
We all love her or fear her.
You know what she can do but she still surprises you.
'Court Meta'
This list isn't super competitive, however it can still defeat top table decks with ease given the right circumstances.
There are certainly cards to change out if you want a sweatier experience.
Here you'll find the normal shenanigans, but adding the aggression that fire brings.
Sites...
It is important to establish a forward position as an
Air site, so you can position AoA there and use her ability to push minions the turn they're played for maximum value.
Air site turn 1,
Fire site to the side turn 2, and another
Air site at either forward locations is one of the ideal scenarios. This may change with defensive site placements like , , or s taking priority, or if you start with a you don't have to worry too much as it allows the extra reach. (If you do start with a , see if you can get it into your opponents front row, as that can be very effective for reaching further into their realm). Sometimes an
Air site turn 2 is the play to enable a turn 3
Fire site and a Kobolds or similar...
Beyond this ( turn 5+) it's a good idea to play to the back row or to one side to try and avoid damage, but more on that later.
From there it's sites you would expect to see in
Air
Fire. , , and all provide fixing. The s can deal with tokens, Wards or even pop your own if needed. The cycle with s provide some timely ramp, and can be a sneaky way to pressure your Opponent. ( is fun with this one if you like having judges called over because it's so surprising!). The single can be nice if found when struggling on
Fire threshold, and both and work well in this list. If you don't own those then it's a good reason to run more Elites/Uniques if desired. (They replaced 2x , 1x and 1x ).
The Last card to mention is , and we all know what a fantastic card that can be especially in such a diverse Atlas of movement tech, utility, defence, fixing and tax. It's hard to say what is best to copy as it tends to change every game. Could even be your opponents site!
Minions...
, s, and charge minions and provide immediate damage and a threat needing to be answered. Coupled with the lance from a ? A surprise attack and a line your opponent couldn't see coming.
fetches (Or if things have gone south), a useful deterrent when it can be pushed away immediately, reducing the threat to your board and having good damage potential. A good target to too.
, , , , , all need no introduction. They're
Air classics, staples and powerhouses. Utility, sustain, removal. My favourite being to casting a Sturmgeist the same turn you Death's Doored your opponent. Good times!
, and are the other toys that
Fire brings to the table. Lamorak and Hillock are good control pieces, especially when being able to float them to a better location than they were cast to. Cerberus is just a huge threat that can get over the top of some of the more annoying minions in the game. Paired with a Wuthering Heights or two (!) it's quite deadly.
is the real elephant in the room. I don't confess that this card is good in any way, but it is a lot of fun pushing a Bladderblimp on to a Wuthering Heights, pushing it again, attacking your opponents home site, casting and pushing a into them, killing the Bladderblimp, then ing the Boulder so it doesn't get pushed back. It's only 14-16 damage usually but its such a great line to see play out.
"Gotta respect the Bladderblimp" - Someone quite good at the game
Magics...
Most are cards you'd expect to see in an
Air
Fire deck, aside from the we've covered already. , s, provide 'unconditional removal' , while is a must when so heavy into
Air. and are obvious includes, and could be argued need to be higher in number too. s give extra tricks when most needed, sometimes repositioning AoA to be able to blow an enemy minion into or is invaluable, and it replaces itself!
Auras and Artfacts...
. It's , of course we have Boulders. is here too, and a tip here is to either play it forward on your Avatars position, or on a forwards Wuthering Heights so you can immediately push things that are cast. It is also the reason the Artifact count is low, with just two es to grab things we need from the collection.
and are our only Auras, and they are also 'unconditional removal', but maybe better as it allows us to control the board to slow the game down or dictate the direction of travel for our opponents. Very nice throwing a quick Scarab under one before it Dispels!
Collection...
I find that
Air always has a strong Collection to choose from, and
Fire takes it over the top with to take care of anything the other 9 can't deal with. Mass token removal, targeted removal, Deaths Door 'knockers', surprise tricks and additional movement. There's generally a card here that is extremely useful at any time.
I think I've covered most of my ideas with this list, but having played it for so long now it's always adapting and evolving, even this new Court meta has shifted it away from an even higher top end. There'll be lines I've forgotten, or maybe even not seen or though of!
If you like what I'm doing, drop a like on the list and comment if you've got an suggestions for things I should consider running!
If you've read this far, thank you!