
This deck is intended for teaching newer players but is also able to get you a win quickly if you get the best cards.
The dream is t1 rats or mill site, t2 boneyard or Orpheus' Crossing to bring back a big beater before the opponent can do anything and steal the game away. Can do it one turn slower with sisters of avalon and a big beater in hand.
Deathspeaker can bring back a minion to use it's genesis ability, but book of the dead lets you cast and then keep a minion from the grave every turn, and boneyard / Orpheus' Crossing can bring back a minion one time when placed. Orpheus' Crossing is too dangerous to play when your opponent is mostly red and could cast searing truth after they get 3 mana, or if they have any amount of wind and are at 4 mana for that toolbox into zap.
Using Orpheus' Crossing after playing and turning on Mount Ussar Sanctuary means you teleport to the Sanctuary and gain ward which can mitigate the risk of using Orpheus' Crossing on the mid game.
Wuthering heights can fly any minion to a nearby site, including immobile ones. Wuthering Heights doesn't target, so it doesn't pop ward.
Skeleton mage can recast a spell in the grave, so if something has 6 health you can Lightning Bolt for 3 from hand, play Skeleton mage to cast a spell from grave, and Lightning Bolt for the last 3. Skeleton mage can even do this when cast using deathspeaker's ability, but it must be done in the moment in-between the Skeleton mage coming back into play and the Skeleton mage then getting banished from play.
The best targets for deathspeakers ability are Gargantula, Grandmaster wizard, master necromancer, Skeleton mage, apprentice wizard, arjano exorcist, and lastly land surveyor.
The vampires keep you alive, I would run the knight, but I don't have one.
This deck is mostly ment to be lent out and teach new players how to play and how different cards work.
Assorted animals is basically just a 4 mana tutor for gargantula, who is our primary removal outside of bury. Not sure what to cut for it, went down from 3 to 2 Kettletop Leprechaun for the inital copy.
14 spellcasters to use dream quest.
14 to 16 wind sites, and 17 to 19 earth sites, plus the wind core, means we usually want to shuffle away earth sites if we have too many and not enough wind, gotta keep wormelow tump though, same with a pebbled paths against an aggro deck, and forgotten tomb or shallow grave when you have a reanimation land in hand. Not sure how to adjust the sites to make the mana better.
Sir Perceval shows off the games whimsy, sir bors shows off how broken range can be.
Please leave any tips or critiques, I haven't played this hero before so I am absolutely shooting blind.
Earthquake and craterize seem like better removal but I don't have any.
Consecrate and Consecrated Ground seem pretty good against bothersome sites if any prove to be a threat.