
Mono-fire witch with a half collection of air…
Cost tops out at 5, but only play 4 until betrayal, asmodeus, or manticore are drawn. After 4 mana is placed, use witch ability to start draining life. Ruby core placed early allows to drop to only play 3 sites (4 if you draw a 5 cost card above). Ideally, save zap & betrayal for dealing the DD blow.
Synergies:
If you have to play betrayal early and have a previously played toolbox along with mix ignus in hand, you can detonate the enemy possessed. Also works with infiltrate (or a sneaky extra explosion for ignite or lance tokens).
Watchouts:
Askelon Phoenix: Only a few cards in this mono fire deck can kill it.
Mesmerism always.
Pebbled Paths: only Asmodeus can remove it, but seeing this site early will disrupt the speed/pacing
Water; slow defensive decks with site destruction need to be closed out early
Site placement - purgatory can cause damage to you if you use ignited nearby.
Evolution notes:
Cerberus was who Morgana replaced. Cerberus was a solid stand in (used for DD protection) but generally too passive for this deck.
Noxious corpses were included at one point and can be swapped back in for scorpions if experimenting with Rasputin (barging barghest & ignite as evil others). While fun to play, Rasputin engine is usually too slow for this deck.
Had Salt the Earth and Warp Spasm in previously- StE was too passive. destroying a site to slow down an opponent wasn't worth the single turn of not playing a minion or attacking for damage. Warp spasm failed on too many occasions- either minions I have are to small and die before taking advantage of the double power fights to untap, or I dont want to sacrifice my few bigger bodies. I can still see use cases for both, specifically warp spasm with ignited- and may replace for a mix ignus.
Replaced fireball for wildfire; manticore for phoenix, and rain of arrows for firebolts in collection. Previous toolbox fetch allowed Firebolts to buff Phoenix to give it a +3power boost.
Modified sites to include 7 air + 3 fire & air sites (10 total) to ensure the toolbox fetch mechanism mid to late game for disenchant and zap are met without compromising the three fire threshold requirements on the uniques in deck.
2x Free City was originally in place of 2x Dread Thicket- but the free city passive nature (deterrent) didn't progress the game forward- and any attack with the site still trasnlated to life loss of an avatar. Replacing with Dread Thicket allowed for unblockable strikes early on to maximize the charges, as did the Wuthering Heights extra movement to get into position