and - these form the backbone of our offense even into the late game.
For removal outside of combat, is included to submerge your opponent's minions (or to remove your own minions from disadvantageous situations on distant sites). Additionally, and can be cast to disable problem minions. I've also included and as more defensive removal if your sites are being sieged. These can be accessed via as well if you do not draw into them over the course of the game.
Ideally, an overwhelming force of warded minions with a mix of Airborne, Lethal, and First Strike abilities should prepare you for nearly any situation. In the event that you lose enough wards, your board will become extremely easy to dismantle. To ensure that this apocalyptic scenario doesn't happen, and multiple copies of should suffice.